Commando Archive

Thread: When they repair grenades maybe some unique side effects might be in order

Tal-N
Sun Feb 15, 2004 10:20 am
#1

Just in case the devs decide to make commando grenades the NPC equivilent of what the Ranger traps do to animals I started thinking about things which are a little bit of a different line of thinking outside of the usual blind, stun ect.. status effects. Here some things I came up with.


Fragmentation Grenade: If this is supposed to be something similar to a frag grenade then that means it'll throw out shrapnel, presently there isn't a player equivilent of the special move certain animals have called Open Wounds. So it might be nice to make the bog standard Frag grenade have a chance of a bleeding side effect.


Cryoban Grenade: The cyroban grenade was featured along with a few others in KoTOR. In it the side effect was decreased speed which makes perfect sense as it freezes things. If the weapon causes the usual cold damage but also had the ability to slow the attack speed and physical movement of the target then it becomes specially handy. In order to keep this as a seperate from thepecanine dartthat scouts and rangers use it should only have an effect on NPC and not animals.


Glop Grenade: As nice as the glop grenade is it really is one of the grenades which need a bit of a kick. Simple acid damage isn't really suitable so perhaps something which is a little more potent is in order. Perhaps something which causes the target to slip on the acidic goo causing them to fall over similar to an extreme dizzy state and with the bonus that the glop goo behaves like Napalm meaning that burns actually cause far more damage than usual.


Imperial Detonator: I seem to recall that the Imperial detonator being designed for force more than anything else. Not the raw power of the thermal detonator but a more focused blast. Therefore it might be nice for this for this to cause a geneal decrease to an NPC or players defensive bonuses and aiming due to a dazed state from the shock caused by the blast.


Thermal Detonator: Raw energy being released simply has to have the result of causing an area knockdown and setting the mob on fire. a weapon which would be well suited to accompany the glop grenade then as the glop goo increases the chance of falling over so the knockdown make things worse and the napam effect of the goo would mean the thermal detonator causes the npc to burn that much more fiercely.


Proton Grenade: This would be the mother of all grenades, a combination of the raw knockdown effect combined with the slowing effect of the cryoban grenade and the general decrease in defences and offences of the imperial detonator. All of this caused by radiation released by the proton blast which causes mild radiation sickness for the effected NPC. This would be thesingle shot'f*cks you up' grenade that makes master commando so worth while


Just my thoughts.




Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
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Tal'N Chratk
Shadowfire Bounterhunter / Commando

Raptor2k1
Sun Feb 15, 2004 2:57 pm
#2

"Glop Grenade: As nice as the glop grenade is it really is one of the grenades which need a bit of a kick. Simple acid damage isn't really suitable so perhaps something which is a little more potent is in order. Perhaps something which causes the target to slip on the acidic goo causing them to fall over similar to an extreme dizzy state and with the bonus that the glop goo behaves like Napalm meaning that burns actually cause far more damage than usual."


I'd change this to a temporary parylyzing effect myself, as glop grenades aren't actually supposed to do damage, but rather hold a target in temporary stasis.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Tal-N
Mon Feb 16, 2004 7:32 am
#3

Well the cryoban grenade already hinders movement so it's a moot point to have another one which does the same kinda thing.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Raptor2k1
Mon Feb 16, 2004 2:03 pm
#4

Yeah, but rather than slowing them, it outright roots them in place the catch being that it does little to no damage and has a small blast radius (wheras the cryoban is good if you want to sting them a bit, in an area of effect.)



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Tal-N
Mon Feb 16, 2004 3:17 pm
#5

This is why you'd be ideal for working in SOE, creating redundent ideas. Why bother using a cryoban when you have a glop grenade which does the job better. Each weapon needs a seperate role from another one, if they cross over too much it means you end up with a wasted feature. People bearly use adhesive mesh because of the fact when the animal is under attack is wears off quickly, so they use the darts instead so the mesh becomes redundent.






Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Raptor2k1
Mon Feb 16, 2004 5:33 pm
#6

Because... under my idea, the Cryoban would have a large AE, while the glop grenade would be pretty muchsingle-target only. So if you wanted to slow down a whole group you'd use cryobans, but if you wanted to root and take down a single target, you'd use glop grenades.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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