|
Post by johndramey on May 29, 2015 22:12:13 GMT -5
|
|
|
Post by johndramey on May 29, 2015 22:17:24 GMT -5
Shotguns!
It would be a cool idea if some of our troops, I was thinking specifically the captain or engineer, had the ability to equip a shotgun styled weapon. Maybe have it take up both hands, not allowing a secondary weapon to be equipped, but having a relatively big punch and maybe a small, burst style spread. Have it generate a lot of heat but hit like a truck, that way it can be kind of an "oh shit" weapon for the equipped Templar. It could maintain the same range as the current pistols and maybe be unlocked along the engineer tree.
|
|
|
Post by khearn on May 29, 2015 22:36:05 GMT -5
Mines. A munition you could either start equipped with or purchase from a TP. You can drop it and if a xeno (or maybe even a Templar) moves next to it, it explodes for damage. Maybe two types, one you can requisition early on that will blow up on either a xeno or a Templar, and one you can requisition farther up the tree that can tell friend from foe. But if a Templar is stamnding next to it and a xeno runs up, should it blow up or not?
|
|
|
Post by ntsheep on May 29, 2015 22:39:14 GMT -5
Shotguns and Mines with IFF, my mind is aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention!
|
|
|
Post by CdrPlatypus on May 29, 2015 23:21:53 GMT -5
I want rocket launchers
|
|
|
Post by dayan on May 30, 2015 0:10:50 GMT -5
Shotguns! It would be a cool idea if some of our troops, I was thinking specifically the captain or engineer, had the ability to equip a shotgun styled weapon. Maybe have it take up both hands, not allowing a secondary weapon to be equipped, but having a relatively big punch and maybe a small, burst style spread. Have it generate a lot of heat but hit like a truck, that way it can be kind of an "oh shit" weapon for the equipped Templar. It could maintain the same range as the current pistols and maybe be unlocked along the engineer tree. Shotguns are mainly obsolescent, used when needlers are unavailable. Templar combat arms tend to have alpha priority in the weapon department, so I wouldn't think they would need to use anything considered archaic. Prox mines. Beacon rounds. A grenade type special device that sticks o a target and attracts any homing weapons in play.
|
|
|
Post by Officer Genious on May 31, 2015 9:25:21 GMT -5
Shotguns! It would be a cool idea if some of our troops, I was thinking specifically the captain or engineer, had the ability to equip a shotgun styled weapon. Maybe have it take up both hands, not allowing a secondary weapon to be equipped, but having a relatively big punch and maybe a small, burst style spread. Have it generate a lot of heat but hit like a truck, that way it can be kind of an "oh shit" weapon for the equipped Templar. It could maintain the same range as the current pistols and maybe be unlocked along the engineer tree. Shotguns are mainly obsolescent, used when needlers are unavailable. Templar combat arms tend to have alpha priority in the weapon department, so I wouldn't think they would need to use anything considered archaic. Prox mines. Beacon rounds. A grenade type special device that sticks o a target and attracts any homing weapons in play. Practically speaking having a gun that could dish out a lot of damage at something closer to melee range would be amazing for engineers and scouts with their paper armor. And I didn't see needler guns as anything close to what a good shotgun could do in-game at least.
|
|
|
Post by Cory Trese on May 31, 2015 9:45:22 GMT -5
Plasma Rifles and Shredding Fire
|
|
|
Post by En1gma on May 31, 2015 11:44:28 GMT -5
What about decoy rounds or grenades? Toss it in a corner then it acts as another Templar on the Heat Map, drawing Xeno away from your current location.
|
|
|
Post by Cory Trese on May 31, 2015 11:53:16 GMT -5
What about decoy rounds or grenades? Toss it in a corner then it acts as another Templar on the Heat Map, drawing Xeno away from your current location. Interesting. Have to be careful manipulating the heat map too much, it is really hard to predict sometimes how the agents will act. One thing that is worth mentioning is that Stealth, when Buffed, acts as a heat map damping field. Allows a Scout to slip behind enemy lines, or make a quick escape.
|
|
|
Post by Brutus Aurelius on May 31, 2015 13:01:32 GMT -5
Cory Trese, now that we know the reasons in the code for Stealth working, what about in-universe? Even Templar Scouts are huge compared to regular people, and those suits must weigh a ton and be very loud. How can Scouts be stealthy in these conditions?
|
|
|
Post by johndramey on Jun 1, 2015 3:56:10 GMT -5
I hear you, dayan. I didn't necessarily want a *click* *click* boom doom style shotgun, but it sounds like Cory already addressed my request. Having some kind of shorter ranged, higher powered option would be cool, regardless of the actual lore description of it. Same can be possibly said for a lower powered, longer ranged variant. Disposable heat sinks If we are talking about heat maps and grenades, maybe take an idea from Elite: Dangerous. Have a "grenade" option for Templars that is actually a disposable heat sink, allowing a Templar to eject a "full" sink in order to provide an instant reduction in heat? From a balancing perspective you might have to limit it to a single use item. Would really help with Engineers or other "hot" classes (I'm guessing the Neptune and Hydra will run solar-core hot) by increasing their staying power but not really making things too unbalanced.
|
|
|
Post by Cory Trese on Jun 1, 2015 8:28:29 GMT -5
There are some cool talents -- just like you mentioned. Full Vent.
I love "eject heat sink" but we didn't want to borrow directly from E:D, although it was tempting.
Stealth works via the generation of a personal Null Field. You're familiar with Null Field technology from the capital ship version, which you can use to hide the energy signatures of a ship in deep space.
The portable, Leviathan mounted Null Field is incredibly difficult to use, calibrate and operate. The few Templars who carry generations of experience building, operating and experimenting with Null Fields are called "Ghost Lineages"
|
|
|
Post by contributor on Jun 1, 2015 9:52:03 GMT -5
Interesting, I know that in the original Star Traders the Null Field Generator made you harder to find by human ships but made you more findable by aliens. Maybe there's a good explanation for that. Ah, just thinking about the Null Field Generator makes me want to go start an alien hunting captain again.
|
|
|
Post by jknut on Jun 1, 2015 10:26:31 GMT -5
Smoke bombs: throw them down to prevent Xenos from seeing you through the smoke for 1 or 2 turns (throw at your feet or at a distance)
Xeno pheromone: throw and all Xenos go to it for 1 turn to "investigate"
Glue bomb: covers a wide area and seals up on cracks for X turns so Xenos can't spawn on those tiles
Flame thrower: Xenos take burning damage over X turns, but have a chance to set you on fire if they melee attack you while burning
|
|