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Post by whitegauntlet on Jun 13, 2013 10:07:01 GMT -5
Came up in the discussion that my signature is an excerpt from.
Would just love 'em.
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Post by fallen on Jun 13, 2013 12:52:53 GMT -5
I have officially logged the request as #TA-1532. We are looking into how to add more special items and war gear and to make them a more prominent part of the TA world and tactics.
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Post by johndramey on Jun 13, 2013 17:55:41 GMT -5
Grenades would be nice in TA, but I'm not sure how they could work? Maybe have incendiary devices instead? They could be one shot dealies that make a hydra-like fire field? Seems like it could be relatively easy from a coding stand point?
Maybe even having other one-off items that could be used as a kind of power up? It would probably require an additional button be added to the HUD (Attack / Special / Item?) but could allow for some interesting options for the player to take advantage of.
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Post by slayernz on Jun 13, 2013 18:02:41 GMT -5
There have been a pile of posts about potential new weapons in TA - from grenades, sentry guns, mines, long range sensors, proximity alarms, tactical nukes, nerve gas, force shields, doors that can open and close, snares that can slow opponents down, sharp sticks ... Okay, some of those things haven't been mentioned, but if you want, I can compile a thread focused on "weapon requests for TA"
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Post by johndramey on Jun 13, 2013 18:05:19 GMT -5
slayernz - haha I was just sitting down with a pen and paper to sketch out a possible "3rd slot" kind of system for TA. If you make up a thread for them I'll try to post my idea in detail there as well
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Post by whitegauntlet on Jun 13, 2013 23:15:53 GMT -5
My idea was it that it kills everything in a one tile range.
Thanks, though, fallen.
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Post by fallen on Jun 14, 2013 0:34:56 GMT -5
Johndramey's post is here for reading: startradersrpg.proboards.com/thread/4313/expanded-idea-wargear-useThe first step from my perspective is to modify the way that the EQ system works in the TA bridge, so that it is much clearer when you have war-gear activated and that when you don't, you might want to think about that. I.e. make it prominent. Also, it should come out from the under the "Gear" section of a specific character as that is confusing. Nobody wants to hear this crap, I know you just want grenades. But! We need Templar Assault to attract more gamers as well as please our veterans, so fixing the front-end is very important!
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Post by johndramey on Jun 14, 2013 22:43:39 GMT -5
fallen - I agree to some extent, but I think the current system is fine if you just slightly modify it. Instead of removing wargear from the equip screen, just change it's slot to a visible "accessory" slot on the soldier. That way when we look at our individual Templars we see their primary and secondary weapons followed by their "accessory" slot and then their armor. Just my two cents. I'll try to mock something up and post it in my expanded wargear thread, keep everything relatively clean. whitegauntlet - I added your grenade idea to my wargear list. It's the Hypercharger, take a look at it and let me know what you think. If you like it as it is, cool! If you don't let me know what you think will make it better or more balanced, that way I can modify the idea to your liking.
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Post by slayernz on Jun 15, 2013 2:42:33 GMT -5
Nobody wants to hear this crap, I know you just want grenades. Forget grenades ... I'm still waiting for tactical nukes!
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