Post by johndramey on Jun 13, 2013 18:53:40 GMT -5
So I woke up this morning and saw whitegauntlet's idea for grenades in TA and thought to myself "Hey, that ain't half bad," so I've decided to take it and expand it a bit. Flesh it out a bit, maybe make it seem less like some vague idea and more like a system that could possibly be included into the game.
Here it goes!
We currently have wargear, everyone knows ho it works but I'll do a quick overview. We spend some honor (ranging from a couple hundred to a thousand) to get some one-off bonus for the mission we are on. In it's current system wargear is helpful, but not really all that widely used by most players I think. I'm proposing a slight modification to the way wargear is used and what it can be used for. This might not be possible, but if it is I think it could work out well.
First step, how do I envision the system? Well, as it is now when we go to attack a xeno (or traitor) we get a simple choice, either switch weapons, fire, or abort. I'm thinking we could include another choice in there, much like the hydras currently have. A "special" of sorts, that could be simply another switch button between the current weapon toggle and the abort button. I'll post a screenshot giving you the general idea of the location.
Use your imagination, my art skills are.... sub-optimal
That toggle would open up the option to equip your Templar with one optional piece of equipment that has a single use. I guess the equipment could feasibly be multi use, like the captains abilities, but let's keep it single use for simplicity's sake. "But John," you say, "then every Templar can have some special ability! This will completely negate the captain's abilities!" Not true! I'm proposing we give individual troopers some possible abilities, but they will be limited in scale and finite.
You will need to "buy" these items much like you buy wargear currently. This will have two positive (in my opinion) effects; Sirst the player will feel that the individual troopers are a little more flexible then they are currently, giving the player more options while playing. Second, the wargear will act like an honor-sink of sorts, encouraging the players to spend much more honor than they currently do and encouraging players to use more intermediary gear then they currently do. If you have some cool abilities to spend your honor on then you might just grab that 1,500 honor rifle and use the left-overs on some wargear rather then saving for the 2,500 honor rifle right off the bat.
Also, possibly, this can open the door to yet another specialized class of Templar. Let's call him the technician. He could carry only a single, primary weapon (rifle class) but could have 2 or 3 wargear slots, allowing him to be a very versatile member of the squad.
What kind of wargear can we have? Well, I've brainstormed for all of a couple hours and come up with a couple simple ideas. Please feel free to post your ideas here, and I'll append them to this list of possible equipment. The only thing I ask is please keep them in the realm of possibility, we can't go about asking for totally new systems that don't exist in the game as it is. Instead try to ask for something that is just a modification of an existing idea in TA.
Soft Target Area Denial Grenades (S.T.A.D. Grenade) = These handy devices were developed by the Templar Hydra corps in order to enhance the defensive capabilities of all Templars in the field. A simple button releases chemicals inside of the canister which, when mixed, create a highly volatile solution. The mixing mechanism has a 2 second delay before activating, and once activated the S.T.A.D. Grenades (referred to by many Templars as "Cherry Bombs" or "Poppers") explode on contact. The leave a large field of jellied incendiary which burns hot enough to melt most armor.
Effect = Acts just like a Hydra trooper's weapon blast. I think the damage, splash, and duration should be slightly lower than the Hydra's starting incinerator. Comes in bundles with a simple 1 use = 150 honor cost.
Honor cost = 1 use kit = 150, 2 uses = 300, 3 uses = 450
Hypercharger = (Idea is inspired by whitegauntlet's grenade idea) The Templar Order developed this weapon system in an effort to provide a last resort for Templars under attack by xenoforms. The Leviathan suit's arms and upper torso are sheathed in a superconducting mesh which, in turn, is connected to a simple high capacity energy cell. When activated the mesh will discharge the entirety of the cell, nearly 1 megawatt, when it comes into contact with anything conductive. The energy release is enough to kill or severly maim most hostile xenoforms, and is more than enough to stop the heart of a human being. The Templar should be careful though, as any conductive material can trigger the release.
Effect = A single, extremely high damage and extremely high accuracy attack on one target directly ahead.
Honor cost = We could go two ways on this one, make it relatively cheap in order to give players an easy "oh shit" button or make it relatively expensive in order to limit its use. Let's say... 150 or 700?
Personal Encapsulating-field Unit = Dubbed the "P-you" by the templars in the field, this unit acts as a supplementary defensive system on the Leviathan suits. When activated a thin layer of energy shielding encapsulates the leviathan armor. This field works by repelling objects away from the armor, in essence protecting the armor itself from glancing blows and weak direct hits. Repeated attacks on the armor can cause extreme thermal build up in the unit itself which can cause the unit to meltdown and collapse the defensive field.
Effect = bestows a single templar with Warding for a single mission
Honor cost = Same as the TOVI, I think 300 is a good price.
Defensive Obstacle Packages (D.O.P.s) = DOPs, as the field troops like to call them, are just what they sound like. Fast expanding corridor blockers. These devices were developed for use by rear-guard units. The units are are simply fast-expanding metalic allows. When a catalyst agent is introduced the alloy softens and expands, much like a foam. Within 5 seconds it will expand to fill a typical ship's corridor, and within 7 seconds will have re-hardened to a steel-like substance.
Effect = allows a single templar the ability to deploy a 1x1 wall. (Walls could simply be units like the Templars or xenos themselves with HP. Xenos and templars can attack them and, when the walls HP reaches 0, have them "die" and make the area passable again) mk.1 = 2 hp wall, mk.2 = 4 hp wall, mk.3 = 6 hp wall
Honor cost = mk.1 = 50, mk.2 = 175, mk.3 = 400
Particle Pulse Cannon (P.P.C.) = This system is the brain-child of the Order of the White Gauntlets, an extreme sect of the Templar Brotherhood dedicated to defending man-kind through a scorched-Earth policy of destroying all non-human life. The P.P.C. is simply a small energy projection device that can be affixed to the gauntlet of a Leviathan system. When triggered it projects a Beam of High Energy Electrons (nicknamed "Bees") with enough force to flash vaporize most known alloys. Unfortunately, the magnitude of the discharge typically destroys the projector mechanism.
Effect = A single high accuracy and extremely high damage attack on a target up to 4 squares away. Ideally the damage should be enough to kill all but the toughest of enemies.
Honor cost = Expensive, we want it near the top of the cost chart. Let's say 700 or so?
High Explosive Armor Piercing Ammunition (H.E.A.P.) = This simple upgrade replaces the templar's standard ammunition with high velocity jacketed rounds that are designed to penetrate armor plating and then fragment explosively. Originally designed during an extended campaign purging unlicensed explorers from a Narvidian orbital structure, these rounds were specifically designed to penetrate lightly armored bulkheads and terminate any soft targets sheltering inside. As such, they are more than adequate to dispatch all but the most tenacious of xenoform.
Effect = Adds 2 damage to the user's weapon
Honor cost = 200, slightly more than the LITAS but still affordable.
Leviathan Integrated Targeting Assist System (L.I.T.A.S.) = This small, self-contained processor works much like an autopilot system of a starship in many ways. However instead of guiding the ship to it's destination the LITAS guides the templar's personal weapon onto any target not broadcasting the proper I.F.F. (Identify Friend or Foe) frequency. It cannot guarantee a round will connect with the target, but in combat every little bit helps.
Effect = Boosts the accuracy of the user by a set amount. This can be divided into classes, so how about mk1 = 2, mk2 = 3, mk3 = 4?
Honor cost = LITAS Mk.1 = 150, LITAS Mk.2 = 300, LITAS Mk.3 = 500
Tungsten Flechette Loads = In an effort to help our green brothers in the field, the Templar navy has developed this specialized ammunition cartridge. Replacing a leviathan cannon's normal round with a densely packed bundle of ultra-high density tungsten darts, these rounds bring new meaning to the phrase "Spray and Pray." When fired, the darts deploy into a cloud of armor piercing death. Unfortunately, the cloud of darts tends to inflict less damage then a typical leviathan round.
Effect = Increases the accuracy of a templar's weapons while reducing the damage done slightly. Let's say Acc +2 Dam -1?
Honor cost = 100, easily purchasable by new squads trying to help increase survivability of their recruits.
Gecko Surveillance Drone = The Gecko series of surveillance drones was originally designed to provide security for commercial properties in the quadrant. However, when the Templars started encountering xenos in closed ship environments, a technician in the naval research academy realized they were purpose built for CQB use. These small, hemispherical drones fast seal onto almost any natural or artificial surface and their onboard transmitters allow their video feeds to be received from kilometers away.
Effect = Creates a small, 1 HP unit that will provide the player with LOS on a given area.
Honor cost = 50, keep it cheap so people will want to use it.
Tactical Emergency Kit (T.E.K.) = Like the name suggests, these kits could provide a single Templar medical relief. Developed by Templar Chaplains to provide emergency stabilization of Templars wounded in the field. These kits are quite costly due to the special concoction of chemicals and compounds that allows them to be secreted by a Templar's Leviathan suit, allowing the Templar to remain in his armor while the kit does its work.
Effects = Heals the carrier to varying levels of HP. mk1 = 2HP, mk2 = 4HP, mk3 = 6HP. One use.
Honor cost = mk1 = 100 (1HP = 50), mk2 = 300 (1HP = 75), mk3 = 600 (1HP = 150)
Ammunition Canister = Easy enough, extra ammo. Instead of how the current ammo kits work these are single use kits that will allow your Templar to partially or fully replenish his ammo. Developed by the Templar Navy to assist Templars engaged in prolonged ground operations.
Effects = Replenishes the carriers ammo supply. Small kit = 33% load, Medium kit = 50% load, Large kit = 100% load. Single use.
Honor cost = Small = 50, Medium = 150, Large = 300
Expanded Leviathan Mobility Actuators (E.L.M.A.) = A system designed by Templar Naval command to assist its shock troops in fast response engagements. These bolt on enhancers boost the output of a Templar's leviathan suit considerably, allowing soldiers to close with enemies with astonishing speed.
Effects = Allows the carrier to replenish AP. ELMA I = 1AP - 1 use, ELMA II = 1AP - 2 uses, ELMA III - 2AP - 1 use, ELMA IV = 2AP - 2 uses
Honor cost = ELMA I = 150, ELMA II = 250, ELMA III = 400, ELMA IV = 600
Technologist Doctor Kit = While we have one in the present game, maybe we should modify it a bit to fit into the new wargear system? Keep the description, but effects can be modified.
Effect = Same as current -but- increase the strength of the heal. Basic = 6HP (same as TEK mk3) and advanced = 8HP (or whatever would fill the HP bar)
Honor cost = Basic - 150, Advanced - 400
Tactical Display = Same as above.
Effect = Same as current, but let the basic kit = 2 AP given and Long Range kit = 3 AP given
Honor cost = Basic - 150, Long Range - 400
Hyperloader = Same as above.
Effect = Same as current, but allow the fleet version to give 66% ammo load and the Relic version give 150%
Honor cost = Fleet - 150, Relic - 400
Transient Ocular Variance Inhibitor (T.O.V.I.) = This helmet mounted unit assists the Templar using it in long range viewing, granting the Leviathan suit an enhanced infrared sensitivity, a short-ranged active radar system and a limited x-ray suit. This upgraded sensor suit allows the Templar to detect enemies at a greater range then previously possible. In order to keep bulk down the Templar Navy constructed the TOVI units to be single use, the internal battery pack will run for approximately 4 hours before total discharge.
Effect = bestows a single templar with Atreus for a single mission
Honor cost = Let's keep it relatively cheap, how about 300?
------------------------------------------------------------------
So, what do people think? Or, more importantly, what do Cory Trese and fallen think? Is this something that is feasible and in line with your guys' vision of the game?
If people have other ideas, well please feel free to post them. If they fit with the general idea I have I'll be happy to toss them up here and give you credit for them.
Here it goes!
We currently have wargear, everyone knows ho it works but I'll do a quick overview. We spend some honor (ranging from a couple hundred to a thousand) to get some one-off bonus for the mission we are on. In it's current system wargear is helpful, but not really all that widely used by most players I think. I'm proposing a slight modification to the way wargear is used and what it can be used for. This might not be possible, but if it is I think it could work out well.
First step, how do I envision the system? Well, as it is now when we go to attack a xeno (or traitor) we get a simple choice, either switch weapons, fire, or abort. I'm thinking we could include another choice in there, much like the hydras currently have. A "special" of sorts, that could be simply another switch button between the current weapon toggle and the abort button. I'll post a screenshot giving you the general idea of the location.
Use your imagination, my art skills are.... sub-optimal
That toggle would open up the option to equip your Templar with one optional piece of equipment that has a single use. I guess the equipment could feasibly be multi use, like the captains abilities, but let's keep it single use for simplicity's sake. "But John," you say, "then every Templar can have some special ability! This will completely negate the captain's abilities!" Not true! I'm proposing we give individual troopers some possible abilities, but they will be limited in scale and finite.
You will need to "buy" these items much like you buy wargear currently. This will have two positive (in my opinion) effects; Sirst the player will feel that the individual troopers are a little more flexible then they are currently, giving the player more options while playing. Second, the wargear will act like an honor-sink of sorts, encouraging the players to spend much more honor than they currently do and encouraging players to use more intermediary gear then they currently do. If you have some cool abilities to spend your honor on then you might just grab that 1,500 honor rifle and use the left-overs on some wargear rather then saving for the 2,500 honor rifle right off the bat.
Also, possibly, this can open the door to yet another specialized class of Templar. Let's call him the technician. He could carry only a single, primary weapon (rifle class) but could have 2 or 3 wargear slots, allowing him to be a very versatile member of the squad.
What kind of wargear can we have? Well, I've brainstormed for all of a couple hours and come up with a couple simple ideas. Please feel free to post your ideas here, and I'll append them to this list of possible equipment. The only thing I ask is please keep them in the realm of possibility, we can't go about asking for totally new systems that don't exist in the game as it is. Instead try to ask for something that is just a modification of an existing idea in TA.
List of possible options for wargear
Defensive Systems
Soft Target Area Denial Grenades (S.T.A.D. Grenade) = These handy devices were developed by the Templar Hydra corps in order to enhance the defensive capabilities of all Templars in the field. A simple button releases chemicals inside of the canister which, when mixed, create a highly volatile solution. The mixing mechanism has a 2 second delay before activating, and once activated the S.T.A.D. Grenades (referred to by many Templars as "Cherry Bombs" or "Poppers") explode on contact. The leave a large field of jellied incendiary which burns hot enough to melt most armor.
Effect = Acts just like a Hydra trooper's weapon blast. I think the damage, splash, and duration should be slightly lower than the Hydra's starting incinerator. Comes in bundles with a simple 1 use = 150 honor cost.
Honor cost = 1 use kit = 150, 2 uses = 300, 3 uses = 450
Hypercharger = (Idea is inspired by whitegauntlet's grenade idea) The Templar Order developed this weapon system in an effort to provide a last resort for Templars under attack by xenoforms. The Leviathan suit's arms and upper torso are sheathed in a superconducting mesh which, in turn, is connected to a simple high capacity energy cell. When activated the mesh will discharge the entirety of the cell, nearly 1 megawatt, when it comes into contact with anything conductive. The energy release is enough to kill or severly maim most hostile xenoforms, and is more than enough to stop the heart of a human being. The Templar should be careful though, as any conductive material can trigger the release.
Effect = A single, extremely high damage and extremely high accuracy attack on one target directly ahead.
Honor cost = We could go two ways on this one, make it relatively cheap in order to give players an easy "oh shit" button or make it relatively expensive in order to limit its use. Let's say... 150 or 700?
Personal Encapsulating-field Unit = Dubbed the "P-you" by the templars in the field, this unit acts as a supplementary defensive system on the Leviathan suits. When activated a thin layer of energy shielding encapsulates the leviathan armor. This field works by repelling objects away from the armor, in essence protecting the armor itself from glancing blows and weak direct hits. Repeated attacks on the armor can cause extreme thermal build up in the unit itself which can cause the unit to meltdown and collapse the defensive field.
Effect = bestows a single templar with Warding for a single mission
Honor cost = Same as the TOVI, I think 300 is a good price.
Defensive Obstacle Packages (D.O.P.s) = DOPs, as the field troops like to call them, are just what they sound like. Fast expanding corridor blockers. These devices were developed for use by rear-guard units. The units are are simply fast-expanding metalic allows. When a catalyst agent is introduced the alloy softens and expands, much like a foam. Within 5 seconds it will expand to fill a typical ship's corridor, and within 7 seconds will have re-hardened to a steel-like substance.
Effect = allows a single templar the ability to deploy a 1x1 wall. (Walls could simply be units like the Templars or xenos themselves with HP. Xenos and templars can attack them and, when the walls HP reaches 0, have them "die" and make the area passable again) mk.1 = 2 hp wall, mk.2 = 4 hp wall, mk.3 = 6 hp wall
Honor cost = mk.1 = 50, mk.2 = 175, mk.3 = 400
Offensive Systems
Particle Pulse Cannon (P.P.C.) = This system is the brain-child of the Order of the White Gauntlets, an extreme sect of the Templar Brotherhood dedicated to defending man-kind through a scorched-Earth policy of destroying all non-human life. The P.P.C. is simply a small energy projection device that can be affixed to the gauntlet of a Leviathan system. When triggered it projects a Beam of High Energy Electrons (nicknamed "Bees") with enough force to flash vaporize most known alloys. Unfortunately, the magnitude of the discharge typically destroys the projector mechanism.
Effect = A single high accuracy and extremely high damage attack on a target up to 4 squares away. Ideally the damage should be enough to kill all but the toughest of enemies.
Honor cost = Expensive, we want it near the top of the cost chart. Let's say 700 or so?
High Explosive Armor Piercing Ammunition (H.E.A.P.) = This simple upgrade replaces the templar's standard ammunition with high velocity jacketed rounds that are designed to penetrate armor plating and then fragment explosively. Originally designed during an extended campaign purging unlicensed explorers from a Narvidian orbital structure, these rounds were specifically designed to penetrate lightly armored bulkheads and terminate any soft targets sheltering inside. As such, they are more than adequate to dispatch all but the most tenacious of xenoform.
Effect = Adds 2 damage to the user's weapon
Honor cost = 200, slightly more than the LITAS but still affordable.
Leviathan Integrated Targeting Assist System (L.I.T.A.S.) = This small, self-contained processor works much like an autopilot system of a starship in many ways. However instead of guiding the ship to it's destination the LITAS guides the templar's personal weapon onto any target not broadcasting the proper I.F.F. (Identify Friend or Foe) frequency. It cannot guarantee a round will connect with the target, but in combat every little bit helps.
Effect = Boosts the accuracy of the user by a set amount. This can be divided into classes, so how about mk1 = 2, mk2 = 3, mk3 = 4?
Honor cost = LITAS Mk.1 = 150, LITAS Mk.2 = 300, LITAS Mk.3 = 500
Tungsten Flechette Loads = In an effort to help our green brothers in the field, the Templar navy has developed this specialized ammunition cartridge. Replacing a leviathan cannon's normal round with a densely packed bundle of ultra-high density tungsten darts, these rounds bring new meaning to the phrase "Spray and Pray." When fired, the darts deploy into a cloud of armor piercing death. Unfortunately, the cloud of darts tends to inflict less damage then a typical leviathan round.
Effect = Increases the accuracy of a templar's weapons while reducing the damage done slightly. Let's say Acc +2 Dam -1?
Honor cost = 100, easily purchasable by new squads trying to help increase survivability of their recruits.
Support Systems
Gecko Surveillance Drone = The Gecko series of surveillance drones was originally designed to provide security for commercial properties in the quadrant. However, when the Templars started encountering xenos in closed ship environments, a technician in the naval research academy realized they were purpose built for CQB use. These small, hemispherical drones fast seal onto almost any natural or artificial surface and their onboard transmitters allow their video feeds to be received from kilometers away.
Effect = Creates a small, 1 HP unit that will provide the player with LOS on a given area.
Honor cost = 50, keep it cheap so people will want to use it.
Tactical Emergency Kit (T.E.K.) = Like the name suggests, these kits could provide a single Templar medical relief. Developed by Templar Chaplains to provide emergency stabilization of Templars wounded in the field. These kits are quite costly due to the special concoction of chemicals and compounds that allows them to be secreted by a Templar's Leviathan suit, allowing the Templar to remain in his armor while the kit does its work.
Effects = Heals the carrier to varying levels of HP. mk1 = 2HP, mk2 = 4HP, mk3 = 6HP. One use.
Honor cost = mk1 = 100 (1HP = 50), mk2 = 300 (1HP = 75), mk3 = 600 (1HP = 150)
Ammunition Canister = Easy enough, extra ammo. Instead of how the current ammo kits work these are single use kits that will allow your Templar to partially or fully replenish his ammo. Developed by the Templar Navy to assist Templars engaged in prolonged ground operations.
Effects = Replenishes the carriers ammo supply. Small kit = 33% load, Medium kit = 50% load, Large kit = 100% load. Single use.
Honor cost = Small = 50, Medium = 150, Large = 300
Expanded Leviathan Mobility Actuators (E.L.M.A.) = A system designed by Templar Naval command to assist its shock troops in fast response engagements. These bolt on enhancers boost the output of a Templar's leviathan suit considerably, allowing soldiers to close with enemies with astonishing speed.
Effects = Allows the carrier to replenish AP. ELMA I = 1AP - 1 use, ELMA II = 1AP - 2 uses, ELMA III - 2AP - 1 use, ELMA IV = 2AP - 2 uses
Honor cost = ELMA I = 150, ELMA II = 250, ELMA III = 400, ELMA IV = 600
Technologist Doctor Kit = While we have one in the present game, maybe we should modify it a bit to fit into the new wargear system? Keep the description, but effects can be modified.
Effect = Same as current -but- increase the strength of the heal. Basic = 6HP (same as TEK mk3) and advanced = 8HP (or whatever would fill the HP bar)
Honor cost = Basic - 150, Advanced - 400
Tactical Display = Same as above.
Effect = Same as current, but let the basic kit = 2 AP given and Long Range kit = 3 AP given
Honor cost = Basic - 150, Long Range - 400
Hyperloader = Same as above.
Effect = Same as current, but allow the fleet version to give 66% ammo load and the Relic version give 150%
Honor cost = Fleet - 150, Relic - 400
Transient Ocular Variance Inhibitor (T.O.V.I.) = This helmet mounted unit assists the Templar using it in long range viewing, granting the Leviathan suit an enhanced infrared sensitivity, a short-ranged active radar system and a limited x-ray suit. This upgraded sensor suit allows the Templar to detect enemies at a greater range then previously possible. In order to keep bulk down the Templar Navy constructed the TOVI units to be single use, the internal battery pack will run for approximately 4 hours before total discharge.
Effect = bestows a single templar with Atreus for a single mission
Honor cost = Let's keep it relatively cheap, how about 300?
------------------------------------------------------------------
So, what do people think? Or, more importantly, what do Cory Trese and fallen think? Is this something that is feasible and in line with your guys' vision of the game?
If people have other ideas, well please feel free to post them. If they fit with the general idea I have I'll be happy to toss them up here and give you credit for them.