View Full Version : Inplant Ideas
SecondRaven
2003-09-08, 04:14 PM
List Ideas of Implants that you would like to see implemented...Also List any thoughts on current Implants that dont need to be their
I think a jump implant would be cool.
Kinda like the VS maxes, cept you dont hold it down. Its all in one shot, and would drain 85% stamina. So its really powerful but has just as strong of a drawback.
Edit: They should rework the 2nd wind cuz it blows. Its a good idea, but it didnt seem to work but 1/8th the time.
SecondRaven
2003-09-08, 04:27 PM
Yes that would be cool but it would take away the Vanu's spec.
^^^ Thats true. ^^^
This may sound gay but i just thought of it so im throwing it out here for an attempt to get others thinking of other implants.
A oxygen implant so you could swim under water for 3x the normal length. Why you'd want it i dont know, but at least its an idea.
Nimbus
2003-09-08, 04:34 PM
Maybe get factiion specific implants?
I like the jump one
Maybe one that doubles your air bar underwater? Not real useful but it's something.
Maybe an attack one. Like an implanted laser. Shoots like a vanu pistol, takes maybe 50 stamina per shot.
SecondRaven
2003-09-08, 04:34 PM
ya i defently like that one....if we ever go to a X pack that is sea based then that Implant will be usefull
Yeah, the faction specific would be cool.
The VS would def. get the jump boosters!
Any ideas for the other empires?
TheRagingGerbil
2003-09-08, 04:45 PM
Akimbo � The ability to wield duel pistols. Possibly enable the ability to use two of the medical and armor repairs or wield one of each simultaneously. Semi-passive, similar to advanced targeting.
Dexterity � Decreased reloading time, almost instant. Passive, but uses 50% stamina each use (full stamina would provide 2 reloads)
Climbing � Ability to climb extremely steep terrain, and natural structures such as trees and rock formations. Not able to climb base walls, and useage would be equivalent to Surge.
Madcow
2003-09-08, 05:14 PM
I've wanted the climbing one for a long time, as a sniper it would be perfect.
I think the personal shield implant should change to be more passive, maybe start draining the way it does now as soon as you get hit once. As it stands it's worthless to waste a slot on that. Making it completely passive would make it too powerful, this is the only compromise I can think of.
Frozen-Monkey
2003-09-08, 05:53 PM
how bout breast inplants, or a sexual arouse implant that makes you run, jump, and screw better (just kidding:D )
now to be serious, how about an implant that decreasses your cof by half or a built in REK
Queensidecastle
2003-09-08, 06:23 PM
damn those are good ideas Gerbil. Can you imagine a cloaked TR with akimbo repeaters.... nasty
shadowseed
2003-09-09, 04:38 AM
How about:
Six sense implant : Basically a Radar implant, allows you to see nmy dots on the map (although not cloakers) while its on.
Target trace implant : Pin points on your hud where a target lock on your MAX/vehicle is coming from.
Thief implant : This one would be funny, allows you to steal one item from a nmy's backpack if you get close enough to them...
Martyr implant : A kind of ability really. Once activated, a 5 second count down activates, to signify a bomb being primed inside you. Then you go bang!!!, in a big way!.
Weapon power implant : increases the damage done by your weapon.
Weapon speed implant : increase the refire rate of your weapon.
Man - Machine Interface implant : increase response rate for any turret and/or vehicle and/or MAX you are in. Means increase in turn rate, movement speed ect.
Madcow
2003-09-09, 10:39 AM
The problem with implant ideas like weapon power/weapon speed is that it's pointless to have so many implants if you have two that everybody will be using. Implant ideas need to be helpful in certain situations, not all the time and not so wonderful that every single player will be wanting them.
Veteran
2003-09-09, 10:58 AM
1: Surge is some cheap sh*t. I think it needs to be nerfed.
2: An implant that makes you invisible to DL if you are motionless, to compliment Silent Run and Melee Booster.
That is all.
dscytherulez
2003-09-09, 11:07 AM
Yeah, the climbing one has been mentioned a lot, and i think its a great idea.
The problem with implant ideas like weapon power/weapon speed is that it's pointless to have so many implants if you have two that everybody will be using. Implant ideas need to be helpful in certain situations, not all the time and not so wonderful that every single player will be wanting them.
Agree totally madcow.
Target trace implant : Pin points on your hud where a target lock on your MAX/vehicle is coming from.
This would be great for maxs
built in REK
I like this one 2...free up a pistol slot for bank or med
If they ever did dexterity (which would be sweet), they should make it so you can switch weapons twice as fast too.
Happy lil Elf
2003-09-09, 03:03 PM
Expert Pilot Implant-Decreases turn radius slightly in vehicles and ups max speed by 10% and max available afterbuner (if available) by 10%.
IFF Srambler-Makes you show up as a friendly on the minimap to all enemies.
Missile Intercetption System-Destroys missiles/rockets that come within 10m of you at a cost of 50 stamina per AV missile, 80 stamina per Devastator and 20 stamina per rocklet. Only works as infantry/MAX.
Liquidtide
2003-09-09, 03:46 PM
This discussion has definetly gotten away from what an implant is. The Implants should all help the solider, not the weapons or vehicles. Implants should not make driving faster, or shooting faster.
I do agree there should be an implant that makes the COF smaller or not expand as fast, like a marksman implant helping the solider, not the gun per se.
~Tide
Happy lil Elf
2003-09-09, 06:11 PM
An increase to a soldiers piloting abilites would be an augmentation for the player. I suggest them because as it is there is really no implant that is of any assistance to pilots other than advanced targeting, which really isn't a whole lot of assistance.
Javenn
2003-09-09, 06:28 PM
Originally posted by TheRagingGerbil
[B]Akimbo � The ability to wield duel pistols. Possibly enable the ability to use two of the medical and armor repairs or wield one of each simultaneously. Semi-passive, similar to advanced targeting.
this would be freakin awsome in a situation that you dont do that much damage and your in a close quarter base with 2 mag scatters holy sh!t
shadowseed
2003-09-10, 04:18 AM
Originally posted by Happy lil' Elf
Expert Pilot Implant-Decreases turn radius slightly in vehicles and ups max speed by 10% and max available afterbuner (if available) by 10%.
Hmmm... sounds a lot like my already posted "man-machine interface implant"....
Doppler
2003-09-10, 07:30 AM
Originally posted by Happy lil' Elf
An increase to a soldiers piloting abilites would be an augmentation for the player. I suggest them because as it is there is really no implant that is of any assistance to pilots other than advanced targeting, which really isn't a whole lot of assistance.
I think the developers specifly did this as a blance issue. Vehicles really dont need anymore help.
Ditto on the missile deflect implant, the only class this will be usefull for is MAX's, and it has the potential to imbalance MAX battles.
Here is what I think whould make good additional implants without breaking the dynamic of the game.
Direct Neural Interface: Built in REK and slight (say 10%) faster hacking.
Jump system: Basicly the vanu max ability, for those who complain that this takes away from the vanus "speacilty" i whould remind them there is already a personal shield implant.
Cybernetic holster:Grants user a third pistol slot, no fuss no muss.
Holgarth
2003-09-10, 05:30 PM
One implant I have been thinking of is 'Target lock', has a timer reuse base so can't be spamed and uses 30% stamina.
Target Lock: Allows a 5 sec weapons lock on selected target, as long as target is in sight all shots will hit the target that is fired in that 5 secs, targets can range from infantry, turruts, vehicals, even inflight missiles (they can be shot down, destroyed a few phoinexs with my max cycler).
Does not make the user to over powered as he is locked into that target for 5 secs and can't shot anything else, the reuse timer stops the spam use of it and the 30% stamina use will also restrick when it can be used.
Happy lil Elf
2003-09-10, 06:34 PM
I really don't think a jump implant is a good idea. It's already too easy to get inside bases without regular infantry being able to hop over anytime as well. And yes there is indeed a personal shield implant. Comparing it to out MAXs ability is like comparing regular jump to the VS Max ability though. Now if you included a jump implant with a greatly reduced effectivness? Sure, but then what's the point?
noxious
2003-09-10, 07:09 PM
Originally posted by TheRagingGerbil
Akimbo � The ability to wield duel pistols. Possibly enable the ability to use two of the medical and armor repairs or wield one of each simultaneously. Semi-passive, similar to advanced targeting.
Dexterity � Decreased reloading time, almost instant. Passive, but uses 50% stamina each use (full stamina would provide 2 reloads)
Climbing � Ability to climb extremely steep terrain, and natural structures such as trees and rock formations. Not able to climb base walls, and useage would be equivalent to Surge.
This guy should be a dev. His ideas are practical, plausable, and do not severely imbalance any specific feature (far as I can think anyway).
I like the climbing dual gun ideas.
Stamina booster - This implant charges like a normal implant, but when it is full, it allows you to drain health or armor points to use for stamina. One health or armor point = 2 stamina points. It's like an implant for implants.
Weapon melee - This ability will give your character the ability to hit people with your guns. It could be used when your out of ammo, hit somebody with your Cycler to finish them off. Or it could be used for cloakers, hit somebody with your pistol to avoid detection from other enemies.
Camoflauge - This implant will change the color of your armor to the surroundings around you. Mainly for snipers, becouse a color of your empire will remain on your armor so people can tell what empire your in, and this will be noticeable up close. Snipers could crouch on a hill without worrying about those counter snipers.
Radar Scramble - You will be invisible on all enemy's radar
Spy - It will be like a holagram, you appear to have enemy armor and colors for 10 seconds. It will be terminated if you are touched or shot at.
That's all I can think of right now
Sleepwalker
2003-09-11, 12:12 AM
Originally posted by Doppler
I think the developers specifly did this as a blance issue. Vehicles really dont need anymore help.
Ditto on the missile deflect implant, the only class this will be usefull for is MAX's, and it has the potential to imbalance MAX battles.
Here is what I think whould make good additional implants without breaking the dynamic of the game.
Direct Neural Interface: Built in REK and slight (say 10%) faster hacking.
Jump system: Basicly the vanu max ability, for those who complain that this takes away from the vanus "speacilty" i whould remind them there is already a personal shield implant.
Cybernetic holster:Grants user a third pistol slot, no fuss no muss.
SOMEBODY's been playing shadowrun.
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