View Full Version : New Modules I'd Like to See
Veteran
2003-12-13, 01:04 AM
Security Module: Unstealable. When installed, all other module cradles become locked, and the modules can't be stolen, even when the base is hacked/generator destroyed because it has its own power cell. This module would have a 45 minute lifespan.
Jammer Module: Similar to the Pain Module, this module would force-reset enemy implants when they entered a jamming area (the main room, spawn, gen room, etc.) Module lifespan: 2 hours.
Ordeal Module: Any enemy in the sphere of influence of installed base would heal stamina at 50% and implants would consume double stamina when activated. Module lifespan: 2 hours
Interference Module: No enemy vehicles can be deployed within the installed base's SOI. No enemy ACEs can be deployed, either. Module lifespan: 45 minutes.
ICE module: Hacking attempts at the installed base take twice as long, and soldiers take damage while hacking unless they are a Hacker or Adv. Hacker.
Just some fun ideas. I hope Core Combat gets some love. Some of us shelled out for it, and I for one would like to see it get love like the basic game (the game as considered without its expansions).
delta
2003-12-13, 01:56 AM
Security Module: Unstealable. When installed, all other module cradles become locked, and the modules can't be stolen, even when the base is hacked/generator destroyed because it has its own power cell. This module would have a 45 minute lifespan.
This is too powerful, the pain module does a good enough job without making the job of stealing modules impossible.
Jammer Module: Similar to the Pain Module, this module would force-reset enemy implants when they entered a jamming area (the main room, spawn, gen room, etc.) Module lifespan: 2 hours.
This may be too harsh as well, are you meaning to completely disable all implants in the "jamming areas" while this module is installed?
Ordeal Module: Any enemy in the sphere of influence of installed base would heal stamina at 50% and implants would consume double stamina when activated. Module lifespan: 2 hours
Good idea.
Interference Module: No enemy vehicles can be deployed within the installed base's SOI. No enemy ACEs can be deployed, either. Module lifespan: 45 minutes.
Would make base assaults too difficult.
ICE module: Hacking attempts at the installed base take twice as long, and soldiers take damage while hacking unless they are a Hacker or Adv. Hacker.
Good idea.
My thoughts :groovy:
EarlyDawn
2003-12-13, 02:32 AM
The security module is unecessary. Among other things, the revision of OBO going up this week (design doc) will include one upgrade an owning outfit can buy that prevents the facility generator from being destroyed unless it has a hack lattice (can be hacked)
STEALTHKILLER
2003-12-13, 10:16 AM
Security Module: Unstealable. When installed, all other module cradles become locked, and the modules can't be stolen, even when the base is hacked/generator destroyed because it has its own power cell. This module would have a 45 minute lifespan.
This is too powerful, the pain module does a good enough job without making the job of stealing modules impossible.
Jammer Module: Similar to the Pain Module, this module would force-reset enemy implants when they entered a jamming area (the main room, spawn, gen room, etc.) Module lifespan: 2 hours.
This may be too harsh as well, are you meaning to completely disable all implants in the "jamming areas" while this module is installed?
Ordeal Module: Any enemy in the sphere of influence of installed base would heal stamina at 50% and implants would consume double stamina when activated. Module lifespan: 2 hours
Good idea.
Interference Module: No enemy vehicles can be deployed within the installed base's SOI. No enemy ACEs can be deployed, either. Module lifespan: 45 minutes.
Would make base assaults too difficult.
ICE module: Hacking attempts at the installed base take twice as long, and soldiers take damage while hacking unless they are a Hacker or Adv. Hacker.
Good idea.
My thoughts :groovy:
:nod:
Doppler
2003-12-13, 10:34 AM
The security module is unecessary. Among other things, the revision of OBO going up this week (design doc) will include one upgrade an owning outfit can buy that prevents the facility generator from being destroyed unless it has a hack lattice (can be hacked)
Anyone else feel that this shoulda been in from the get go for all facilities? But i degress. Secondly I think if core combat is ever going to be a valid expansion their going to have to seriously juice it up. How about if you could get something like the security module, but to keep its benefits you had to hold the associated cavern,
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