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EarlyDawn
2004-01-21, 10:43 PM
Post any and all implant related things here. I was looking over the implant information display on Planetside.com and decided that implants are overlooked too much, with the exception of Surge, lately. Post your implant loadout, and what kind of changes you'd like to see applied to them. Post new ideas if you have them, too!

Silent Run- Removes infiltrator from any radar display. Interlink facility benefits no longer detect infils the way they do now. Spitfires will no longer fire on infiltrators that run with this implant unless detected by a motion detector. Nullifies Audio Amplifier ability. Passive implant.

Surge- As it is now, but any brandished weapon is auto-holstered a la medical terminals.

Audio Amplifier- Pretty powerful as it is now, but either make it passive and let squad members see whatever is detected on radar (may be like this now) or keep it active and give some kind of "visual identifier". Hard to put into words, but if anyone has played XIII, footsteps can be seen through walls in a "tap-tap" manner. If anyone can explain what I'm trying to say, do so :doh:

Darklight- Two thoughts... A, make it like a flashlight. It would illuminate 35% of the screen in a circle centered on the reticle. The flashlight would actually "charge" the infiltrator, giving him a slight glow. However, the light would have to stay on him for several seconds, giving him time to evade.

B, Final Fantasy: Spirits Within-style flare launcher. 1.5 minute recharge time. Fires a bright, visible flare that detonates and gives the infil a slight visibility charge. I'm not saying make him glow, but make him slightly visible. The flare would detonate on impact with an object. Detection would be based on invisable "rays" traced from the point of detonation and stopping on impact with any object. These rays are traced from the point of detonation omnidirectionally. Hense, if an infil took cover behind boxes, this would keep him safe from a poorly placed blast in the middle of the room. Alternately, you could make the blast form a radiator-like field that illuminates any infil entering the area.

Melee Booster- I see nothing wrong with it.

Personal Shield- Make it not drain energy when you're not being hit, but you're unable to turn it off. An interesting compromise.

Regeneration- Seems fine.

Advanced Targetting- Great as it is now, should be passive. Would be cool if you could scan an enemy and look at his stats when you die. Strangely appealing to me, for some reason. Maybe put some kind of targetting bracket around enemies for long-distance spotting. Would be cool if a sniper with range mag would be that much better if he had a spotter with Advanced Targetting.

Range Magnifier- Fine as it is now, I find it upsetting that the empires don't have spotting technology of their own, and rely on alien lazes. Would be cool if you could roll a targetting laser into this, somehow.

More tomarrow, prehaps.

xmodum
2004-01-21, 10:58 PM
These are new ideas ....
1)Advance Radar-when active ... u are able to tell wut lvl an nme or friendly dot or max is on ur mini-map... maybe different colors
2)Advanced Armor Regeneration-Same as Advanced regeneration ... but with armor ... works 15% slower than Adv. Regen.
3)Enhanced Swimming-Able to swin across water... turns on automaticly at the time the Oxygen lvl comes up .... lasts for 2 minutes
Ill try to think of more lataz

Spee
2004-01-21, 11:07 PM
Personal Shield- Make it not drain energy when you're not being hit, but you're unable to turn it off. An interesting compromise.




Would be useless to infantry. Just another 7 bullets the enemy has to go through before you die. However, it would be a MAX's wet dream, considering they dont need stamina.

EarlyDawn
2004-01-21, 11:18 PM
Well, it's nearly worthless as it is. I don't want to get into the mathmatics of increasing it's absorbtion or stamnia/damage ratios, but at the very least, leaving it toggleable and giving it no energy drain when you're not taking damage may at least make it appealing to infiltrators.

Spee
2004-01-21, 11:20 PM
Indeed. Togglable + no Energy drain = Win


Second Wind: Once, on the brink of death, it strips away 75 stamina, and gives you complete invulnerability for 10 seconds. This would allow a long enough period to escape from the heavy fire you're undoubtedly encountering. Charge time of 10 minutes., charge time subject to change.

Incompetent
2004-01-21, 11:24 PM
Silent Run- Removes infiltrator from any radar display. Interlink facility benefits no longer detect infils the way they do now. Spitfires will no longer fire on infiltrators that run with this implant unless detected by a motion detector. Nullifies Audio Amplifier ability. Passive implant Tag on a permanent stamina reduction of maybe -10 and your golden

Surge- As it is now, but any brandished weapon is auto-holstered a la medical terminals. All that will do is get them closer faster, not like the fire you take when there rushing you matters, its when they get close your insta-killed. They should make it so if you surge, you can only move straight ahead, your weapon should have to be holstered, it should be locked on for a minimum of 3 seconds and no jumping, at least until the fix the warping. Maybe slightly lower the stamina drain to compensate.

Darklight- Two thoughts... A, make it like a flashlight. It would illuminate 35% of the screen in a circle centered on the reticle. The flashlight would actually "charge" the infiltrator, giving him a slight glow. However, the light would have to stay on him for several seconds, giving him time to evade. No, the boomer llamas would be out of control if they did that, just make it so you have a reason to pick something else.

Personal Shield- Make it not drain energy when you're not being hit, but you're unable to turn it off. An interesting compromise. Not neccesary, just make it so it doesn't incur any stamina drain for being on, only being hit.

Targeting and range mag sound fine to me. The FF gun sounds more like a pistol slot weapon though, if they put that in i could see some sort of DL nerf.

Rbstr
2004-01-21, 11:24 PM
I agree with all of that but for surge make it only holster any Large sized wepon (AV, HA, they accutaly take up more space)

flypengy
2004-01-21, 11:29 PM
Making surge not usable when a weapon is holstered is not feasible. You will crew the NC, end of story. I'm better off carrying a gauss afterwords and... Lasher & MCG > Gauss.

Spee
2004-01-21, 11:32 PM
Making surge not usable when a weapon is holstered is not feasible. You will crew the NC, end of story. I'm better off carrying a gauss afterwords and... Lasher & MCG > Gauss.


Im assuming you meant to say making surge unusable with a weapon out will screw the NC.

Well, so be it. Im never killed by an MCG + Surge n00b, or a Surge + Lasher whore (though, I have tried it, and it is insanely effective).

Incompetent
2004-01-21, 11:40 PM
Allow me to cry for the NC, stricken with the best tank, the best assault buggy, still the best HA (you would just have to have more then a pulse to use it), the only AV worth a damn (none are worth shit in a straight fight, but the Phoenix is the only one which isn't meant for a straight fight), AI and AV maxes that put the terran MAXes to shame and the assault rifle that is the best in a long range firefight, paired with the jack for domination at all ranges.

I just hope I don't drown in my own tears over your tradgic plight.

Angel_of_Death
2004-01-22, 12:37 AM
:lol:

True.

KIAsan
2004-01-22, 02:57 AM
B, Final Fantasy: Spirits Within-style flare launcher. 1.5 minute recharge time. Fires a bright, visible flare that detonates and gives the infil a slight visibility charge. I'm not saying make him glow, but make him slightly visible. The flare would detonate on impact with an object.

I can already do this with my plasma nade thumper. Makes infiltrators glow a wonderul shade of green. In fact, it is my favorite way of killing infiltrators. "cloaked enemy detected" = spam the area with plasma nades. Killed more than my share that way. Plus you get to laugh your Assets off watching the human shaped plasma run around (at least until the corpse appears). Don't know why, but I find it humorous.

Fenrys
2004-01-22, 03:42 AM
I'd like the Range Magnifier to be on a toggle. 4x zoom is too much in many situations, especialy flying.

Silent Run should counter Interlink and Audio Amp benifits. The only way you'd show up on radar is via Motion Sensors and Skeeter radar. Not enough effort goes into controlling an Interlink facility, but if a CE has taken the time to wire a base or a Skeeter sacrifices its speed, they should reap the benifits of their labors.


Adv. Targeting should show you how far you need to lead aircraft.

Melee Booster should make you tougher AND stronger (+20 to max health?), and should be passive.

Surge should be removed entierly. Give everyone the ability to sprint at less-than-surge speed at the cost of stamina. Weilding a weapon would increase the rate of stam drain. Larger weapons take more stam to run with than smaller ones. The armor you are wearing would not effect stam drain at all, but would instead affect the speed of your sprint.

Personal Shield is pretty worthless IMO. If it did not drain stam when you were not getting hit, and if it would also automaticly turn itself off before you were at 0 stam, I may consider using it.


Somthing new:
Oxygen Mask: Once per life you can instantly bring your stam back to 100. Removing the implant and reinstalling it would let you use this feature more than once per life, but I think of it as refilling the tank (wich could only be done frrom an implant terminal so it would hardly matter). Combine this with Personal Shield and a few health kits and things may get crazy . . . but I think its a cool idea.

Veteran
2004-01-22, 06:19 AM
I was hoping for an implant that duplicates the effects of Beano.

I eat a lot of beans and salsa. Against my will, I wage chemical warfare.

That is all.

Majik
2004-01-22, 09:09 AM
Darklight- Two thoughts... A, make it like a flashlight. It would illuminate 35% of the screen in a circle centered on the reticle. The flashlight would actually "charge" the infiltrator, giving him a slight glow. However, the light would have to stay on him for several seconds, giving him time to evade.

Ok, I just don't get the Darklight hate I keep reading in the forums. Yes, cloakers got screwed by the Interlink, but Darklight is a BALANCED implant against cloakers. It constantly drains stamina and you can't see at all past 10 meters or so. I started out as a cloaker and I accepted the fact that anyone who spent the implant slot (or had a crappy enough video card) was going to see me whether I was stealthy or not.
If I see a door open on it's own, I don't need DL to know you are there, but I turn it on to aim at you. If you go running across a CY, guess what, I see you without DL, but I turn it on when I get close enough to aim at you. Cloakers who move slow and use patience to get up on me get me everytime, and I never leave sanc without DL in my first implant slot.

BlakLizard
2004-01-22, 01:08 PM
I think mag enhancer should be kind of togled so like with each click it goes up one then back to 0 then up to the next and back to 0 and so on. Personally I had mag hance mapped to a mouse button and it was useful for aiming in planes but if you got the ''warning: missile lock'' message, it was oh so easy to AB into a tree when you couldn't see.

Madcow
2004-01-22, 01:19 PM
Advanced targetting needs to extend further so that it's of use to snipers at extreme distances.

Range magnification needs an overhaul. I'm sorry, but I don't understand the love for it. The 12x is not a true 12x, it's barely an improvement from the 8x. Add to that the fact that the range magnification does not allow an increase in the drawing distance of the game, and literally anything you're seeing at 12x you could see at 1x with the only difference being they're larger. Big whoop. Any sniper worth his salt can hit anything at 4x or 8x that he could hit at 12x. That basically relegates the implant for use in scouting, which is just too expensive for that small of a use.

I can only dream of Silent Run changes like the ones mentioned. They won't happen, but they'd be fun.

BadAsh
2004-01-22, 02:01 PM
I vote for a 3 stage surge implant series that each progressively augment each other. At Br6 you can get Surge, at Br12 you can get Surge Phase 2 provided you have Surge installed, and at Br18 you can get Surge Phase 3 provided you have both surge and surge phase 2 installed. Each consecutive Surge phase you pile on lets you move faster and warp at an exponentially increased rate. Phase 2 Surge should come with some type of weapon aiming �trainer� that ensures that while you are warping you never miss your target. At phase 3 you get �hyper warp� speed allowing you to pass through enemy vehicles and shoot the drivers, passengers, and gunners on your way through. Also Phase 3 Surging should include the phase 2 aimbot �trainer� and the all new invulnerability mode.

EarlyDawn
2004-01-22, 02:40 PM
Ok, I just don't get the Darklight hate I keep reading in the forums. Yes, cloakers got screwed by the Interlink, but Darklight is a BALANCED implant against cloakers. It constantly drains stamina and you can't see at all past 10 meters or so. I started out as a cloaker and I accepted the fact that anyone who spent the implant slot (or had a crappy enough video card) was going to see me whether I was stealthy or not.
If I see a door open on it's own, I don't need DL to know you are there, but I turn it on to aim at you. If you go running across a CY, guess what, I see you without DL, but I turn it on when I get close enough to aim at you. Cloakers who move slow and use patience to get up on me get me everytime, and I never leave sanc without DL in my first implant slot.Do you see me saying Darklight is unbalanced? No. I'm suggesting what is a unique, and IMO, balanced alternative for an implant that is getting a lot of hate. It requires more strategy then flickering a vision mode, looks better if they put a flashlight effect comming from the player's helmet, and is more involved, shining a flashlight-like device into corners and such.

noxious
2004-01-22, 03:44 PM
For me Darklight and Surge are infinitely more useful than any other implants. I choose my third depending on the situation. Adv target for Magriding, Audio Amp for grunt work and melee boost when I want to have some knifing fun.

There are implants that seem cool in concept but are utterly useless in reality. If they balanced things and made them all useful maybe I would consider the third implant slot more important that it is to me now.

Firefly
2004-01-22, 03:48 PM
I stopped reading after the initial post. It all looks good, tell me why you don't work for Sporkie-Spork?

If they ever develop a naval expansion pack, I'd like to see a Rebreather implant... one that allows your lungs to breath in water. Either like "The Abyss" or simply sprout gills... this implant will dork up your health if you activate it on land.