View Full Version : Thoughts for a new infil item
EarlyDawn
2004-02-16, 02:00 PM
I was thinking, why not give infiltrators the power of mobility? A device like Unreal Tournament's "Translocator" would be great for the infil if it was built into the suit. Push 2, and you get a small launcher on the wrist of the suit. Launch the telepad, then warp to it. I don't really care if it takes ammo or not, up to you guys.
Thoughts, additions? I think it would make infiltrators more moble, hense, giving them an addition.
Incompetent
2004-02-16, 02:15 PM
I don't know about a Translocater, but the ability to set a spot that you could recall too might work, make it use up stamina based on how far away you are, and you have to manually set the thing down. Obviously if you die it resets. Would help the truely sneaky infs to create even more havoc, and the ninja morons would get killed too often for it to matter.
TheRagingGerbil
2004-02-16, 02:32 PM
Interesting.
I would put a timer on it also. Not a timer for between uses, but a life-timer on the device itself.
Once deployed/activated, you would have 3 - 5 minutes until it deconstructed.
Kyraal
2004-02-16, 02:36 PM
The infiltrator suit is quite powerful as it is with the ability to go invisible. Yes, it has no armor, and yes many people have darklight, and yes, I'm pretty sure you can still be revealed by a mosquito. But it is fast. You can go invisible.
I think a translocator, or mini-teleporter, or whatever you want to call it, is a nice idea. For 2 certs my first reaction is it shouldn't be built into the suit, but rather an equipment object which requires a pistol slot when used - of course, it would only be available with the infiltrator suit. The special material the suit uses is what makes it possible to teleport its user in the first place.
It could work like a thrown boomer. Once thrown, you get a trigger in your hand. Trigger pressed, you teleport. Would be a great way to get over those base walls in a quick move, instead having to run around it.
Just some random thoughts and impressions around the idea..
EarlyDawn
2004-02-16, 03:43 PM
Okay. I agree with everything that's been said. Make it like a boomer. Place it, grab your killswitch, and walk away. Five minute timer until it decons.
Geist
2004-02-16, 03:56 PM
Ya, there should be a switch but I dont think it should be for the pistol slot. I just think it should be an implant.
Warborn
2004-02-16, 04:05 PM
Yeah, back when I played an infiltrator I always wanted a grappling hook or something. Infiltrators have it rough, and although I really don't think they should be given more power to kill, letting them get around more freely and hack more stuff to impact a battle would be good. So I support this idea in its general theme, though acknowledge that it would need to be tweaked for balance.
Gigabein
2004-02-16, 04:08 PM
Ya, there should be a switch but I dont think it should be for the pistol slot. I just think it should be an implant.
Interesting but no other implant requires inventory space, which is a valuable commodity for an infiltrator. I suggest making it a very cheap cert only usable in infil suits. If an enemy finds one of these devices that is active, he can hack it. The infiltrator dies if he actually tries to teleport back to his hacked device.
Geist
2004-02-16, 04:14 PM
good idea :D
TheN00b
2004-02-16, 04:16 PM
Nah, that would seriously suck to be accidentally dying all the time, just because some enemies were ignoring the fights and just wandering around, looking for these Mini-WG's. Just make them unusable if hacked.
Gigabein
2004-02-16, 04:26 PM
Nah, that would seriously suck to be accidentally dying all the time, just because some enemies were ignoring the fights and just wandering around, looking for these Mini-WG's. Just make them unusable if hacked.
I'm just considering that the ability to teleport is pretty powerful and needs to be balanced with a real risk. It's not like the infil-porter will be a large glowing router bubble. It will be smallish like a mine or something - easier to find hiding places for it, but not difficult to spot.
Another idea I just had is to only allow it to teleport around inside a single sphere of influence. Have it piggy-back off the spawn tube systems of any base, to explain why the device can be so portable.
TheRagingGerbil
2004-02-16, 04:28 PM
Hmm, what about a throwable device?
Then there would be no need for grappling hooks or climbing abilities. You could just toss your teleporter up over the wall, and translocate.
Useable only by infiltrators is a great idea. Just write into the backstory that it doesn't have enough power to move very much mass.
Geist
2004-02-16, 04:32 PM
How about you can only use it once and after you use it you have to wait 30 minites to use another one. That will balance it wont it. :(
If it does ill be happy. :)
Gigabein
2004-02-16, 04:36 PM
How about you can only use it once and after you use it you have to wait 30 minites to use another one. That will balance it wont it. :(
If it does ill be happy. :)
Not necessary, because infil backpacks are so small. At most you could carry 5 of them but then what are you left with? Your knife and no REK.
Ait'al
2004-02-16, 05:34 PM
Read halfway. Why make it deconstruct in 5 minutes when it can be an instant thing that teleports itself back to your Inventory/implant instantly. If you need it to cool down give it a 50 second timer. Im guessing this would let you get on walls 8) *crossesfingers*
You know if its an implant you can just ignore the inventory space and build its ejection system into the implant. You could even add an animation onto the arm that shoots the thing.
Then there would be no need for grappling hooks or climbing abilities. You could just toss your teleporter up over the wall, and translocate.
I was thinking something like that. It could be balancing just haveing ot learn to accurattly shoot the thing where you want it, couldnt it? Like hitting the top of a wall form a long distance.
Shoot, oh fuck, recall it, 50 second timer. If your running from something you ahve to shoot, Good or bad place, transport or recall it, run either way for 50 seconds, then shoot again and etc.
Edit: i think either way, you should only have one and have to recall it to use it again. Or leave it there and transport to it again. You could have an indicator if you go out of range that just darkens something on its info that says you to far or soemthing is in the way or transporting you, like a wall.
UncleDynamite
2004-02-16, 05:42 PM
I think a throwable translocator would be great, even if it might be ripping off of UT. Making it throwable will balance it out, since you'll have to take the time to pull it out of your inventory, aim, throw, and click to transport. And being one-time use only, that'll keep it from being abused.
Visor
2004-02-16, 09:55 PM
It would be abused ether way like secondwind if you get spotted you translocate somewhere else.
EarlyDawn
2004-02-16, 10:49 PM
What's wrong with that? Kinda like a bailout switch. And yeah, defenitely make it throwable like my initial idea to double as a kind of replacement for a grappling hook.
Rbstr
2004-02-16, 11:22 PM
That would be very usefull for time when you have to do something but have no place to respanw at if you die so if you are going to die you can get out of the action fast and heal up
TheRagingGerbil
2004-02-16, 11:48 PM
Hmmm, more thoughts...
It is included with the infiltration suit. A fixed slot in the infil suit accessable via your second holster bind key.
Once you toss the device the only way to get another one is to acquire a new suit.
Not overpowering because in order to don a new suit you must either return to a friendly controlled term, or hack a new one.
MuNsTeR
2004-02-17, 12:46 AM
Hmmm, more thoughts...
It is included with the infiltration suit. A fixed slot in the infil suit accessable via your second holster bind key.
Once you toss the device the only way to get another one is to acquire a new suit.
Not overpowering because in order to don a new suit you must either return to a friendly controlled term, or hack a new one.
YES!! :love: taht would make it so much better and not too overpowered
EarlyDawn
2004-02-17, 01:00 AM
I'd say let the infil recover the telepad, though.
Ait'al
2004-02-17, 01:02 AM
Theres nothing wrong with throw and recal thing i had if it has less range than the router. LIke 200ft. And the 50 second timer. then it can be a grapling hook and bail if you dont fuck up. And infil only implant, you only need one, and you have to leave space in the inventory or you cant recall it. Recall is just a special action for it once youve thrown it or something. you have to throw it, so you ahve to be somewhat close to throw it up a wall, but it propels itself sligtly based on a charge if you need like the one AT weapon for a little boost to get it on top of a wall or cliff. Great for getting around a continent. And it will not affect your cloak feild whild you toss it if your standing still while doing it. So good for sneaking around a base(you can go to less noticable places possibly) and long travel in hard terrain. What about that?
Implant with grenade sized item that is the thing that allows you to lock onto the location to travel too. No going through walls unless its open air.(its using satelites) It can be deactivated if you(the implant) or the device are hit by a an emp etc. No transporting to indoor location. As long as your in range and both you and item are in open air you can teleport. Its like a small pebble when on hte ground but kindof changes to the surounding colors to become hard to see as long as your in range of it. You can recall it from out of range though. The recall ive been mentioning is not the teleport you do, its the recall of hte device. you can teleport but have a 1 minute timer after till you can again. But you can recall it imediatly after teleport. but you then have the 50 second timer till you can throw it again. The device has to recharge basically but has no evidence of it but the fact you cant throw it yet.
Jaged
2004-02-17, 03:54 AM
That would make it nearly impossible to kill a cloaker. If you so much as poke them, they will probably teleport out. I say, make it like a recall/quit timer. They have to wait 30 sec in an enemy SOI, 20 in no where and 10 in a friendly. They can't move or fire, but they can remain cloaked. After the timer is up, they teleport.
Incompetent
2004-02-17, 05:41 AM
Uh, thats the idea. The ones that sneak in too create havoc will be able to drive the defenders crazy trying to kill them, while the moronic assassins would find little use from it.
BadAsh
2004-02-17, 10:48 AM
I think the idea is OK, but I'd prefer they just fix the damn bugs with infiltrators so they can be played more effectively... then they would be formidable as they were intended.
Wraithlord
2004-02-17, 10:54 AM
From the first time I was an infiltrator I've wanted a grappling hook, it sucks major ass having to "sneak" through main base openings during a zerg.
Besides that I would love to see better melee weapons, melee weapons that are SILENT. I know I would give a cert to have swords or something like that that do good damage, but are quiet, It could be like EOL crater where peopel can get swords and axes and stuff :D
Wraithlord
2004-02-17, 10:57 AM
"It would be abused ether way like secondwind if you get spotted you translocate somewhere else."
moron...
"secondwind" wtf?
Infils should have another option besides having to DIE every time some asshat n00b with DL sees him.
Jaged
2004-02-17, 03:27 PM
That is a valid point that infils need a better way into a base. I once caught 5 of em in a row in a 30 second period trying to sneek into the back door of a zerged base.
Ooh, a portable hole!
I think just a basic grapple would be better, and since it couldn't be used as an instantaneous and guaranteed escape tactic, it would have the added benefit of not enraging the vast majority of non-infil players. It would allow some more interesting tactics in our core role of ghost hackers/saboteurs, without being a permanent "get out of death free" card.
Visor
2004-02-17, 06:37 PM
"It would be abused ether way like secondwind if you get spotted you translocate somewhere else."
moron...
"secondwind" wtf?
Infils should have another option besides having to DIE every time some asshat n00b with DL sees him.
Infiltrating means you sneak unnoticed and if your sneaking is so crappy that you need a "restart" button to try again go back to single player. And secondwind is like the extra medfit that will save you.
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