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View Full Version : Implant Side Effects


Spee
2004-08-20, 07:15 PM
Because itd be a bit mroe immersive if each implant had side effects which may, or may not be desireable.


Audio Amp - Actually amplifies your audio. Locks your 2d/3d SFX at 100% for the duration the implant is on.

DLV - None.

Enhanced Targeting - Forces you to 1.5x Zoom, reducing your situational awareness, but allowing you to properly focus on your target.

Melee Booster - When active, allows your weapons to be drawn 2x as fast. (hey, strength is strength)

Personal Shield - Allies cannot use any sort of repairing tool while active. Medpacks are also disabled. (reflective of the fact that theres a barrier of energy around you)

Range Mag - none

Regen - When not active, but enabled, replaces health on a 1 health/10 seconds basis, with no stanima drain.

Second Wind - Can grant a 100% boost to stamina if that is drained first, and health is not.

SIlent Run - none

Surge - increases footspead even while not using the implant (Enabled, but not active) by a small amount

_-Gunslinger-_
2004-08-20, 07:55 PM
Because itd be a bit mroe immersive if each implant had side effects which may, or may not be desireable.


Audio Amp - Actually amplifies your audio. Locks your 2d/3d SFX at 100% for the duration the implant is on.

Ya sure. Ill just turn my audio down.

DLV - None.

Needs a further drowback. Like a truely limited FOV


Enhanced Targeting - Forces you to 1.5x Zoom, reducing your situational awareness, but allowing you to properly focus on your target.

If it acutally worked? Like I 100% of the time got to see thier name, life/armor? Oh and make its deployable reveling passive then.

Melee Booster - When active, allows your weapons to be drawn 2x as fast. (hey, strength is strength)

Personal Shield - Allies cannot use any sort of repairing tool while active. Medpacks are also disabled. (reflective of the fact that theres a barrier of energy around you)

Range Mag - none

Regen - When not active, but enabled, replaces health on a 1 health/10 seconds basis, with no stanima drain.

Second Wind - Can grant a 100% boost to stamina if that is drained first, and health is not.

SIlent Run - none

No beef with these

Surge - increases footspead even while not using the implant (Enabled, but not active) by a small amount

Hell no. Speed with weapon = advantage that is hard to balance.




Honestly im against all of these. Just adding constructive criticism.



.

Rbstr
2004-08-20, 08:45 PM
i say no to the enhanced targeting it's ine the way it is. and Adv regen 1 health every 10 second, it's absolutly worthless thats over a minute for 60 health.

Infact why make the unbalenced ones have drawback but the only one that most people agree is unballenced not have any?

Lartnev
2004-08-20, 09:20 PM
That's what I thought, but Spee did say side-effects, not necessarily disadvantages.

Spee
2004-08-20, 10:01 PM
Feel free to toss out ideas for better "side effects" I just thought itd be a cool idea. Didnt really throw too much thought at the balance itself, so much as the concept.

HawkEye
2004-08-20, 10:34 PM
second wind is the suxors

Spee
2004-08-20, 10:39 PM
second wind is the suxors


it has the possibility to be a GREAT implant. But, in its current form, it sucks a lotta ass.

Cauldron Borne
2004-08-21, 04:01 AM
2nd wind has onlt saved my ass ONCE....all the other times it drains me so fast i wind up not being able to run, and die anyway......

BlackHawk
2004-08-21, 11:30 AM
How about, as a side effect, Second Wind increases stamina recovery rates. For example, 2 per tick while standing, 4 per tick while crouching, as opposed to 1 and 2, respectively. Activating an implant with a constant stamina drain (everything but Targeting, Range Mag, etc) would disable this effect until the implant is deactivated.