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View Full Version : Implant Idea - Implant Add-ons


BlackHawk
2004-08-28, 04:57 PM
Okay, I have been kicking this around in my head for a while now, and decided to just go ahead and post it. May also post in the OFs if it gets a good reaction.

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Implant Add-ons:

An Implant Add-on functions like a normal Implant, but it requires a certain implant to be installed before it can be installed. An Add-on requires an empty implant slot to be installed in, so only one Add-on can be installed on any soldier.

There are two types of implant add-ons. Improvements simply make the pre-requisite implant better, by increasing functionality. They do not require activation or increase stamina drain. Useable add-ons function as a totaly seperate implant and require activation and a stamina drain, but do not require the pre-requisite add-on to be activated.

Targeting Computer - Enhanced Targeting Add-on
The Targeting Computer gives extended information about any enemy that is currently "locked on". Locking on requires that the enemy be kept in the reticle for about 1 second. Once locked on, the implant provides the user with specific Armor/Health info with numbers, in addition to the current bars, as well as the current weapon equipped and the amount and type of ammunition in the magazine. A rough approximation of where a shot must be fired in order to hit the target, given it's current heading, distance, and speed, is also supplied. An enemy remains locked on by the Targeting Computer until the enemy dies or a new enemy is locked on. This implant is an improvement of the Enhanced Targeting implant.

Momentum Deflector - Personal Shield Add-on
The Momentum Deflector alters the Personal Shield implant to not only protect the user from damage, but also re-direct incoming fire to a different angle, back towards the person that fired it. The re-directed shots do not travel straight back towards their points of origin, but instead in the general direction. This could cause the shots to hit the original firer, and enemy combatant, a friendly, or an inanimate object. The farther away a shot was fired from, the greater the deviation from the original flight path, so a bolt-driver round would have little chance of hitting the sniper that fired it. The Momentum Deflector only affects projectile type ammunition, and does not redirect explosives (grenades, rocklets, tank shells, etc). This implant is an improvement of the Personal Shield implant.

Advanced Regeneration - Regeneration Add-on
The Advanced Regeneration add-on allows a soldier to not only recover health at an increased rate, but also recover armor. Health recovery is improved to 3 health per 1 stamina and armor is repaired at a rate of 1 armor per 1 stamina. Both health and armor regenerate at the same time and do not require seperate stamina drains (3 health and 1 armor are recovered for every 1 stamina points used). This implant is an improvement of the Regeneration implant.

Active Sonar - Audio Amplification Add-on
The Active Sonar add-on not only can reveal enemies on the proximity map at greater ranges than the Audio Amplification implant, but it can also reveal stationary and crouch-walking enemies (though not enemies using the Infiltration suit or Sensor Shield implant) within a certain range, as well as plot their position on the soldier's HUD. Enemy units can be seen through walls, although the HUD can only perform basic differentiation. Enemy infantry is displayed as red circles, MAXes as red diamonds, and vehicles as large red boxes. This implant is an improvement of the Audio Amplification implant.

Aggressive Stealth - Sensor Shield Add-on
The Aggressive Stealth implant sends out a jamming wave that causes sensor equipment within a certain radius of the user to become entirely non-functional. Spitfire and Phalanx turrets will not fire automatically on detected enemies (though they will if fired on), and mines will not explode when approached. This implant can also function as a Sensor Shield to nearby friendly units, preventing them from being revealed by enemy sensors. This implant also causes nearby enemy soldiers with the Darklight Vision and Audio Amplification implants activated to suffer from an increased stamina drain. This implant is an improvement of the Sensor Shield implant.

Autonomic Resuscitation - Second Wind Add-on
The Autonomic Resuscitation implant gives a soldier a second chance to join the battle by performing a revival with full health and armor after death. After this implant is enabled, it remains in operation until the soldier dies, at which point it gives the soldier the option of reviving himself after a short healing/repairing process, or respawning at the soldier's normal respawn choices. This implant is an improvement of the Second Wind implant.

Thermal Vision - Darklight Vision Add-on
The Thermal Vision implant allows the user to see into the spectrum of light given off by heat sources, causing all enemy soldiers and vehicles to glow red, without causing the loss of situational awareness caused by Darklight Vision. The Thermal Vision implant can also reveal enemy infiltrators within a certain radius of the user (slightly increased from Darklight Vision radius). Friendly soldiers and vehicles are filtered out by the soldier's HUD and remain their normal color. This is a Useable implant and requires a heavy stamina drain.

Muscular Enhancer - Melee Boost Add-on
The Muscular Enhancer provides extra strength to the user's arms, allowing them to perform actions with their arms with increased effectiveness. Weapons are drawn and reloaded faster, knives are swung faster and harder, grenades are thrown faster and farther, and a weapon is steadied faster during and after firing (increasing Cone of Fire stabilization rates). When the Muscular Enhancer implant is deactivated, the user suffers a momentary period of weakness (which causes the CoF of a weapon to bloom completely). This is a Useable implant with a moderate stamina drain.

Soaring Leap - Surge Add-on
The Soaring Leap implant allows the user to achieve great height with jumps, so much so that they may sometimes jump over base walls and other high structures. The type of armor being worn determines the possible height of jumps, with Infiltration suits achieving the highest jumps and Reinforced armors recieving only a small enhancement. This implant can also prevent soldiers from recieving damage from long falls. Soaring Leap is a Useable implant with a heavy stamina drain.

Command View - Range Magnifier Add-on
The Command View implant switches the user's point of view to that of the Orbital Station high-zoom cameras. The user is given a top down view of the current battle, from a range of approximately 200m straight up from their current position. The view can be scrolled 200m in any direction, as well as zoomed in or out. Waypoints, Flail targets, and Orbital Strikes can be used while in this view, even without a laze pointer or CUD. Command View is a Useable implant with a light stamina drain.
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In the words of the Human Torch: "FLAME ON!"

xMuNcHx
2004-08-28, 05:35 PM
Nice, but the Second Wind Add on would be too overpowered, unless it took a really really long time to enable. I would :love: to have the soaring leap

MrCovertMan
2004-08-28, 05:54 PM
I :love: soaring leap!
I'd grab agile armor, pull out a forceblade and play "crouching tiger, hidden dragon"

Warborn
2004-08-28, 06:11 PM
Apart from the Momentum Defelctor (which sounds like it would mean death to anyone trying to kill you at close range while you have it active), I think all of these have potential. Very interesting list.

MrPaul
2004-08-28, 06:15 PM
Yeah the momentum detector would be super sucky for Infs trying to kill with an AMP... or any other pistol for that matter!

Targetting computer seems like it'd make the game so very easy imo.

Super_Ryu7
2004-08-28, 06:35 PM
I agree that would all be realy freaking sweet if only sony read this stuff...

Apocolypse55
2004-08-28, 06:38 PM
Aye momentum deflector and revive implant may be overpowered, but the thermal sounds fun!

p.s. I'm still waiting for Sony to put Night-time in and give us night vision.

Rbstr
2004-08-28, 07:46 PM
I would love the targeting comp thing, this is a great idead, perhaps you could have one Implan Upgrade Slot in addition to the 3 regular slots. thoguth i have the smae feelings of the deflector

Zaxis
2004-08-28, 08:45 PM
Hey BlackHawk, those are some awesome ideas!!! I would support all of those implant add-on ideas completely. I definetely recommend sending those ideas to the PS team. Although, one thing that I think should be adjusted, is the Audio Amplifier add-on. The ability to see staionary softies is very powerful... almost overpowered. However, you should still be able to see stationary MAXes (since they are much larger than the softie) and crouch-walking softies.

Ghandi90
2004-08-28, 10:30 PM
Holy implants batman!!! Good list!
The Soaring Leap implant scared me a little...I'm used to having maxes with jumpjets.
Now I understand this would be cool and everything but it seems like you would be stealing the VS maxes thunder. Besides you'll be getting jumpjets (or something similar to them) with BFRs. (I know everyones gunna get one so thats not the problem) How much of a stamina drain are we talking? 20? 30? 40? 50? IMO I would have it at 80 stamina drain...but you guys may not agree... COMENCE THE FLAMAGE

Warborn
2004-08-28, 10:59 PM
Holy implants batman!!! Good list!
The Soaring Leap implant scared me a little...I'm used to having maxes with jumpjets.
Now I understand this would be cool and everything but it seems like you would be stealing the VS maxes thunder. Besides you'll be getting jumpjets (or something similar to them) with BFRs. (I know everyones gunna get one so thats not the problem) How much of a stamina drain are we talking? 20? 30? 40? 50? IMO I would have it at 80 stamina drain...but you guys may not agree... COMENCE THE FLAMAGE

Well, does Personal Shield steal the NC MAXs' thunder?

I see what you mean though, in a way. After considering it more, I don't like the idea of RExos with heavy weapons hopping onto walls and towers and so on. Unless it takes something like 80 stamina to use, or more, it might be too powerful. Being able to circumvent bottlenecks is a big advantage, and I do not wish for the day when RExos with HA are hopping onto towers or bases without the use of a galaxy.

Ghandi90
2004-08-29, 01:25 AM
Well, does Personal Shield steal the NC MAXs' thunder?
You are so right! I was being short sighted...sorry! But personal shield is already an implant... Im just saying it needs to be severly gimped(soaring leap). You can also think of it like this...(same with PS) MAXes can use it too(soaring leap).

LimpBIT
2004-08-29, 02:43 AM
dude i love all your ideas. I want soaring leap as well. I would love to have thermal vision also it would be awsome to be able to see the enemies through walls and such

EarlyDawn
2004-08-29, 04:31 AM
I support giving the player ONE slot for an add-on. Allows them to better specify the role they want their implants to play.

Black
2004-08-29, 05:35 AM
I love the Ideas BlackHawk you should email Sony them

MrPaul
2004-08-29, 06:48 AM
Holy implants batman!!! Good list!
The Soaring Leap implant scared me a little...I'm used to having maxes with jumpjets.
Now I understand this would be cool and everything but it seems like you would be stealing the VS maxes thunder.
I wouldn't mind if everyone got a "lock down" ability � la TR MAX. In fact, I encourage it. ;)

BlackHawk
2004-08-30, 06:45 PM
Just some clarifications:

These are all just ideas, wasn't really planning on doing a lot of refinining in terms of overall power or anything, just wanted to see how everyone liked them (if at all ;) ).

The Soaring Leap add-on wouldn't allow Rexo's to jump onto base walls from the ground. They'd need something to jump from (maybe an AMS, or a big rock, or a low tree). IMO, with this add-on, only infils and standards should be able to make a full jump from the ground to the top of a wall.

Momentum Deflector... yeah, that would be bad for infils, I agree. But realistically, anything that makes P Shield better would be bad for infils...

Targetting make the game too easy? Maybe. As long as they made the "lead" target big enough to allow for user error, it wouldn't be too bad. After all, it would still be up to the player to make sure they fired at the right time without the CoF being too big.

Additional slots for the add-ons? Nah, I think it would be better if they occupied normal implant slots. The whole purpose of them, IMO, was so that players could have the choice between power (add-on) or versatility (a third normal implant).


Thanks for the comments everybody :)

Rbstr
2004-08-30, 06:49 PM
I think an upgrade slot would be fine to add.