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2003-07-31, 06:00 PM | [Ignore Me] #1 | ||
Corporal
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Derived from a thread earlier this week, I was hoping to spawn some more creativity from people in terms of what new certs you'd like added to the game. Preferably, ones that build onto existing certs and require prerequisites. The purpose being, of course, to allow further specialization within a particular field and allow for greater versatility within the game.
Thoughts? Keep in mind for those who think you're getting too much for just 1 cert on some of these that you need 5 certs worth of prerequisites just to be able to obtain them. 1) Demolitions (1 Cert) Prerequisites: Engineering (3), Combat Engineering (2) Allows for the purchasing of the DemoCharge explosive from inventory terminals. The size of a rifle, the charge is specifically designed for the destruction of generators, terminals, wall turrets and spawn tubes. Taking a short time to deploy, the device can be set to explode after 1, 3, and 5 minutes. Combat Engineers can use their repair rifle to disable this device, while shooting a charge will prematurely detonate it. Only five DCs can be deployed at a time, and detonation is displayed via the chat pane. Note: Two DemoCharges are powerful enough to destroy a generator. 2) Structural Engineering (2 Certs) Prerequisites: Engineering (3) Offered as an alternative to combat engineering. Using his repair rifle, a Structural Engineer (SE) can repair vehicles, deployables and turrets to 125% of their normal armor. In addition, this cert grants access to deployable barricades. Barricades are powerful enough to stop vehicles, and can take up to 8 decimator strikes before being destroyed. Like most deployables, they can be repaired by engineers and 3 can be laid at a time. A barricade must be deployed on flat terrain and cannot be placed against doors. Barricades must be spaced far enough apart so that a MAX can fit between them. The third option available to the SE is the Door Lock, which can be placed on any standard door within the interior of a base. Planted much like a boomer, a Door Lock must be placed on both sides of a door. Onboard imaging is capable of detecting friend or foe, and the device can be destroyed using two boomer explosives or the equivalent amount of firepower. 4) Medical Engineering (0 Certs - Available if prereqs met) Prerequisites: Medical (3), Engineering (3), Combat Engineering OR Structural Engineering (2) Allows for the deployment of portable medical terminals (PMT) using a single ACE. A PMT can only be placed on a wall of base, tower, or bunker similar to a boomer explosive and contains an internal reservoir equivalent to one and a half medical applicator storage cans. Once used or damaged by enemy fire, the device deconstructs. 3 PMTs can be deployed at a time and medics can use their applicators to refill the reservoir prior to complete draining. 5) NTU Specialist (1 Cert) Prerequisites: Engineering (3), Combat Engineering (2) NTU Specialists are able to use the power of their BANK refill kits to temporarily power a console within a base that either lacks NTUs or a working generator. Using a repair rifle, 50 units are used to temporarily power a medical terminal for 1 minute, 75 units are required for one person to access an inventory terminal, and 100 units are required to power a vehicle terminal for the creation of a single vehicle. 6) Armorsmith (1 Cert) Prerequisites: Engineering (3), Combat Engineering OR Structural Engineering (2) Allows the user to repair infantry and MAX armor up to 125%. Also allows for the creation of the Riot Shield, useable by all persons with a free rifle slot. The Riot Shield contains 300 armor and cannot be repaired. 7) Empire Hacking (2 Cert) Prerequisites: Hacking (3), Advanced Hacking (2) Allows for the hacking of enemy equipment and vehicle terminals, allowing the user to purchase empire-specific weapons, and vehicles of the empire currently holding the base or tower. IDF panels on hacked doors will switch empires for a 30 second period unless hacked back. 8) Emplacement Hacking (1 Cert) Prerequisites: Hacking (3), Advanced Hacking (2) Allows for short-term hacking of wall turrets, and permanent hacking of enemy deployables. Using an EMP grenade, the user must first disable the device before hacking it. Spitfire turrets and motion sensors will turn over to their control (deployable limits still apply) and wall turrets will turn to their empire's control for a short period. 9) Mechanical Engineering (1 Cert) Prerequisite: Engineering (3) Using the repair rifle, a Mechanic can repair non-infantry armor objects at twice the speed using less NTUs. 10) Target Painting (1 Cert) Prerequisite: Sniping (3) Allows for the usage of a secondary mode on the sniper rifle that can paint a target with an infrared beam. While only the contact point of the beam is visible to the enemy, friendly units will be alerted to the location via a red blinking indicator on the mini-map and continent maps, similar in appearance to a mine. Squadmembers will be able to see a mini-waypoint on the location, useful for showing enemy AMS locations. Only one target can be painted at a time. 11) Paramedic (1 Cert) Prerequisite: Medical (3) Allows the user to repair and revive infantry at twice the rate of a standard medic using less NTUs. 12) Lattice Surfing (1 Certs) Prerequisite: Hacking (3), Advanced Hacking (2) Those with the Lattice Surfing cert are capable of deconstructing within a spawn tube and reconstructing at any friendly base on the continent connected to the base of origin's lattice. 13) Communications (1 Certs) Prerequisite: Hacking (3), Advanced Hacking (2) Allows the user to hack into the radar dishes on enemy Interlink facilities, giving the user the ability to see local enemy messages in the chat pane as well as reveal the location of enemy personnel, vehicles, and equipment within the facility's SOI. 14) Jamming (1 Certs) Prerequisite: [Hacking (3), Advanced Hacking (2)] OR [Engineering (3), Combat OR Structural Engineering (2)] Grants access to the Jammer Grenade, a modified version of the EMP grenade that is capable of wiping clean the friend-or-foe recognition system of mines, spitfires, and motion sensors for a limited time, causing them to detect everything as a foe. Infantry and vehicles hit with the JG lose radar and are unable to receive or send messages for 30 seconds. Vehicles: 1) Icarus Light Transport (3 Certs) Prerequisite: None The Icarus Light Transport is a high-speed craft used for quick insertions of friendly forces in hostile zones. Unarmed, the Icarus relies on speed rather then armor and firepower to get its crew into a base. A pilot sits within a sealed forward cockpit while four infantry with up-to Reinforced Exosuits sit in open harnesses - two on each side. The vehicle's trunk, lacking any need for ammo, holds by default 6 medical kits and two refill cartridges for medical applicators and repair devices. Capable of landing on air pads, the craft can be purchased from any base and is invisible to radar. |
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