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Old 2013-08-22, 12:13 PM   [Ignore Me] #1
EVILPIG
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Implants and Components


I was excited to hear the announcement that Implants may be combined to make higher tier implants and that they may be random drops. This is very similar to something I put together a while back, so I'd like to take a crack at this with any input.

First of all, I would not make Implants a drop. I would make Components, the pieces that can be combined to make Implants, a drop. Also, some Components could be a drop and others could come from certain structures or base types. Let's look at simply using drops.

Whenever you capture or defend a territory, whether it's a base or outpost, there's a chance that a corresponding Component will "drop" (be added to your Component Supply).

Whenever you kill a unit, there is a chance that you will receive a corresponding Component based on what you killed. There can be separate Components for each Class and Each vehicle in the game.

Whenever you perform a Support Action, there's a chance you will receive a corresponding Component, based on the type of Support Action you are performing.

Now, all Implants would have to be manufactured by having all the necessary Components. Using the drop criteria above, let's count up how many Component types we can have.

Generic Component List, based on source.

Capture drops: 5
Amp Stations
Biolabs
Interlink Facility
Tech Plant
Outposts

Kill drops: 18
Combat Medic
Engineer
Heavy Assault
Infiltrator
Light Assault
MAX

ESF
Flash
Galaxy
Harasser
Liberator
Lightning
MBT
Sunderer

Generator/SCU Overload
Turret AA
Turret AI
Turret AV

Support Drops: 7

Healing
Repairing MAX or Vehicle
Repairing Structure
Recon Detection
Reviving Soldier
Supplying Ammo
Supplying Respawn (S-AMS)

Ok, there's 30 sources for Component drops. We could make 30 different components or overlap some of them, but either way, that's the first step. Once you collect Components, you can combine them to build implants. Implants would be slotted like Boosts in their own Implant Slot. Depending on the type and Components used to build them, they would have different durations. For example, I could build a Darklight Implant that would last an hour, or for 40% more Components, it could last a day. The increased Component cost could not only be more volume of Component, but adding different types. Each Implant would have a formula for creating it.

That's the basics. Any thoughts on how to flesh this out or make it better? Should the Implant list simply list Implants you have the Components to build as Green or Red if not enough, or should it have more of a Crafting feel?
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Last edited by EVILPIG; 2013-08-22 at 12:15 PM.
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