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Old 2011-03-06, 09:28 AM   [Ignore Me] #1
CutterJohn
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Implants


What changes do you hope for implants?

Firstly, I would approve of easier access to change them. I would probably even agree with changing them on the fly at respawns, or at least doing so with a time limitation, like once every ten minutes. I never much saw the point of it only being possible at bio stations or in sanc.

For changes though, I like the idea of making them more multipurpose, and more of them effective in vehicles. There were a few implants that were just straight up good for almost all situations, and many were never used, or used in very limited circumstances.


Audo Amplifier - Will make a label of an enemy visible through walls/ceilings/etc, rather than just minimap, but range is greatly reduced while moving. Enemies who shoot are detected from a longer range for a short time. Works in vehicles as well, but infantry detection is greatly reduced, while vehicle detection range increased. Infantry shooting weapons are still detected and displayed.

Darklight Vision - Allows you to see cloakers, through doors, and lets you see laser designators(without darklight you would just see the spot). In vehicles, you have a doubled range, but only for seeing cloaked vehicles.

Enhanced Targeting - Functions as per normal while offline. While online, it adds a firing arc/bouncy grenade measuring tool, and drains 5stamina/s.

Melee Booster - Changed to Muscular Enhancement. Effect changed to boosted melee damage, reduced cof bloom while shooting, and stabilized weapon mounts on vehicles. Stamina drain 10/s, 5/s while in a vehicle.

Personal Shield - Same for infantry. Interfaces with MAX suits and vehicles amplification units, adding roughly 25% extra armor. Only the drivers applies in vehicles.

Range Magnifier - Same, but also adds 25% reduced ranged damage degradation while zoomed, and 25% extra range.

Regeneration - Improved to also repair armor at a rate of 1% per, along with the health. Also interfaces with vehicle and MAX circuitry to provide repair at a rate of 1 stamina per 1% armor while motionless and 2stamina per 1% armor while moving. Effect is disrupted when taking fire, and causes a stamina penalty.

Second Wind - Same.

Sensor Shield - Same. Effect now applies to vehicles. Sensor shielded vehicles are quiet, but not silent. They will not set turrets off unless they shoot. Small sensor shielded vehicles will not set mines off(Protip. Use yer emp mines)

Surge - Same for infantry. Boosts vehicle speed, torque, and acceleration.


You'll note most of these changes affect vehicles.. What can I say. I'm a vehicle whore. But I think these changes would keep many of the lesser used implants from being so situational, or just make their value greater so they can compete with the [currently] more valuable and useful ones. I think the vehicle ones on the whole would be pretty balanced. Players would have several difficult choices, because they are all pretty good.

Last edited by CutterJohn; 2011-03-06 at 09:36 AM.
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