Health/armor and healing/repairing - PlanetSide Universe
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View Poll Results: Which do you prefer? For obvious reasons, please choose only 2 options.
I prefer the more modern passive health regeneration. 8 13.33%
I prefer the oldschool health points. 48 80.00%
I prefer armor that doesn't degrade after taking damage. 18 30.00%
I prefer armor that gets damaged and needs to be repaired by an Engineer. 41 68.33%
Multiple Choice Poll. Voters: 60. You may not vote on this poll

 
 
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Old 2011-07-31, 07:02 PM   [Ignore Me] #29
Sirisian
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Re: Health/armor and healing/repairing


Originally Posted by Trolltaxi View Post
But armour should reconstruct itself using nanites in time - this may be enhanced with skills too. And you could accelerate the reconstruction with the repair thingie if you choose to support. (skills for faster repairs too!).
You mean introducing a new implant or just a passive healing?

Speaking of that we should add another layer over health and armor. It would be an activated shield with a movement penalty and activation delay. (Kind of like the cloaker's ability to cloak, but for an offensive shield).

Not sure if anyone has played Crysis but they have an armor mode where your character slows down but is given a huge boost in armor. I think a shield mode could be used in a similar fashion. When activated it would slow the player down and nullify most of the effect of being hit by bullets. (Normally when you're hit your COF blooms). A soldier could then walk into a hallway and activate it to move slowly (or sit behind a crate).

If activated and they are hit with an EMP grenade then it shorts out doing damage to the player and destroys the shield. There could be a class with like 300 shields 50 armor and 100 health. It would open up the possibility for some interesting play styles, but still have a known weakness that could be exploited.
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