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Old 2004-02-16, 05:42 PM   [Ignore Me] #16
UncleDynamite
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I think a throwable translocator would be great, even if it might be ripping off of UT. Making it throwable will balance it out, since you'll have to take the time to pull it out of your inventory, aim, throw, and click to transport. And being one-time use only, that'll keep it from being abused.
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Old 2004-02-16, 09:55 PM   [Ignore Me] #17
Visor
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It would be abused ether way like secondwind if you get spotted you translocate somewhere else.
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Old 2004-02-16, 10:49 PM   [Ignore Me] #18
EarlyDawn
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What's wrong with that? Kinda like a bailout switch. And yeah, defenitely make it throwable like my initial idea to double as a kind of replacement for a grappling hook.
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Old 2004-02-16, 11:22 PM   [Ignore Me] #19
Rbstr
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That would be very usefull for time when you have to do something but have no place to respanw at if you die so if you are going to die you can get out of the action fast and heal up
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Old 2004-02-16, 11:48 PM   [Ignore Me] #20
TheRagingGerbil
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Hmmm, more thoughts...

It is included with the infiltration suit. A fixed slot in the infil suit accessable via your second holster bind key.

Once you toss the device the only way to get another one is to acquire a new suit.

Not overpowering because in order to don a new suit you must either return to a friendly controlled term, or hack a new one.
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Old 2004-02-17, 12:46 AM   [Ignore Me] #21
MuNsTeR
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Originally Posted by TheRagingGerbil
Hmmm, more thoughts...

It is included with the infiltration suit. A fixed slot in the infil suit accessable via your second holster bind key.

Once you toss the device the only way to get another one is to acquire a new suit.

Not overpowering because in order to don a new suit you must either return to a friendly controlled term, or hack a new one.
YES!! taht would make it so much better and not too overpowered
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Old 2004-02-17, 01:00 AM   [Ignore Me] #22
EarlyDawn
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I'd say let the infil recover the telepad, though.
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Old 2004-02-17, 01:02 AM   [Ignore Me] #23
Ait'al
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Theres nothing wrong with throw and recal thing i had if it has less range than the router. LIke 200ft. And the 50 second timer. then it can be a grapling hook and bail if you dont fuck up. And infil only implant, you only need one, and you have to leave space in the inventory or you cant recall it. Recall is just a special action for it once youve thrown it or something. you have to throw it, so you ahve to be somewhat close to throw it up a wall, but it propels itself sligtly based on a charge if you need like the one AT weapon for a little boost to get it on top of a wall or cliff. Great for getting around a continent. And it will not affect your cloak feild whild you toss it if your standing still while doing it. So good for sneaking around a base(you can go to less noticable places possibly) and long travel in hard terrain. What about that?

Implant with grenade sized item that is the thing that allows you to lock onto the location to travel too. No going through walls unless its open air.(its using satelites) It can be deactivated if you(the implant) or the device are hit by a an emp etc. No transporting to indoor location. As long as your in range and both you and item are in open air you can teleport. Its like a small pebble when on hte ground but kindof changes to the surounding colors to become hard to see as long as your in range of it. You can recall it from out of range though. The recall ive been mentioning is not the teleport you do, its the recall of hte device. you can teleport but have a 1 minute timer after till you can again. But you can recall it imediatly after teleport. but you then have the 50 second timer till you can throw it again. The device has to recharge basically but has no evidence of it but the fact you cant throw it yet.

Last edited by Ait'al; 2004-02-17 at 01:11 AM.
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Old 2004-02-17, 03:54 AM   [Ignore Me] #24
Jaged
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That would make it nearly impossible to kill a cloaker. If you so much as poke them, they will probably teleport out. I say, make it like a recall/quit timer. They have to wait 30 sec in an enemy SOI, 20 in no where and 10 in a friendly. They can't move or fire, but they can remain cloaked. After the timer is up, they teleport.
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Old 2004-02-17, 05:41 AM   [Ignore Me] #25
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Uh, thats the idea. The ones that sneak in too create havoc will be able to drive the defenders crazy trying to kill them, while the moronic assassins would find little use from it.
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Old 2004-02-17, 10:48 AM   [Ignore Me] #26
BadAsh
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I think the idea is OK, but I'd prefer they just fix the damn bugs with infiltrators so they can be played more effectively... then they would be formidable as they were intended.
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Old 2004-02-17, 10:54 AM   [Ignore Me] #27
Wraithlord
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From the first time I was an infiltrator I've wanted a grappling hook, it sucks major ass having to "sneak" through main base openings during a zerg.

Besides that I would love to see better melee weapons, melee weapons that are SILENT. I know I would give a cert to have swords or something like that that do good damage, but are quiet, It could be like EOL crater where peopel can get swords and axes and stuff
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Old 2004-02-17, 10:57 AM   [Ignore Me] #28
Wraithlord
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"It would be abused ether way like secondwind if you get spotted you translocate somewhere else."

moron...

"secondwind" wtf?

Infils should have another option besides having to DIE every time some asshat n00b with DL sees him.
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Old 2004-02-17, 03:27 PM   [Ignore Me] #29
Jaged
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That is a valid point that infils need a better way into a base. I once caught 5 of em in a row in a 30 second period trying to sneek into the back door of a zerged base.
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Old 2004-02-17, 06:04 PM   [Ignore Me] #30
Jagd
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Ooh, a portable hole!

I think just a basic grapple would be better, and since it couldn't be used as an instantaneous and guaranteed escape tactic, it would have the added benefit of not enraging the vast majority of non-infil players. It would allow some more interesting tactics in our core role of ghost hackers/saboteurs, without being a permanent "get out of death free" card.
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