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Old 2003-12-18, 04:04 AM   [Ignore Me] #1
TeraHertz
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Special Abilites Ideas


Alot of people have said that once you get to BR20 CR5 everything goes rather dull and repetative. The idea was thrown out that some "speical abilites" could be introduced, extra capabilites only achievable once you reach maximum BR.

Here's a few ideas for such special abilites.
I had intended to do one for each certification, but it was getting excesivley long. So here's a few ideas anyway.


My ideas for special abilites.

Conditions to obtain abilities.
1) You must be BR20 and at least CR1
2) You must already own the corresponding cert.

Each ability is charged by exp gained while in possession of a particular certification. These levels increase the same way as BEP, but instead unlock these new abilities on each of their exp trigger levels. If you achieve two trigger levels at once, you must select one of them. The other ability will be activated in 24hrs. For example, if you get Veteran Engineer, Medic, and hacker all at once, you would selecet engineer, wait 24hrs and be aked again, select medic, then 24hrs later hacker will be automatically enabled as it is the last one.

Engineer > Veteran Engineer
You are now so proficient at repairing, you can use less reapair ammo to the same effect.
Will not need as much repair ammo to repair the same amount as before.

Veteran Engineer > Speicalist Engineer
You have proven your trustworthyness and technical skills. The empire has allowed you access to their top secret repair pulsator.
You gain he ability to equip the repair pulsator. (does not require CC or modules)
The repair pulsator uses standard repair ammo, but repairs everyone around you within a short distance. Repairing in this manner saves time over all, but reapiring an individual takes longer. You cannot activate your pulsator if it is going to overlap with another.

Speicalist Engineer > Elite Engineer
Extended speed and range when using the repair pulsator.


CE > Veteran CE
You can now deploy the Thunderer camouflaged anti vehicular mine from the ACE. This mine is very hard to spot without adv. targeting. It deals much more damage to vehicles that the standard mine, but is not triggered by infantry.

Veteran CE > Specialist CE
The ability to deploy the Vector, a large deployable automatic emp pulse gun. The large cannon must be equipped to rifle weapon slot to be deployed, and you can only deploy three. In the inventory it is the size of an AV weapon.
It�srelatively high armour, and proficient vehile/aircraft tracking abilites make it an excellent device to prevent vehclies approaching a tower or interior of a base.

Specialist CE > Elite CE
The ability to use the repair pulsator to charge shields of nearby vehciles (secondary fire) This secondary function requires shield regeneration ammo.



Medic > Veteran Medic
Will not need as much healing ammo to repair the same amount as before.

Veteran Medic > Specialist Medic
He ability to use the Medical Pulsator. The medical pulsator uses standard medical ammo, but heals everyone around you within a short distance. Healing in this manner saves time over all, but healing an individual takes longer. You cannot activate your pulsator if it is going to overlap with another.

Specialist Medic > Elite Medic
Extended speed and range when using the medical pulsator.


Adv Medic > Field Doctor
You can now use the M.A.C.E. (Medical Adaptive Construction Engine)
This device intitialy allows you to deploy a Field Patcher. This small pad works the same way as a medical terminal. You can deploy one field terminal.

Field Doctor > Field Surgeon
Portable decontaminator. Deploying this decontamintaor will cause it to send out a single lethal radiation pulse when it detects any bacteria. This device is used to decontaminate areas for surgeory. While the decontaminator has been programmed not to be activated when it detects a friendly person, it will still attempt to purge the area of enemy troops. You can deploy 5.

Field Surgeon > Bio Engineer
You have altered your genetic makeup. You will now regnerate health very slowly over time. Stacks with biolab effect. Permanent.


Hacker > Veteran Hacker
You can now see enemy motion sensors and their range on your map and mini-map unless they are under a cloaking field. They are displayed red. Range 200m.

Veteran Hacker > Specialst Hacker
You no longer need to hack doors at all. They just open.

Specialst Hacker > Elite Hacker
By hacking any enemy main console, you can disable all link benefits to a base for 180 seconds.

....and at this point I stop for now. thread getting to long.
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Old 2003-12-18, 04:34 AM   [Ignore Me] #2
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No offense man but i think the support classes need that kinda lovin without some stupid BR/CR requirements. No more trying to turn this game into evercrack.
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Old 2003-12-18, 04:55 AM   [Ignore Me] #3
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I don't think the support classes need that kind of overkill. They are desirable enough as it is. Shout for repairs or a medic and you'll be lynched by 3-6 guys with their tools out. ( I didn't quite intend the way that come out, but I'll leave it in anyway )

Repair and medic mean the difference between continuing to fight and a respawn. I love them. As for hacking, being able to infil a base and whip out a max suit right inside the enemy spawn tubes... . Amazing tactic. It's a must have for cloakers.

In my opinion we need more things like this. Sure, people moan about it turning into an rpg, but I think thats what the game needs. Nothing I have suggested would make anyone super soldiers, but it would increase their usefulness and fun factors.
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Old 2003-12-18, 07:24 AM   [Ignore Me] #4
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Ok try playing an engineer sometime before you talk, then you can run around chasing guys with the bank like its some twisted sex toy. Then you can tell me how super they are to play.
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Old 2003-12-18, 07:31 AM   [Ignore Me] #5
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You should have checked my certs before you posted that

Eng was the first cert I picked up (stupid me thought I'd get exp for helping people a-la-rpg) and I still have eng, (and CE) to this very day.

I never run. People tend to be bright enough to stop in a group of people, macro "i need repairs" then wait. More often that not a fair number of people will whip out their repair/medic tool and help you.

[edit]
Its also common for a hacker to say "follow me", take you to a med term, and hack it for you, in that instance, ok fair enough alot of people dont understand what the hacker is intending and will run away, but thats an exception to the rule.
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Old 2003-12-18, 07:35 AM   [Ignore Me] #6
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Right so just because theres people that will do it, means that it needs to be the only cert that requires command rank or god knows whatever other RPG elements you can come up with for it to get improvement. I mean after all engineering for 3 cert points is way more powerfull then the 3 cert points you could spend and get a vanguard and flail. Or combat engie is way more powerfull then the 4 spent to get reaver/mossy. That's my problem with your argument, not so much the abilities just the hoops I have to jump through to get advantage of them, right now medics should be able to revive people with stamina ort atleast with their implants intact.
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Old 2003-12-18, 07:37 AM   [Ignore Me] #7
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Hmmmm.....I like your hacking ideas. I'm no eng...or medic...so........
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Old 2003-12-18, 07:45 AM   [Ignore Me] #8
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I see your point, but I disagree. Engineering is worth the 3 points.
CE is NOT 5 certs. it's two. Its a not too bad for 2 certs.

You're comment about the medic is somewhat true though, 3 certs for healing yourself and others is fair. Two certs for reviving others (usualy only your outfit/interoutfit alliance) isn't so good considering the condition they will spawn in, but it's in no way a rip off. Adv.Med. Is VERY useful to an outfit/squad - not so good for an individual.
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Old 2003-12-18, 07:49 AM   [Ignore Me] #9
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Originally Posted by Vipergts1587
Hmmmm.....I like your hacking ideas. I'm no eng...or medic...so........
I'm almost done at uni for chirstmas, so if I have time before I leave for my parents I'll think up some adv. hacker ones as well.
(they are just moving tommorrow so I doubt if they wll have had time to transfer their net account to the new house yet)


Another suggestion (which is off topic) make the motion sensor alarm icons on the mini much more transpararent so they don't mask the map and radar signictures so badly.
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Old 2003-12-18, 07:52 AM   [Ignore Me] #10
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i dont lagre with some of your ideas but i do like getting spcial abilities beyond br20 that runs on exp gives people a reason to keep on killing. but i was thinking not new levels but more like empire-specific special abilties that only work when fully charged. and u get charge by getting exp. i dont think cr will be necasary though but maybe the ability could be upgraded every time u gain a cr lvl.

im thinking they could work like implants tjhat u would need to activate them.
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Old 2003-12-18, 07:54 AM   [Ignore Me] #11
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I thought about the ability charging, but thats not really in line with the current system. If the devs wanted such a system, Im sure they would ave implemented it.
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Old 2003-12-18, 09:10 AM   [Ignore Me] #12
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Meh. While I think that BR20s do need a way to continue playing after they have hit all the limitations, I do not think this is the way. HINT: If you're a 20/5, devote yourself to making the uber 1337 outfit that you've always dreamed about. Make a website, get thousands of members, etc... The whole nine yards.
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Old 2003-12-18, 09:30 AM   [Ignore Me] #13
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I think the crux of the issue is I dont feel that with the upgrades to vehicle armor (mainbattle tanks now roll through minefields without really pausing now) engies (and AV as well but thats a difrent thread) need an improvement to put them in line with that. They should not have to be BR20 cr whatever to get this. Advanced medics have been the weakest support skill for a while, they need either the ability to drag bodies or the people need to have full stam and implants on revive.

I'm not saying your perks are bad perse, just they need to be implemented either as the standard loadout, or perhaps rather then something allowcated this way perhaps powers bought with outfit points?
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Old 2003-12-18, 09:39 AM   [Ignore Me] #14
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perhaps, but without knowing how outfit points are going to work exactly (or if they will even see the light of day) I decided not to include them.

Maybe we could go the whole nine yards and make it a real rpg system and make the abilities unlock as you physicaly use them. That way we wont see people pick up engineering for their own selfish means just becasue they want a heavy emp turret, or a Decontamination Mine.
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Old 2003-12-18, 09:47 AM   [Ignore Me] #15
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NO FUCKING RPG ELEMENTS RPG BAD FPS GOOD ARGHHHHH! If people want to pick up a cert to use a weapon, more power to them.
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