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2004-02-16, 02:00 PM | [Ignore Me] #1 | ||
Major General
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I was thinking, why not give infiltrators the power of mobility? A device like Unreal Tournament's "Translocator" would be great for the infil if it was built into the suit. Push 2, and you get a small launcher on the wrist of the suit. Launch the telepad, then warp to it. I don't really care if it takes ammo or not, up to you guys.
Thoughts, additions? I think it would make infiltrators more moble, hense, giving them an addition.
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2004-02-16, 02:15 PM | [Ignore Me] #2 | ||
I don't know about a Translocater, but the ability to set a spot that you could recall too might work, make it use up stamina based on how far away you are, and you have to manually set the thing down. Obviously if you die it resets. Would help the truely sneaky infs to create even more havoc, and the ninja morons would get killed too often for it to matter.
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2004-02-16, 02:36 PM | [Ignore Me] #4 | ||
The infiltrator suit is quite powerful as it is with the ability to go invisible. Yes, it has no armor, and yes many people have darklight, and yes, I'm pretty sure you can still be revealed by a mosquito. But it is fast. You can go invisible.
I think a translocator, or mini-teleporter, or whatever you want to call it, is a nice idea. For 2 certs my first reaction is it shouldn't be built into the suit, but rather an equipment object which requires a pistol slot when used - of course, it would only be available with the infiltrator suit. The special material the suit uses is what makes it possible to teleport its user in the first place. It could work like a thrown boomer. Once thrown, you get a trigger in your hand. Trigger pressed, you teleport. Would be a great way to get over those base walls in a quick move, instead having to run around it. Just some random thoughts and impressions around the idea.. |
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2004-02-16, 04:05 PM | [Ignore Me] #7 | ||
Yeah, back when I played an infiltrator I always wanted a grappling hook or something. Infiltrators have it rough, and although I really don't think they should be given more power to kill, letting them get around more freely and hack more stuff to impact a battle would be good. So I support this idea in its general theme, though acknowledge that it would need to be tweaked for balance.
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2004-02-16, 04:08 PM | [Ignore Me] #8 | |||
Sergeant Major
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2004-02-16, 04:26 PM | [Ignore Me] #11 | |||
Sergeant Major
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Another idea I just had is to only allow it to teleport around inside a single sphere of influence. Have it piggy-back off the spawn tube systems of any base, to explain why the device can be so portable. |
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2004-02-16, 04:28 PM | [Ignore Me] #12 | ||
Hmm, what about a throwable device?
Then there would be no need for grappling hooks or climbing abilities. You could just toss your teleporter up over the wall, and translocate. Useable only by infiltrators is a great idea. Just write into the backstory that it doesn't have enough power to move very much mass. |
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2004-02-16, 04:36 PM | [Ignore Me] #14 | |||
Sergeant Major
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2004-02-16, 05:34 PM | [Ignore Me] #15 | |||
Read halfway. Why make it deconstruct in 5 minutes when it can be an instant thing that teleports itself back to your Inventory/implant instantly. If you need it to cool down give it a 50 second timer. Im guessing this would let you get on walls 8) *crossesfingers*
You know if its an implant you can just ignore the inventory space and build its ejection system into the implant. You could even add an animation onto the arm that shoots the thing.
Shoot, oh fuck, recall it, 50 second timer. If your running from something you ahve to shoot, Good or bad place, transport or recall it, run either way for 50 seconds, then shoot again and etc. Edit: i think either way, you should only have one and have to recall it to use it again. Or leave it there and transport to it again. You could have an indicator if you go out of range that just darkens something on its info that says you to far or soemthing is in the way or transporting you, like a wall. Last edited by Ait'al; 2004-02-16 at 05:50 PM. |
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