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2004-12-05, 07:11 AM | [Ignore Me] #1 | ||
Private
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I've been thinking about ways to increase character individuality and my best idea so far is adding 2 mini-implant slots, one available at br 6 the other at br 12. Each mini-implant would be an auto-activating passive information gathering tool or a small bonus to a normal aspect.
Mini-implants: Spotting: Increases size of blast/flash from all weapons. (To assist the spotting of snipers and cloackers with repeaters). Dampeners: Decreases fall damage by 1/3. (Would help surge users inside bases). Health boost: +10 hp. (Cloackers would benifit from this, 1 sniper shot wouldn't kill them). Occular Aid: Zoom range is 5x without any weapons equiped. Doesn't effect any other zoom ranges. (Would help in sizing up enemies for those that don't have 5x or greater zooms on their weapons). Silencers: All weapons fired by those with this mini-implant sound as though the user is 15m further away than he really is. (This would easily confuse people you ambushed/suprised). Empire Specific: TR Mini-Implant: Reload speed is 2/3 of what it normally is. NC Mini-Implant: First shot of every clip does 130% of its normal damage. VS Mini-Implant: Extra shot before COF bloom on every infantry weapon. The idea behind these mini-implants is to increase the effectiveness of infantry. Imprinting in the core for bfrs automatically overwrites the first mini-implant slot, and darklight requires a mini-implant slot and an implant slot. The reasoning behind this is to discourage people from being so similair and to encourage them to get more varied implants and certifications. I'ts late and I've run out of ideas for mini-implants, feel free to criticize and add to this idea. |
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2004-12-05, 10:10 PM | [Ignore Me] #8 | ||
Private
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How about 150% damage to infantry armour for one shot, with a 45 second cool down timer?
I thought of some more aswell, Jammer: 2 min to activate, drains 60 stamina and creates a jammer blast directly on the user. 2 min cool down timer and Personal shield, Darklight, Audio Amp and Sensor Shield are deactivated on the user. Can't be acquired if you have Jammer Resistance mini-implant. (Instant jammer you don't have to throw, but uses alot of stamina and deactivates some of your own implants) Jammer Resistance: The first jammer blast to hit the weilder of this implant only deactivates this implant. Can't be acquired if you have Jammer mini-implant. (Usefull for those who relly on their implants alot or get jammered often) Stamina Steal: Steals 55 stamina off any enemy who is being faced by the user and gives 35 of it to the user. 1 min cool down. (Good for anyone who uses alot of stamina or likes to sneak up on their prey and make them a easier target) Enhanced Jump: Makes the user jump 2/5 higher than they normally would be able to. (I'm assuming it would be good for snipers in rexo that like to snipe of towers and people who like reaching higher places). Sprint: Makes the user run faster at the same rate as surge but drains twice as much stamina. (Good for those who don't want to use an implant slot for surge but still want a speed boost now and then. Or anybody who's against using vehicles as transport and gets this inconjunction with surge and wears cloacker armour). Steady Hands: User can crouch walk with the same cof bloom/recovery as if they were crouching at the cost of stamina. 1 min activation timer and 2 sec cool down. This mini-implant uses more stamina with heavier weapons. (Better ability to avoid damage, but not an overpowering ability). |
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2004-12-05, 10:53 PM | [Ignore Me] #9 | ||
Lightbulb Collector
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Character individuality? Why don't they just dole out "Merit Commendation +3 to attack" and varieties?
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The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly. |
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2004-12-05, 10:55 PM | [Ignore Me] #10 | |||
Colonel
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2004-12-05, 11:01 PM | [Ignore Me] #11 | ||
Master Sergeant
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Good ideas I suppose.
But this is exactly what is taking away from what made PS original, teamplay and strategy. :BFR idealogies implimented: I'm wasting my breath to say that teamplay and strategy have any place in PS anymore, because it is long gone, and won't be back. The more the community screams me me me! The more they will get it, and PS will evolve into something other than what made it original. I don't and won't pay a monthly fee to help PS become other FPS games. |
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2004-12-06, 04:14 AM | [Ignore Me] #12 | ||
Private
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I understand your point GeneralRazor, the idea behind this isn't just for character individuality but to get people out of those even more teamwork damaging BFRs to play with all the nice little toys that won't give infantry a huge edge over anything but a small edge over each other, something that should get more BFR users going "hey, I save 6-8 certs AND get an extra mini-implant slot just for de-certing this near-skilless death machine".
I would also like to encourage users to use those 6-8 certs to cert AV weapons and hunt down BFRs. |
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