Jump to content

What New Consumables Would We Like To See?


40 replies to this topic

#21 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 07 April 2013 - 06:05 AM

View PostAlex Warden, on 07 April 2013 - 06:02 AM, said:

tbh, there are like 2 or 3 good ideas here, but PLEASE NOT AS CONSUMABLES!!! there is a much better way to implement stuff like that...


So call it expendable modules then. Or expendable gear.

#22 vrok

    Member

  • PipPipPipPipPip
  • 131 posts

Posted 07 April 2013 - 06:07 AM

View PostTerror Teddy, on 07 April 2013 - 05:54 AM, said:


Not quite.

By consumables I'm not simply talking about things you buy with MC but simple consumables PERIOD - even if you ONLY pay C-Bills would you oppose it?

BOTH kinds are consumables and also a C-Bill sink which the game sorely needs.

Or are you against consumables REGARDLESS how they affect gameplay JUST because they are CALLED consumables.

Believe it or not, there are quite a few people that are actually against the consumables design as a whole, and it's not because they're called consumables. Personally, I believe all active abilities should be tied to mechlab equipment that costs tonnage and crit slots. And no, the game doesn't need more CB sinks. Only coolant is like 25-50% of income in an average game. Using even more consumables (like say if they buff strikes to not be completely useless) can easily result in a net CB loss. New mechs are the CB sink I enjoy, not getting taxed for staying competitive.

Edited by vrok, 07 April 2013 - 06:12 AM.


#23 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 07 April 2013 - 06:28 AM

View Postvrok, on 07 April 2013 - 06:07 AM, said:

Believe it or not, there are quite a few people that are actually against the consumables design as a whole, and it's not because they're called consumables. Personally, I believe all active abilities should be tied to mechlab equipment that costs tonnage and crit slots.


And im on the other fence who has no problem with them as long as they are not P2W and can be gained from any currency.

Also, they ARE tied to slots but not tonnage - namely modules.

Edited by Terror Teddy, 07 April 2013 - 06:29 AM.


#24 Khanublikhan

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 298 posts

Posted 07 April 2013 - 06:48 AM

I quite like the idea of consumables items myself, though to throw a bone to those who don't like them - I'd like to see their deployment method changed.
  • I'd prefer them all to be deployed using the tactical map.
  • I'd prefer them to be limited to Community Warfare or certain game types.
  • If certain consumables were to be considered 'more powerful', that they only became available in the event of a disconnected player.
As for consumables I would like to see?
  • Seismic detectors.
  • Seismic anti-mech mines.
  • Anti-aircraft turret (creating a zone where airstrikes cannot be deployed).
  • Anti-artillery Interceptor turret (creating a zone where artillery cannot be deployed).
  • False-Signal Generators (to make a mech appear to be stood at a certain spot on the map).
  • Turrets.
It is my hope that Community Warfare will attempt to include certain maps allowing certain consumable items only to be deployed OR even have certain consumable items recoverable as prizes / war booty.

Edited by Khanublikhan, 07 April 2013 - 06:49 AM.


#25 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 April 2013 - 07:00 AM

Self-destruct: Makes you asplode gloriously. Damage is scaled based on your armor status (higher health = higher damage) is and how much ammo you're packing.

#26 JimSuperBleeder

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 473 posts
  • LocationZimbabwe

Posted 07 April 2013 - 07:30 AM

I just want the current ones to be better.

#27 M0rpHeu5

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • 956 posts
  • LocationGreece

Posted 07 April 2013 - 07:33 AM

Fake attack
deploy a smoke and nothing more to scare ppl off
-10k CB, no upgrades or mc version

#28 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 07 April 2013 - 07:39 AM

Doughnuts!

#29 Wolfyop

    Member

  • PipPipPip
  • 54 posts

Posted 07 April 2013 - 07:46 AM

The cap warrior consumable, let you cap faster for 1 min. You can use it with the cap warrior module.

#30 Inyc

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 332 posts
  • LocationQuebec

Posted 07 April 2013 - 07:46 AM

I'd kill two birds with one stone: Camera Drone. It shoots out of your mech and flies slightly up and behind it, giving you 3rd person camera. Until it is destroyed.

#31 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 07 April 2013 - 07:47 AM

View PostFupDup, on 07 April 2013 - 07:00 AM, said:

Self-destruct: Makes you asplode gloriously. Damage is scaled based on your armor status (higher health = higher damage) is and how much ammo you're packing.


Son, you just invented the AAAA.

Allahu Akbar Atlas Attack.

-Atlas
-LRM Ammo
-Standard Engine (MAX)

Stir until done.

Run towards enemy and ASPLODE!

#32 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 April 2013 - 07:55 AM

View PostTerror Teddy, on 07 April 2013 - 07:47 AM, said:


Son, you just invented the AAAA.

Allahu Akbar Atlas Attack.

-Atlas
-LRM Ammo
-Standard Engine (MAX)

Stir until done.

Run towards enemy and ASPLODE!

I imagine that a Jenner with max engine and MG ammo everywhere would make a nice asploder as well. A Spider would be a pretty evil one because it could asplode from above...and just wait until a MASC-equipped Flea comes along at Nascar speeds. :D

#33 Purplefluffybunny

    Member

  • PipPipPipPipPipPipPipPip
  • 1,653 posts

Posted 07 April 2013 - 08:01 AM

View PostTerror Teddy, on 07 April 2013 - 05:32 AM, said:

Even though something LIKE the turbo boost might be useful there is already MASC - on the other hand they have already replaced the 3068 cooling pod with flush so you might have just invented the consumable MASC gear...


I think it is very likely that MASC will be a commensurable item and even if it is not a direct consumable, it will generate so much heat when used that coolant flush will be required to use it effectively.

#34 FunkyFritter

    Member

  • PipPipPipPipPipPip
  • 459 posts

Posted 07 April 2013 - 08:03 AM

I feel that the current consumable implementation is terrible, but on the off-chance they fix it someday:

Decoy beacon
-spawns an immobile drone that shows up as a mech on the radar of any enemy within 1000m
-generates a mech-sized heat profile
-can be detected regardless of cover

Sentry beacon
-spawns an immobile drone that attaches to the first enemy mech within range and makes them targetable by allied mechs for 15 seconds
-attach range of 250m
-activates 5 seconds after use

EMP generator
-disables advanced electronics (ECM, lock-on and HUD) of the user and all mechs caught within 180m blast radius for a few (5ish) seconds
-user is disabled for a few seconds longer than nearby mechs
-duration scales with tonnage difference (light using it won't disable an assault for long compared to assault using on smaller mechs)

Smokescreen generator
-creates a cloud of sight-blocking smoke that lasts 10 seconds
-nobody inside the cloud can see outside of it or vice versa
-can still use allied targeting data to get lock-ons
-generates heat for the user

Gravitas generator
-doubles the effective weight of your mech for 5 seconds (this won't do anything until collisions are implemented)
-movement speed impaired by 20% for duration

Emergency booster
-doubles the effectiveness of equipped jumpjets for 5 seconds

Emergency patch
-restores 25% of initial armor to most damaged section of mech
-all internals (in all sections) lose 40% of their max health
-generates heat for the user

Voltron signaller
-must be used by 5 spiders simultaneously in close proximity to each other
-they join together to form a custom 125 ton mech geared towards brawling assault mechs
-this custom mech has 40 jumpjets and its own theme song

Edited by FunkyFritter, 07 April 2013 - 08:12 AM.


#35 Utilyan

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,252 posts

Posted 07 April 2013 - 08:28 AM

Disposable Jump Jet.

When you use it even on mechs that normaly don't use jump jets, it gives you one full tank of Jump Jets that doesn't recharge.........This stuff is like having 30 jump jets on your mech. Its enought to put a atlas on top of the highest of buildings.



Flamer Fuel Tanks. Its a tank of fuel for flamers with its own "ammo" count that doesn't generate heat on your mech and can GO OFF just like other ammo. When ammo runs out it goes back to being regular flamers. This one might actually be better as regular equipment or ammo type then consumable.



Tatical Smoke Bomb/Artillery.

A huge smoke bomb, think along lines of tactical nuke smoke bomb, Something that can cover like 4 square blocks of river city for like 20 secs. Obscures LOS targetting. It can hide lance movements, and more dangerously it can hide absolutely nothing.

Sometimes Smoke is like canned courage. In situations where everyone is held down by a supression of LRM or Snipe fest this one thing I wish I had. Deception can be foundational to any attack. Its an agent of chaos, it can demoralize, raise courage, feign attacks, cause confusion, attract attention, negates campers and snipers, Identifies targets, signals syncronized attacks.

#36 kitazari

    Member

  • PipPipPipPipPip
  • 109 posts

Posted 07 April 2013 - 01:10 PM

I'd love to see a reinforcement module that would offer different varieties of vehicles/infantry, and faction territory would determine how the quantity of vehicles/infantry per reinforcement module.
I can imagine the commander of a team would give the units orders, and that these units would be useful for preventing the boring(Lights could kill something with their tiny weapons)/effortless(Lights would have to work for a cap) one-scout capping as well as providing light LRM support just behind the front line.


Edit: Let me take another swing at this,

-Faction reinforcement Unit (Available in many kinds.)
Delivers a specified unit of infantry/vehicles. Amount per unit depends on facilities/territories held. Cost of module depends on a supply of vehicles/infantry that goes down as units are destroyed, and up based upon facilities/territories held. Smaller supply = higher price.

-Merc reinforcement unit. (Restrict types of units, removing direct combat?)
Delivers a specified unit of infantry/vehicles. Ammount per unit and price are fixed(higher price because they're buying off the free market rather than simply calling in for reinforcements from their faction).

-Command module added functionality.
As a team/lance commander, you can command units independently from your mechs. Increases role of a commander.

Edited by kitazari, 07 April 2013 - 01:24 PM.


#37 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 07 April 2013 - 02:01 PM

View PostDCLXVI, on 07 April 2013 - 05:41 AM, said:

deployables and drones not possible in this game

Actually, they are planned for this game.

I am a bit wary of the Dev statement that there is a consumable coming that is some kind of ECM counter.

#38 Inconspicuous

    Member

  • PipPipPipPipPipPip
  • 456 posts

Posted 07 April 2013 - 02:04 PM

IFF Hack - Makes your mech appear as a friendly (blue) to enemies for the next 4 minutes.

#39 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 07 April 2013 - 02:21 PM

Seismic Sensors: Sensors that scan a radius for activity, but only detects 'mechs moving quickly enough to trigger them, based on weight. This leaves players with the option to destroy the sensor (alerting the enemy team), running through it (being targeted) or trying to sneak past.

PPC Field Inhibitor: Based on a MaxTech rule that allows PPCs to be used inside of minimum range without penalty, at the risk of taking backwash damage.

Disabled Safety Systems: Prevents a 'mech from shutting down to overheat regardless of override, adds a small heat buffer and an alarm when in danger. You can still explode.

Targeting Computer II: Adds useful targeting information to a locked target, such as how high to raise weapon groups to effectively hit with them.

Targeting Computer II Addon: Adds "lead indicators" for projectile/missile weapons to selected targets, estimating the lead time for their current course and direction. Also perhaps could add a damage overlay straight to the enemy 'mechs, aside from the HUD.

LRM Guidance Computer: Makes LRM arc greatly increased, improving the odds of hitting a target.

LRM Booster Enhancements: Causes LRM flight time to be improved by 30%.

Targeting ECCM: Allows the ECM hard-counter to missile locks to be countered, at least with LRMs.

EMP Resistant Coating: Reduces the effectiveness of EMP against your systems, including ECM.

Fortified Structure: Reduces crit chance slightly.

Jump Jet Overdrive: Increases jump capability by a fixed percentage, based on available jump jets.

Reenforced Foot Actuators: Decreases fall and jump damage.

Upgraded Mapping System: Gives the ability to zoom on the minimap, and uniquely IDs each member of your team. Also shows weapons fire as blips on the map.

#40 Alex Warden

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,659 posts
  • Location...straying in the Inner Sphere...

Posted 07 April 2013 - 03:37 PM

View PostVictor Morson, on 07 April 2013 - 02:21 PM, said:







Targeting Computer II: Adds useful targeting information to a locked target, such as how high to raise weapon groups to effectively hit with them.

Targeting Computer II Addon: Adds "lead indicators" for projectile/missile weapons to selected targets, estimating the lead time for their current course and direction. Also perhaps could add a damage overlay straight to the enemy 'mechs, aside from the HUD.

LRM Guidance Computer: Makes LRM arc greatly increased, improving the odds of hitting a target.

LRM Booster Enhancements: Causes LRM flight time to be improved by 30%.

Targeting ECCM: Allows the ECM hard-counter to missile locks to be countered, at least with LRMs.

EMP Resistant Coating: Reduces the effectiveness of EMP against your systems, including ECM.

Fortified Structure: Reduces crit chance slightly.

Jump Jet Overdrive: Increases jump capability by a fixed percentage, based on available jump jets.





see, this is all stuff i would HATE to see, especially as consumables...





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users