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Ideas For New Consumables


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#1 cbunny

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Posted 19 April 2015 - 07:50 PM

Our consumables currently are very plan heavy. You can't just pop up a uav and expect your team to get the idea and you can't just throw down air and arti strikes because the ac20 hunchback scared you. To me this is kinda bland and I don't like to spend cbills on something that I'm not sure I'll need. I feel that we could add some more variety to consumables. Things like jetpacks and the masc system from battletech lore. I feel like the more heat of the moment consumables like this would be better if they were free but cost you things in the match.
For example the jetpack slows you down by 15kmph but gives you 2 or 3 uses of 4 jetpacks of that weight class. This would mean that for assaults like the atlas and direwolf that if they wanted to plan out the jetpack usage for perhaps sniper spots or surprise attacks it would be at the cost of getting to the battle slower. Of course if you just had it like that people would be screwed on maps like alpine peaks so I'd say make the speed reduction less with each use eg 3 uses left = -15kmph, 2 = -10 and 1 = -5.
With the masc system I don't think it would be fair to base it's drawback solely on rng but you could at least partly base it on rng. Something along the lines of: for 15 seconds your mech gains +(however much)% movement speed. At the end of 15 seconds the mech is slowed by 10% for 2 seconds and takes (rng3-5%) internal leg damage. This has 2 uses per match. There are other ways to hinder that but damage just seemed like the easiest way.
tldr; I'd like consumables that cost you in the match rather than the mech lab cause immersion and diversity an' stuff





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