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[Idea] New Modules And Idea For Ecm


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#1 Omigir

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Posted 27 December 2012 - 08:10 AM

I had some ideas for some modules that i think could be pretty useful but not over powering

Tactical Packing - (could use a better name)
+10% to ammunition per ton. (basicly when you slap ammo onto a mech with this module, you get 10% more on your ammo. So if you are rocking 2 tons of SRM ammo, you pick up an extra 20 SRMs, if you are rocking 4 tons of Gauss, you pick up an extra 4. So its useful but not over powered.)

Swift Swap -
5% reduction on time it takes to swap ammo types. (This would be for if/when different ammunition types get added into the game. Perhaps this could be used for weapons or equipment that have down time for changing fire modes or the like.. perhaps even effect how long it takes to unjam UAC's.

Bonus suggestion - Mild nerf to ECM: An option to give some more tactics to the ECM is give it a down time while you swap between disrupt and counter. The above module suggestion would effect this. So essentially when you swap modes on your ECM, for the few seconds it takes to change to the other mode, you are without its protection.

#2 Omigir

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Posted 27 December 2012 - 12:53 PM

bump for vis ;)

#3 SPencil

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Posted 27 December 2012 - 02:32 PM

I really like the tactical packing idea, although the name is a bit weird...maybe 'strategic ammunition placement'? I personally think it would work better like this:

(using SRM ammo)
  • 1st ton = 110 (100 * 1.1)
  • 2nd ton = 221 (100 + (110 * 1.1))
  • 3rd ton = 343 (100 + (221 * 1.1))
  • 4th ton = 477 (100 + (343 * 1.1))
(using gauss ammo)

  • 1st ton = 11 (10 * 1.1)
  • 2nd ton = 22 (10 + (11 * 1.1))
  • 3rd ton = 34 (10 + (22 * 1.1))
  • 4th ton = 47 (10 + (34 * 1.1))
  • 5th ton = 61 (10 + (47 * 1.1))

So per ton of ammo placed, the amount of bonus ammunition you get grows higher and higher. This makes the module much more useful, but makes ammunition explosions much deadlier (except for gauss OC).

For swift swap, how long would it take to switch ammo anyways? Plus, it really depends on how the multiple ammunition types are handled. If there is only one ammunition type allowed on a mech for any given weapon, then it wouldn't be worth anything. If multiple ammunition types are allowed on a mech for any given weapon, then I'd think that the time it takes to switch wouldn't be longer then the reload time, at worst double the time. The module would be very useful if the standard swap time was much longer then the reload time, maybe bringing it down to regular reload time?

As for ECM, I like the idea but have a different method: I'd give it a penalty from switching from counter to disrupt. So when you're disrupting and you switch to counter an enemy ECM, you can block his instantly. But when you switch from disrupt to counter, it takes time for the full ECM effect, maybe increasing the disrupt 'bubble' by 20 meters per second starting at the ECM-mech until it hits the maximum range (180 meters). Using 20 m/s, it would take 6 seconds before the ECM is fully functional at disrupting.

#4 Capt Cole 117

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Posted 27 December 2012 - 02:46 PM

Good ideas, however ammo swap time will probably only be a few seconds, so you'd need the make the reduction bonus far larger. I'd suggest a 75% faster swap assuming a default switch time of 4 seconds.

New idea: a module that lets an ecm mech counter ALL enemy ecm in 180m, not just one.

#5 Omigir

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Posted 27 December 2012 - 03:20 PM

;) SPencil.. 1.1 is.. +10%

View PostCapt Cole 117, on 27 December 2012 - 02:46 PM, said:

Good ideas, however ammo swap time will probably only be a few seconds, so you'd need the make the reduction bonus far larger. I'd suggest a 75% faster swap assuming a default switch time of 4 seconds.

New idea: a module that lets an ecm mech counter ALL enemy ecm in 180m, not just one.


Hmm, good point, i could see 50% not 75.. unless its a super expensive module.

As for the ECM boosting module.. oh man the forums would flip :P

Edited by Omigir, 27 December 2012 - 03:21 PM.


#6 SPencil

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Posted 27 December 2012 - 03:42 PM

View PostOmigir, on 27 December 2012 - 03:20 PM, said:

;) SPencil.. 1.1 is.. +10%


Yep, I know :P

The difference is that your method is a linear growth, mine is exponential :>

So instead of having five tons or SRM ammo equaling 550 missiles, it equals 624 missiles. So the more ammo you add, the more bonus ammo you get. However, the chances of spectacularly going 'boom' when someone crits your ammo also inherently goes up :D


edit: although thinking about it, where the hell is this ammo stored? Maybe when a ton of ammo gets 'sploded, it take all the bonus ammo with it? So if one ton of SRM ammo exploded in a mech that had 5 tons of the stuff, (assuming that it hasn't fired anything), the resulting blast would deal the equivalent damage of 100 missiles PLUS the 124 bonus missiles you stored.

edit 2: but of course, while firing your missiles the bonus ammo is used first :D

Edited by SPencil, 27 December 2012 - 03:49 PM.






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