Submit Ideas For New Modules Here And Give Feedback
#101
Posted 16 February 2013 - 01:13 PM
#102
Posted 16 February 2013 - 01:20 PM
Use: Improves accuracy by causing the cross hairs to change color when you are in that convergence sweet spot. Also warns of any possible problems with clipping hills and what not in some way.
Cost: Not sure.
#103
Posted 16 February 2013 - 03:26 PM
Alters the crosshair while SRMs are on the mech to show where SRMs would land. Toggable.
#105
Posted 17 February 2013 - 01:27 PM
even if you don't have any ideas for new modules you can still leave feedback on the ones that are here.
Edited by blinkin, 17 February 2013 - 01:28 PM.
#106
Posted 18 February 2013 - 03:06 PM
#107
Posted 19 February 2013 - 02:32 PM
#109
Posted 21 February 2013 - 12:14 PM
#110
Posted 21 February 2013 - 02:20 PM
displays tracks left behind from mechs for a short time within a certain radius.
all footprints left behind by mechs glow for 10 seconds within a 180m radius. tracks will slowly fade away until they are gone after 10 seconds. trails can be picked up if the 180m radius passes over the tracks within 10 seconds of the track being left behind. tracks only appear if the mech has line of sight on the surface that the tracks are left on.
uses:
- following fast mechs when you do not have line of sight
- detecting mechs that have moved through an area recently
- determining mech positions and direction of travel during close quarters combat
- possible identification of mechs before they have been spotted
- adds more combat information for mechs that you cannot see directly
- allows for easier detection of fast mechs
- allows for easier following of fast mechs
- allows knowledgable pilots to identify mechs before they have been detected visually
- adds to screen clutter
#111
Posted 21 February 2013 - 04:46 PM
Detects weapons fire and computes the source, identifying the position of potential threats.
Basically, if an enemy fires a weapon that comes with in 250m of you, you can detect them for 5 seconds. After which you lose the lock on unless with in range. Repeated weapons fire resets the timer.
Damage Analysis Module
Utilizing sensors embedded in the 'mechs armor and structure, the module can detect the type of weapon used when damaged is inflicted on the 'mech. This way pilots know if it's an AC/2 or something to start panicking about.
#112
Posted 21 February 2013 - 04:52 PM
Sensors in embedded in the feet of the 'mech are able to detect the locations of nearby 'mechs.
360 degree radar, good out to 200m. Not affected by ECM. Enemies only appear on the minimap and compass, does not allow reticle acquisition or lock on. Maybe have multiple levels: 200m, 350m, 500m
#113
Posted 22 February 2013 - 03:32 PM
#114
Posted 23 February 2013 - 02:46 AM
WIP
increased maximum range
WIP
reduced target locking time
WIP
increased critical damage
WIP
internal critical shielding
WIP
jump jet manueverability
WIP
wanted to get the basic ideas down so i wouldn't forget but too tired to write them down fully.
Edited by blinkin, 25 February 2013 - 03:45 AM.
#115
Posted 26 February 2013 - 11:00 AM
#116
Posted 26 February 2013 - 11:43 AM
Tuku, on 16 February 2013 - 01:20 PM, said:
Use: Improves accuracy by causing the cross hairs to change color when you are in that convergence sweet spot. Also warns of any possible problems with clipping hills and what not in some way.
Cost: Not sure.
that one owuld actually be nice. Well, not sure if the clipping part can and should be implemented, but that convergence thingy would be neat
#117
Posted 26 February 2013 - 04:08 PM
#118
Posted 12 March 2013 - 10:29 AM
18 user(s) are reading this topic
0 members, 18 guests, 0 anonymous users