

What Modules Would You Like To See Implemented?
#1
Posted 04 January 2013 - 01:13 PM
(it's a software package, no reason it couldn't cause your systems to overload)
Of course the downside would be, if that module is destroyed during fights, you self-destruct then and there.
Any other crazy Ideas for modules out there, besides (zoom module that works clearly) ?
#2
Posted 04 January 2013 - 01:17 PM
#3
Posted 04 January 2013 - 01:21 PM
2.) A Myomar Accelerator module that is like a turbo boost for your mech giving it a 25% boost in speed for 10 seconds. Again, can only be used once per drop.
3.) An EMP (Electro-Magnetic Pulse) module that could be used to ruin an ECM users day (would shut down enemy mech for 15 seconds). One use per match
#4
Posted 04 January 2013 - 01:21 PM
I'd also like to see things that kind of add to heroicness...like maybe a module that makes it less likely for a weapon to be destroyed. Kind of like in the novels where you are in that impossible moment and all should be lost and some how your weapon survives a massive barrage so you can take one more shot and take out the enemy.
#5
Posted 04 January 2013 - 04:26 PM
Dixie Cup, on 04 January 2013 - 01:17 PM, said:
Great Idea, Simple yet effective and not gamebreaking. But the picture-in-picture problem of the cryengine is still there.

Quote
Hilariously overpowered, but I would still like to see the ecm ravens shut down like this anyways.

#6
Posted 04 January 2013 - 04:29 PM
#7
Posted 04 January 2013 - 04:30 PM
Allows me to lock ecm mechs with my SSRM2'S. Why? Cause im bitter why no ECM answer in dev Q&A 29!
#8
Posted 04 January 2013 - 04:34 PM
Ptom, on 04 January 2013 - 01:13 PM, said:
(it's a software package, no reason it couldn't cause your systems to overload)
Of course the downside would be, if that module is destroyed during fights, you self-destruct then and there.
Any other crazy Ideas for modules out there, besides (zoom module that works clearly) ?
The devs have stated that there will be no self-destruction that effects other 'Mechs aka Stackpoling. It was in one of the Ask the Devs... #9 I think. Also modules cannot be damaged, just and FYI.
#9
Posted 04 January 2013 - 04:39 PM
Nathan Foxbane, on 04 January 2013 - 04:34 PM, said:
This is more than dissapointing. I was looking forward to creating glorified light suicide mechs so that I could end up in mech heaven with a 25 urbanmech brothel.
#10
Posted 04 January 2013 - 04:53 PM
#11
Posted 04 January 2013 - 04:56 PM
#12
Posted 04 January 2013 - 04:59 PM
#13
Posted 04 January 2013 - 05:08 PM
2- a dimmer switch for nightvision... too damned bright sometimes, not bright enough other times.
3- a module that let you manually turn off/on AMS, so you dont fire all of your ammo into the sky when you are safely behind cover, rendering AMS pretty much useless half the time.
#14
Posted 04 January 2013 - 05:29 PM
Just an idea.
Celesteel, on 04 January 2013 - 01:21 PM, said:
2.) A Myomar Accelerator module that is like a turbo boost for your mech giving it a 25% boost in speed for 10 seconds. Again, can only be used once per drop.
3.) An EMP (Electro-Magnetic Pulse) module that could be used to ruin an ECM users day (would shut down enemy mech for 15 seconds). One use per match
#15
Posted 04 January 2013 - 05:31 PM
edit: add Butter to the RMS
edit2: or is that like ECM, too OP?
Edited by CheebaMech, 04 January 2013 - 05:33 PM.
#16
Posted 04 January 2013 - 05:57 PM
Incendiary Smokescreen: One use module that fire a grenade that creatures a very hot smokescreen, hiding mechs for pilots using Thermal vision. Smokescreen lasts for 30 seconds
Chaff Grenade: Two use module that breaks missile locks within 300m of the mech.
Disruptor Grenade: One use grenade that removes the HUD 300m from detonation area for all mechs for 300 seconds.
Echolocation Vision: Replaces night vision with Echolocation vision which operates much like how a Bat or Dolphin sees.
Auto Targetting Computer: Mech within 200m of this module are automatically targeted for allies with LRMs and SSRMs.
Ammo Dump Software: Allows the user to dump all ammo from their mech
Safety Switch: Automatically shuts off weaponry whenever an ally would get hit by the weapons.
#17
Posted 04 January 2013 - 06:12 PM
So you essentially trade middle of the road lift, and forward movement for the ability to toggle between these options below:
Lots of forward movement, little lift (for crossing little gullies)
Or
Lots of Veritcal movement, little forward movement for (scaling buildings)
Ammo Dump Module Manual (cheaper)
Ammo Dump Automatic (more GXP) Can still be triggered manually) automatic entails the computer recognizing you've lost your AC cannon or all of your LRM launchers and auto dumps remaining ammo of that type. You could still choose to manually dump ammo for given weapons if you lose armor or such in legs/torso and want to head off a ammo cookoff before it happens, even if your weapons systems are fine.
Precision Thermal Vision: (more detail of heat maping to differentiate mech parts (instead of just a blurry blow at mid to long range.
Adaptive Night Vision: Quick sensing intensity adjustment for either explosions on or around you and better balancing of highlights vs low light. (making it more similar to modern Thermal/NV hybrid cams) vs the very dated look of the current NV implementation
ALSO this thread would be great in the Suggestions forms (or linked to here from there)
#18
Posted 04 January 2013 - 06:17 PM
like getting more money for the type of module you put in
spotter (spotting assist bonus)
sniper (long range direct weapons, ppc, gauss, even large lasers)
scrapper (damage done)
tank (damage taken)
long range support (indirect weapons i.e. LRM)
assassin (kills)
Edited by Mr Mantis, 04 January 2013 - 06:18 PM.
#19
Posted 04 January 2013 - 06:34 PM
Celesteel, on 04 January 2013 - 01:21 PM, said:
MASC http://www.sarna.net...Circuitry_(MASC) It's a temperary speed boost. It's from the Tabletop game.
Edited by Eddrick, 04 January 2013 - 06:40 PM.
#20
Posted 04 January 2013 - 06:49 PM
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