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What Modules Would You Like To See Implemented?


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#1 Ptom

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Posted 04 January 2013 - 01:13 PM

I for one would love a module that takes up 4 slots that will give my mech the ability to self-destruct.
(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 Bobby Bolivia

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Posted 04 January 2013 - 01:17 PM

I want a "Rear View Camera" module that lets me see whats going on behind me, and what I'm backing into.

#3 Celesteel

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Posted 04 January 2013 - 01:21 PM

1.) A one time cooling module that brings down your heat level by 50%. Limitations: can only be used once each drop.

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 Nicholas Carlyle

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Posted 04 January 2013 - 01:21 PM

I'd like to see some different vision types. Maybe different color spectrums for the current ones (thermal and night) so people can decide what they feel looks best to them.

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 Ptom

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Posted 04 January 2013 - 04:26 PM

View PostDixie Cup, on 04 January 2013 - 01:17 PM, said:

I want a "Rear View Camera" module that lets me see whats going on behind me, and what I'm backing into.


Great Idea, Simple yet effective and not gamebreaking. But the picture-in-picture problem of the cryengine is still there. ;)

Quote

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


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

#6 Vassago Rain

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Posted 04 January 2013 - 04:29 PM

A flush coolant module.

#7 Karl Split

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Posted 04 January 2013 - 04:30 PM

Module ECCM

Allows me to lock ecm mechs with my SSRM2'S. Why? Cause im bitter why no ECM answer in dev Q&A 29!

#8 Nathan Foxbane

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Posted 04 January 2013 - 04:34 PM

View PostPtom, on 04 January 2013 - 01:13 PM, said:

I for one would love a module that takes up 4 slots that will give my mech the ability to self-destruct.
(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 Ptom

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Posted 04 January 2013 - 04:39 PM

View PostNathan Foxbane, on 04 January 2013 - 04:34 PM, said:

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.


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 Buck Cake

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Posted 04 January 2013 - 04:53 PM

Hatchet.

#11 Grrzoot

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Posted 04 January 2013 - 04:56 PM

How about instead of modules an anti -ecm mine that fire from the narc launcher. 200m anti ecm, duration 45-60 seconds, six shots per ton. lancher needs a narc slot and costs .5 tons

#12 SpiralRazor

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Posted 04 January 2013 - 04:59 PM

I would like a Smart Bomb/Unibeam combo module...K, thanks.

#13 Serapth

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Posted 04 January 2013 - 05:08 PM

1- any kind of ecm counter. I really like the EMP idea mentioned earlier.

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 PoLaR

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Posted 04 January 2013 - 05:29 PM

I like the idea of using the "one-time use" module like Speed boost, ECM Jammer and a quick heat reduction - It would probably be to overpowered but It would be cool to have a cool down on each one, like you could use "speed boost" for 5 seconds every two minutes.

Just an idea.



View PostCelesteel, on 04 January 2013 - 01:21 PM, said:

1.) A one time cooling module that brings down your heat level by 50%. Limitations: can only be used once each drop.

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 CheebaMech

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Posted 04 January 2013 - 05:31 PM

Pancake/Waffle Module with Real Maple Syrup subsystem

edit: add Butter to the RMS

edit2: or is that like ECM, too OP?

Edited by CheebaMech, 04 January 2013 - 05:33 PM.


#16 Valkyrie Brynhildr

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Posted 04 January 2013 - 05:57 PM

Smokescreen: Two use module that allows you to fire a grenade that creates a vision obscuring smokescreen. Smokescreen lasts for 30 seconds

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 IceWeasel

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Posted 04 January 2013 - 06:12 PM

Vector Jump Jets: toggles between More LIft or Faster Horizontal movement. If equipped overrides the "moderate vert/horizontal jump jet directions.

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 Mr Mantis

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Posted 04 January 2013 - 06:17 PM

i want modules that enforce the role warfare
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 Eddrick

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Posted 04 January 2013 - 06:34 PM

View PostCelesteel, 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.

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 Eddrick

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Posted 04 January 2013 - 06:49 PM

I would like a module that increases the effective range of weapons. Atleast, till we get artilery weapons (Like, Arrow VI, Sniper, and Long Tom).





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