New Marine Armor
BlackHawk
Join Date: 2008-06-17 Member: 64467Members
<div class="IPBDescription">Jetpacks,Heavy Armor and ?</div>I've seen plenty of Topics talking about new aliens, but what about new Marine armor? Jetpacks and heavy armor are cool in there own light, but what about somthing new? Even if it's only one new armor I would like it so share what you have for ideas here.
Comments
Instead of being vague you could actually point him to the <a href="http://www.unknownworlds.com/ns2/news/2008/05/unknown_worlds_podcast_24_ns2_first_prototypes" target="_blank">NS2 prototypes</a> podcast which talks about an <a href="http://www.unknownworlds.com/images/news/NS2_marine_mockup.jpg" target="_blank">exoskeleton</a>.
How about a phase suit? the commander can teleport anyone wearing a phase suit to anywhere, without a phase gate <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
for instance:
normal marine = fast, can wear good armor, default, have many possible ways to play .
Jetpack = fast, normal armor, flexible, and hard to hit.
HA = strong, slower, but great protection, but not so flexible, however, in lategame, whitout it you lose.
we cover fast, and flexible, normalo, and a slow strong one.
what do we need additionaly?
nothing.
for instance:
normal marine = fast, can wear good armor, default, have many possible ways to play .
Jetpack = fast, normal armor, flexible, and hard to hit.
HA = strong, slower, but great protection, but not so flexible, however, in lategame, whitout it you lose.
we cover fast, and flexible, normalo, and a slow strong one.
what do we need additionaly?
nothing.
i just think we shouldnt make the game overcomplicated by adding tousends of new (and useless ) stuff.
It's not my fault if people don't <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" /> more before posting. Why should I cater to them?
I posted mostly because the bits about the exoskeleton aren't in the concept art gallery; it's only in that one news post. He might have thought you misunderstood his suggestion if he went to the concept gallery looking for new marine armor and did not find anything.
yeah but its also in the newsposts.
And I agree with darktimes on making just a few types, and letting them keep their versatility, rather than over-specialising; because unless a player has the ability to switch armours mid-combat, having extremely specialised armours which have a rock-paper-scissors relation to alien lifeforms, would be bad for the player on the field.
for example (it's not the best one, I am not sure if I would like to see flamethrower work like that in NS2, but it is good at illustrating the "your armor = your role in a squad" correlation) : flamethrower suit, protects you from the heat (and spores too with a gas mask?) and since you have to carry the flammable gas/liquid on your back it can not be worn at the same time with a HA
or a guy with a motion tracking device on his back, he would also maintain the connection with the commander console, allowing the comm to phase ammo and med in some radius around that guy
the point is just to have a marine squad which would not look all the same, but with different people having some extra functions, which are not completely required for sucess, but can be usefull
1: the DIVING suit....for marines to go underwater for some longer time (with gasmask/airmask)
2: the Anti-heatvision suit ....against all aliens who are ALWAYS on flashlight ^^
and for skulks a octo-like-cloak on the infestation <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
oh and i would love it if ns2 is a bit more "open"
in ns are a lot entitys of GLDsource engine cut out
bikini "armor" for the new female marines
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
bikini "armor" for the new female marines
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
lol <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
now with better heat insulation.
I think the fem fatale of NS2 looks smokin in the reg armor of the concept art as is, but still get this fantastic image in my head of a shower scene in Starship Troopers... <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Dizzy FTW <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I like the idea of a power armor that is able of holding more powerful weapons, or holds a shield at the loss of a primary weapon.
good idea to make a heavy armor and exoskeleton two different things:
while Heavy Armor would gave you better protection thanks to much more armor (and gas mask protecting from spores) the exoskeleton could differ by giving the player (primarly, apart from smaller armor bonus) strength/agility boosts, e.g:
- smaller recoil when firing machineguns and heavy machineguns (stronger grip on the gun when shooting),
- melee damage (and attack speed?) bonus
- 1/2 higher jumps
- no gas mask - no spore protection!
and as locallyunscene suggested:
- able of holding more powerful weapons
and what I'm not sure really:
- faster shotty pomping/nade luncher realoading?
- faster running?
So some people would rather go for a heavy armor to play as a typical "tank", some would go for ultimate mobility by picking JPs and the "in the middle" option would be an exoskeleton.
yep,
what I was proposing was to make 2 different types of armors, but with different benefits, rather than change HA into ES
yeah they didn't like the idea of more armor for less mobility.
bikini "armor" for the new female marines
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Fear not!
Since NS2 should be almost fully customizable, someone would have released bikini models/skins within days of NS2's release.
However...
If the idea of NS2 is be chronologically advanced from the present (i.e. it's a sequel not a remake), then wouldn't the TSA have developed some sort of tech to combat the kharaa in the form of a body armour?
As the kharaa feature a bacteria(-like) organism would an anti-septic coating do anything? Something like an atomic pine-o-fresh that causes damage over time to nearby aliens.
The kharaa also have a predisposition towards attacks that involve mastication (they bite you). Surely an armour that tastes bad or causes injury when ingested would have been developed. Perhaps the chilli armour with a 3000000 scoville rating. Or simply a poisoned surface with arcenic, cyanide or some other fast acting ugly - surely they would have found some chemicals that the kharaa are susceptible to.
If the bio solution doesn't work - how about an armour with inbuilt capacitors that discharge their electricity when the surface is damaged. Would only work for a charge or two - perhaps it may only daze the creatures rather than kill them allowing for some chance at retalliation.
Just some ideas...
but why add torns to the armor? it could wound youre mates too, especialy when youre in a small corridor
why poison? when the armor is biten through, it goes in YOUR organism.
the HA in ns1 was stratigical usefull, it protect them, but its main weakness was it speed. it was just too slow to be flexibile
also it was small enough to fit in an onos --> bad
1.
the engieers could either buff the strenght and armor of it, and enables them to fight physicaly against a onos.
<a href="http://villeart.com/temp/Finished/exoskeleton.jpg" target="_blank">http://villeart.com/temp/Finished/exoskeleton.jpg</a>
this suit would cost more, but its protect around 5 times better as the NS one, and its huge enough to fit some very big modules who enables it to move rater quickly
i would love the ability to pack a alien and throw it into the next wall. or just hold it. (especialy hold fades. hehe )
also, maybe it can wield or upgrade wielded weapons, so that the hand will be replaced by a shotgun, which is auto. or a 4 barreled hmg.
I think a phase suit would be a neat idea, but incredibly bad balance-wise.
I was thinking more of a type of support suit. It's primary function would be support, and thus its weapon slots would be completely different from that of a normal marine. It would make you look big and bulky, but you could dispense ammo, health packs, and catalysts (if upgraded) as well as repair armor (though it wouldn't have a 'welder'). This would take up its first weapon slot.
In the second slot would be some sort of sonic boom weapon which would cause all adjacent aliens and humans to go violently flying across the room. Nearby allies on the contrary would only been pushed back somewhat and beyond 3 meters it wouldn't do anything. Damage would be weak, but enough to kill a damaged skulk. It would take 10 seconds to recharge and have unlimited uses. Webbing within close proximity is completely obliterated.
In the third slot would be a machine centered around a crystal-like material. It'd have to be built, but when built, a spherical force field will activate. Both enemies and allies alike must push through at a slower speed and ALL projectiles fired from the outside which strike it do not affect those on the inside and vice versa. So lets say while it wouldn't be a great place to stage a direct assault on a hive, it would allow your team to potentially build siege weapons while marines on the outside shoot all aliens trying to enter. I think that this machien would be very fragile and could withstand no more damage than a turret could handle. Due to its delicate nature, force fields do not work well with phase gates, meaning nobody can phase in a phase gate within 8 meters of a force field (perhaps allow force fields to be disabled by the comm to allow phasing?).
In the fourth slot, they'd have a gravity gun (much like the one in half-life 2) so they could reposition buildings or launch fellow marines to high places, etc.).