Jimyd's Armor Specific Abilities.

JimydJimyd Join Date: 2003-02-08 Member: 13289Members
<div class="IPBDescription">Jetpack and Heavy Armor (Swim Animations).</div>I'll try and make this short and simple as possible.

*Jetpack*

Currently in NS1 the jetpack is more of like a "boostpack" flinging you in one direction with very little control. It is not that usefull as a combat tool because you are always over extending your movement. So here let me give you some madeup numbers.

Lets say the jetpack in its default mode(NS1) has fuel for 5 seconds of continous thrust, without letting go of the jump button.
What I propose is have a button, lets call it +activatearmor, when pressed would toggle the jetpack into a hover mode. This hover mode would use 2x less fuel(so 10 seconds), but would only be able to move at the normal run speed of a marine. Let me show a comparison chart.

*Jetpack, mode1 (Like in NS1)*
Jumpfuel: 5 units.
Fuel consumption rate: 1 unit per second.
Jumptime: 5 continous seconds worth.
Jumpmode activation time: 1 second.
+forward: Move forward gradually.
+backward: Move backwards gradually.
+strafeleft: Strafeleft gradually.
+straferight: Straferight gradually.
+jump: Vertical thrust to jetpack.
+duck: Puts Marine into crouch animation.
+speed: Walking gives no effect.
*Notes* Jumpmode1 would allow you fly around and crouch into small vents that are not at ground level. Also it would be faster movement that jumpmode2 at the cost of a higher fuel consumption rate. This mode is basically your emergency jump mode to quickly get out of there.

*Jetpack, mode2 (New)*
Jumpfuel: 5 units.
Fuel consumption rate: 1/2 unit per second.
Jumptime: 10 continous seconds worth.
Jumpmode activation time: 1 second.
+forward: Moves Marine forward (Marine run speed).
+backward: Move Marine backward (Marine run speed).
+strafeleft: Strafes Marine left (Marine run speed).
+straferight: Strafes Marine right (Marine run speed).
+jump: Moves marine upward vertically like when swimming (Marine run speed).
+duck: Moves marine downward vertically like when swimming (Marine run speed).
+speed: Walking makes the Marine move even slower for more movement precision.
*Notes* Jumpmode2 allows a Marine to move about the battlefield with precision in his flying at the cost of speed. The Marine can only move at his normal run speed as if he were on the ground. Also while in this mode he cannot crouch into vents that are too small.

*Notes Both* The default mode when you first equip the jetpack will be jumpmode1 (NS1 mode). When switching between modes there is an activation time of 1 second, this way there can't be any abuse. When thrust is applied in jumpmode1 it is applied instantly at max power. Jumpmode2 is activated as soon as the activation time is done and puts the marine into a hover state at his current position (yes this means he cannot land until he switches back to jumpmode1).

*Heavy Armor*

Currrently in NS1 Heavy Armor(HA) just adds armor to the Marine at the cost of some movement speed. One of the DEVs mentioned that they wanted to change this and give it some other ability. So I have come up with something that would apply to a HA concept while not making it too game breaking.

*Default HA*
Runspeed: 25% less than unarmored Marine runspeed. So 75% runspeed basically.
Walkspeed: 50% less than unarmored Marine runspeed. So 50% runspeed basically.
Crouchedspeed: Default.
*Notes* Self explanatory I hope.

*HA (Power Mode Activated)*
Runspeed: 25% more than unarmored Marine runspeed. So 125% runspeed basically.
Walkspeed: 0% less/more than unarmored Marine runspeed. So 100% runspeed basically.
Crouchedspeed: Default.
Boost length: 10 seconds.
Boost recharge time: 20 seconds (only starts recharging when current boost is done).
*Notes* With this the Marine with HA will be able to give itself a combat advantage (movement wise) for a brief time. Balancing purposes I made it so that the ability does not apply to the Marine HA's crouchspeed (but would still use time up). The boost length and recharge time make it so a Marine HA can use it twice in 1 minute. The Marine HA can either use this boost to get him to the battlefield quickly, or save it for when he is in combat.

*Artistic Notes* I propose on the HA legs to have some kind of hydraulics on the sides of them to give the HA that power armor feel. Use Alien/Aliens the movie for example.

*Armor Upgrades* Both of these would be at the Prototypes Lab. I just threw out some random res numbers, don't take into consideration really.

Fuel Reserves: Gives jetpack 50% more fuel reserves. Res 20.

Power Legs: Enables boost mode on Heavy Armor. Res 20.

*Swim Animation (Super Important)* Please include a proper swim animation. The best way to go about this is what Valve did in TF2. Pressing your +duck key would make you swim downwards vertically, instead of putting you in a crouch animation. This also is usefull in map balance. Lets say you want to include a vent only gorges/skulks/lerks can move through in underwater, with this change that would be possible.

Final Thoughts: If I were to have to choose 2 out of 3 things, it would be the Jetpack and the swim animation. The HA Power Run mode is the best I can come up with, but could have possible alternatives. The Jetpack however really needs my proposed suggestion to make it a usefull combat tool.

Comments

  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Im not quite sure on this but don't they plan to add sprint for the marines anyway ? And with anything like cataclysts around you don't need the speed boost on the Heavy Armor, the upgrade is just fine power legs or something but it should be quite expensive to get, because you might be able to get away from those onosses <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    For the Jetpack things, I think the Jetpack movement the way it is, is quite okay, probably smoothing it a bit but its works fine at the moment imho.
    Upgrades are always nice for some extra customization but always keep in mind that you dont overdo those kind of things or you just got hundreds of different upgrades to watch over <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1699062:date=Feb 1 2009, 03:07 AM:name=Jimyd)--><div class='quotetop'>QUOTE(Jimyd @ Feb 1 2009, 03:07 AM) <a href="index.php?act=findpost&pid=1699062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll try and make this short and simple as possible.<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->FAILED<!--colorc--></span><!--/colorc-->
  • themeatshieldthemeatshield Join Date: 2009-01-13 Member: 66078Members
    Just try to learn to use the jetpack better. It can be used pretty well in combat, you just have to know what you're doing.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    <!--quoteo(post=1699100:date=Jan 31 2009, 04:12 PM:name=themeatshield)--><div class='quotetop'>QUOTE(themeatshield @ Jan 31 2009, 04:12 PM) <a href="index.php?act=findpost&pid=1699100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just try to learn to use the jetpack better. It can be used pretty well in combat, you just have to know what you're doing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can actually, but that was not the focus of the thread... to show off current jetpack skills. This is more of an aims to make an alternate stable flight mode, with pros and cons.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1699094:date=Jan 31 2009, 05:51 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jan 31 2009, 05:51 PM) <a href="index.php?act=findpost&pid=1699094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->FAILED<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed.

    <!--quoteo(post=1699102:date=Jan 31 2009, 07:51 PM:name=Jimyd)--><div class='quotetop'>QUOTE(Jimyd @ Jan 31 2009, 07:51 PM) <a href="index.php?act=findpost&pid=1699102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can actually, but that was not the focus of the thread... to show off current jetpack skills. This is more of an aims to make an alternate stable flight mode, with pros and cons.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually it seems that you aren't able to use the jp properly, because you are suggesting something that can already be achieved with practise.
    ..or maybe you are just trying to replace skill with simply pressing another button, which I don't like at all.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I'd say the present JP system is quite good. It rewards players who are able to plan ahead a bit and end up using the right flying phase at the right time. It's inuitive to control, still pretty challenging to master (especially while you're still shooting at the same time) and it rewards good thinking. Of course it can be changed and tweaked in various ways, but the present one is a good start for the design if you ask me.
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