Marine Combat System, Armor lore

damonkeydamonkey Join Date: 2010-02-20 Member: 70665Members
In the first part of this post I will attempt to give some lore behind my suggestion...

Frontiersmen Reconnaissance and Assault Suit - FRAS

Every marine deployed to engage the Kharaa threat is equipped with the state-of-the-art <acronym title='Frontiersmen Reconnaissance and Assault Suit'>FRAS</acronym> technology.

There are three variants of <acronym title='Frontiersmen Reconnaissance and Assault Suit'>FRAS</acronym>,

SI (Standard Issue)
EM (Enhanced Mobility)
HA (Heavily Armored)

The <acronym title='Standard Issue Frontiersmen Reconnaissance and Assault Suit'>SI-FRAS</acronym> is the baseline marine armor. Favored by commanders for its inexpensive production cost and high durability, the <acronym title='Standard Issue Frontiersmen Reconnaissance and Assault Suit'>SI-FRAS</acronym> helps provide squads with the ability to create outposts in nearly any location. It features 1cm thick graphene plates for mobility and basic protection. In addition, it houses the basic FCS (Frontiersmen Combat System) computer-enhanced UI which provides marines with all the necessities they need to secure close resource nodes and to engage in combat with basic Kharaa mutations.

The <acronym title='Enhanced Mobility Frontiersmen Reconnaissance and Assault Suit'>EM-FRAS</acronym> provides a Hydrogen Combustion Propelled Aeropack (HCPA), which is built into the back of the <acronym title='Enhanced Mobility Frontiersmen Reconnaissance and Assault Suit'>EM-FRAS</acronym>. The <acronym title='Hydrogen Combustion Propelled Aeropack'>HCPA</acronym> allows marines to access otherwise unreachable locations in nearly any battlefield. It also provides marines with the ability to rapidly engage or evade Kharaa. The <acronym title='Hydrogen Combustion Propelled Aeropack'>HCPA</acronym> refuels when not in use by gathering hydrogen atoms in the air surrounding the Marine. The suit itself offers stronger 15mm thick graphene plates, as well as an advanced shock absorption system to better handle falls from heights. To produce this armor, the squad commander has to have ample resources as well as an advanced outpost.


The <acronym title='Heavily Armored Frontiersmen Reconnaissance and Assault Suit'>HA-FRAS</acronym> is the best in protection when it comes to armor. It bears custom shaped 4cm thick graphene plates which cover the marine's entire body from the neck down, as well as a lighter-weight 2cm thick graphene helmet. The helmet houses the advanced <acronym title='Frontiersmen Combat System'>FCS</acronym> computer-enhanced UI, which provides simultaneous audio and visual hostile movement alerts. However, these perks come at the cost of mobility, the marine wearing this suit will move slow due to the sheer weight of this armor. To produce this armor, the squad commander has to have ample resources as well as an advanced outpost.

The marine's suit has two primary functions-

•Reconnaissance
•Assault

In reconnaissance mode the suit uses its power supply to provide the marine with construction, resource, and scouting focused capabilities. This is the default mode of all <acronym title='Frontiersmen Reconnaissance and Assault Suit'>FRAS</acronym>s.

Combat mode is initiated upon targeting a Kharaa or being attacked by one. When combat mode is activated the <acronym title='Frontiersmen Reconnaissance and Assault Suit'>FRAS</acronym> suit automatically re-routes electricity to combat-critical functions of the <acronym title='Frontiersmen Combat System'>FCS</acronym> to increase the marine's chance of survival.

If a gun equipped marine needs to engage targets beyond 15 meters they may want to toggle their visor's sight. This activates the suit's combat-aim mode, which brings the camera viewing angle to the top of the marine's gun's barrel (unless using a shotgun). Being in combat-aim mode reduces bullet spread and recoil. The camera in this mode would vary in one of two ways (naked eye and infra-red).

At the beginning of a round, the marines, being short on resources, would only have access to the basic visor aiming capabilities.

As the game progresses, and the marines acquire additional resources, the commander would have the option of upgrading the visors.

The second level upgrade would improve the visor by adding a battery-limited basic Infra-red sight.

The third level would further improve the visor by doubling the battery life of the Infra-red sight, advanced infra-red signature detection abilities, and a limited-range motion tracker.

- - - -

Tell me what you think about all of this please.

Comments

  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    We don't have a visor on the new model. Not even a face shield.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    This sounds good, but I don't see the reason for the 3 classes (or the technical details of each one). We have regular armor, jetpacks, and heavies. You've attributed different HUDs with each. Why not just upgradable HUDs?

    Can you describe in more detail the difference between combat and reconnaissance mode? All I see is "construction, resource, and scouting focused capabilities" and "re-routes electricity to combat-critical functions." Please elaborate on these.
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