Exo suits being seperate to marines.
antacid
Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
<div class="IPBDescription">With the option to enter and exit them.</div>I think it would be pretty cool if a marine could hop out his exosuit, repair it up, and then jump back in.
There would be a say 3-5 second delay/animation when doing either one. But it would add alot of strategy and versatility to the options of a marine riding an exosuit and exosuits themselves.
There would be a say 3-5 second delay/animation when doing either one. But it would add alot of strategy and versatility to the options of a marine riding an exosuit and exosuits themselves.
Comments
There would be a say 3-5 second delay/animation when doing either one. But it would add alot of strategy and versatility to the options of a marine riding an exosuit and exosuits themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, that is pretty much what I want :P
Exosuit Eject and Exosuit Equip.
I'm sure they're looking at this concept.
Simple: you buy an exo, your ass gets hauled into that machine. But then you can also choose to leave it again, or climb back in etc.
This would be a great feature and I was a little surprised it was not in yet. I hope it's under development.
I would love to see an ejections system. Have it so a warning pops up at low exo health saying "EJECT" and if you hit 1 or 2 keys quick enough it will launch the "cockpit" up into the air and then when it lands it will burst open and let the marine escape.
I also want to be able to "upgrade" my exo loadout at the proto lab. Have it so if you have 1 minigun you can pay the extra 25 for dual miniguns instead of having to die and get a new one. Or even give you the option of swapping weapons, so have it so you can go to the proto lab and swap out your miniguns for two powered "fists", stuff like that.
You can't upgrade your exo with another weapon (from fist to second minigun). You should have saved for the dual-minigun.
You can exit the exo, but the exo will selfdestruct (just become unusable). When you exit, you only have your sidearms with you. (your shotgun, rifle,... is too big to fit in the cockpit)
- kneel and pop open while camera moves to third person view
- marine climbs out and jumps down, the camera swing back to first person view.
and the reverse. Lots of special animation moves there, and the UWE animation pipeline is kinda full with more important things for 1.0.
an 'eject' button is not fun at all. You are the exo, if you die, you die. You should not have two lives, the exo already has tons of armor.
^ I agree with this.. being able to exit your exo means cutting teamwork. I forsee a lot of exos going off rambo style, or everyone getting in exo suits/ leaving exo suits in base between phase gates etc
No stealing by fellow marines (Once the system has been configured to a user it cannot be changed? Seat heights or something ...).
Marine exiting the exo only has a welder and a pistol.
An exo that has been exited powers down permanently (blows up) if you die or don't get back in it within 30 seconds.
Entering/exiting takes a good 5 seconds.
Skulks can leap into the exo.
I think this would actually make it more balanced. Yes, the exo needs some mobility trade offs for its power, but in a game like NS, not being able to beacon your team is a death sentence. The exo itself should not be able to beacon, or phase to a distant location. Moving that much firepower that quickly isn't balanced. However, the player should always be able to phase or be beaconed, so he should have the choice to abandon it if he wishes.
I think an unmanned exo should take triple damage from attacks, which would give aliens enough time to destroy any suits left unmanned after an emergency beacon.
TRANSFORM! :)
I like it how it is at the moment - you just need MACS to back you up thats all - if only there was a follow feature...