Exosuit Ammunition Drop
beyond.wudge
Join Date: 2012-10-19 Member: 162731Members
Exosuits feature the capacity to create ammunition on the fly. Currently this is represented by their unlimited ammunition. I propose to give exosuits a limited but regenerating ammunition count, part of which could be dropped on the ground for Marines to pick up and use in their weapons. This would strengthen marine/exosuit teamwork and give pub exosuits a way to payback welders on their team for their efforts. This would also add depth to the exosuit by providing it a resource it must decide when to conserve or expend.
The amount of ammunition and it's rate of regeneration may vary depending on flavour. A high cap and regeneration rate could facilitate the current kind of spam spam we presently observe in games. A lower cap and rate may bring a much enjoyed depth to exosuit play about where player's who abuse their miniguns will find themselves unable to fight for a time.
This change would help to explain in-universe the value of the combat fist on the normal exosuit and give an enjoyable balancing factor on the dual miniguns variant, even if it features a higher ammunition cap. It could also encourage Aliens to bait minigun fire as to dry out the exosuit and then engage it whilst it is regenerating. This could be a fun dynamic.
The type of ammunition would be selected via a weapon slot pop-up menu, I presume like how a Gorge does. This would encourage immersion in the universe and relationship between players, having to predict the other player's needs or have them specify what they want from you. The core of a creating a teamplay game is having player's feel connected to each other and useful to one another. A universal ammo drop may represent a missed opportunity in this regard.
Different ammunition types would cost different amounts allowing for balance tweaking. The overheating mechanic also need not be removed. Overheating creates a particular dynamic which may continue to interest players.
Overall, this idea would help to expand the role and depth of Exosuits in the game, strengthen the bond between normal marines and exosuits and also provide a curious mobile resupply class which currently is absent from the game, without vitiating the need for an armoury. For truly epic pub games the ability to research a costly (exosuit ammo-wise) supply pack drop which would heal marines and provide them the ammo type they need could also be really fun for the late game.
The amount of ammunition and it's rate of regeneration may vary depending on flavour. A high cap and regeneration rate could facilitate the current kind of spam spam we presently observe in games. A lower cap and rate may bring a much enjoyed depth to exosuit play about where player's who abuse their miniguns will find themselves unable to fight for a time.
This change would help to explain in-universe the value of the combat fist on the normal exosuit and give an enjoyable balancing factor on the dual miniguns variant, even if it features a higher ammunition cap. It could also encourage Aliens to bait minigun fire as to dry out the exosuit and then engage it whilst it is regenerating. This could be a fun dynamic.
The type of ammunition would be selected via a weapon slot pop-up menu, I presume like how a Gorge does. This would encourage immersion in the universe and relationship between players, having to predict the other player's needs or have them specify what they want from you. The core of a creating a teamplay game is having player's feel connected to each other and useful to one another. A universal ammo drop may represent a missed opportunity in this regard.
Different ammunition types would cost different amounts allowing for balance tweaking. The overheating mechanic also need not be removed. Overheating creates a particular dynamic which may continue to interest players.
Overall, this idea would help to expand the role and depth of Exosuits in the game, strengthen the bond between normal marines and exosuits and also provide a curious mobile resupply class which currently is absent from the game, without vitiating the need for an armoury. For truly epic pub games the ability to research a costly (exosuit ammo-wise) supply pack drop which would heal marines and provide them the ammo type they need could also be really fun for the late game.
Comments
the Exosuit should be able to probuce enough ammo to fire.
not to be OT: Com can't heal Exos, they don't even have health bar. they are structures operated by marines.
Perhaps, to add to your idea, the regen rate could be high enough to allow for bullet spam in marine controlled areas, but in unpowered/infested rooms be dramatically lower? After all, the minigun is powerful enough to take down nearly any alien in just a few hits, it doesn't need to be endlessly spammable. Even a hive can go down in seconds.
Exos are fine the way they are, if you ask me.
Exos are fine the way they are, if you ask me.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
Marines already have an effective and cheap way to get ammo; from the commander. It also doesn't make much sense for the stronger unit to be supporting the weaker ones. The fact that the exo has unlimited ammo is why the marines should be welding it in the first place, and their reward is succeeding in the push, if not winning the game.
Perhaps, to add to your idea, the regen rate could be high enough to allow for bullet spam in marine controlled areas, but in unpowered/infested rooms be dramatically lower? After all, the minigun is powerful enough to take down nearly any alien in just a few hits, it doesn't need to be endlessly spammable. Even a hive can go down in seconds.<!--QuoteEnd--></div><!--QuoteEEnd-->
That is fantastic. Linking it with the power system really feels right. That would allow for all sorts of high intensity hit and fade play that fits NS2 so well.
Obvious implication is that knocking out power nodes along the their path could be really useful in slowing the exotrain.
Exos are fine the way they are, if you ask me.<!--QuoteEnd--></div><!--QuoteEEnd-->
"This would strengthen marine/exosuit teamwork and give pub exosuits a way to payback welders on their team for their efforts. This would also add depth to the exosuit by providing it a resource it must decide when to conserve or expend."
"This change would help to explain in-universe the value of the combat fist on the normal exosuit and give an enjoyable balancing factor on the dual miniguns variant, even if it features a higher ammunition cap."
"It could also encourage Aliens to bait minigun fire as to dry out the exosuit and then engage it whilst it is regenerating. This could be a fun dynamic."
"This would encourage immersion in the universe and relationship between players, having to predict the other player's needs or have them specify what they want from you. The core of a creating a teamplay game is having player's feel connected to each other and useful to one another. A universal ammo drop may represent a missed opportunity in this regard."
"Overall, this idea would help to expand the role and depth of Exosuits in the game, strengthen the bond between normal marines and exosuits and also provide a curious mobile resupply class which currently is absent from the game, without vitiating the need for an armoury."
I'll just refer you to what Bad Mojo said as far as reasons for not implementing it go.
You can already bait exos, when they overheat you go in for the kill. I've taken down plenty of exos as a skulk, 1v1 (and if there are more people, you need more aliens, beating exo+2 welders on your own seems over-the-top).
Exos are already crippled by the dreadfully slow weld rates nowadays :
Being unable to fire because I'm not in the right area (lowered ammo regen in a non-powered zone) does not sound like a fun gameplay mechanic (and makes assaulting heavily fortified positions unfeasible, unless you bring along weak (to bilebomb) ARCs.
I know how to make the fist better. If you get a direct hit on fade you actually grab his throat and throw him across the room for X dmg.
would be legendary and make fist a viable option over dual gats
would be legendary and make fist a viable option over dual gats<!--QuoteEnd--></div><!--QuoteEEnd-->
unless the fade blinks out from your hold :)
I really like the ammo idea, however instead of regenerating ammo, i would rather see limited ammo, that is depleted fairly quickly - And can be reloaded from an armory - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->so this way normal marines would still need to back up the exo's but they WOULDNT BE STUCK STARING AT A FRAKING WELDER FOR 10MINUTES!!!!<!--colorc--></span><!--/colorc--> (cause staring at a moving wall at pointblank with a bright welder dot in the middle is not fun)
Since exo's can't build they still need the light marines to build the armories for them - but could actually still engage the enemies and actually play the game.
I'd rather it be ammo that is the exo's weakness instead of its health - which like OP said would make the fist a better option.
And there fore exo's should have different attachments for their left arm, one being a welder, which also needs to recharged via the armory (not a builder)
Edit:also having limited ammo means that the overheating on the gun can be a bit more forgiving.
I'll just refer you to what Bad Mojo said as far as reasons for not implementing it go.
You can already bait exos, when they overheat you go in for the kill. I've taken down plenty of exos as a skulk, 1v1 (and if there are more people, you need more aliens, beating exo+2 welders on your own seems over-the-top).
Exos are already crippled by the dreadfully slow weld rates nowadays :
Being unable to fire because I'm not in the right area (lowered ammo regen in a non-powered zone) does not sound like a fun gameplay mechanic (and makes assaulting heavily fortified positions unfeasible, unless you bring along weak (to bilebomb) ARCs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Firstly, as I said the rate of regen and the height of the cap could effectively allow for current gameplay to be maintained. It would be easy to have it that only by dropping ammo would you significantly deplete your reserve. A 'nerf' is not inherent to the suggestion. I am not fully versed in the logic behind why the 'easymoding' of the exosuit happened and am happy to see it be a strong choice.
Secondly, even if the cap was lower and the regen rate restrictive, there are a dozen simple ways to rebalance the exosuit without keeping the 'easymode' unlimited ammo. Anything from health, damage, rof, speed and cost...to rate of repair, self-regenerating hp, the use of the armoury to resupply, the addition of further weapons and so forth could easily make up for the current issues faced by the exosuit. And this is without even being slightly creative.
Thirdly, on most maps you can assault a location under the cover of power. Only in the hive room's themselves is that not feasible. As it is most exosuits have to duck back to repair during any assault and as such would regenerate quite satisfactorily for the next plunge. Once again, the rate of regen and total cap can be played with to create the right dynamic.
What is fun and what makes sense (often go hand-in-hand) I think are the best guiding principles here.
would be legendary and make fist a viable option over dual gats<!--QuoteEnd--></div><!--QuoteEEnd-->
Done that. Done that to an Onos as well. Love using the fist haha. :)