New Marine Equipment Idea: Chemical Suit
Blindga
Join Date: 2012-10-21 Member: 162931Members
<div class="IPBDescription">Slow, Anti-poison defense gear.</div>I saw a thread about gas masks, and wanted to expand on that idea with another one I had spinning around in my head. Rather than a cheap implement that serves a single purpose, I have an idea for a more expensive armor/suit type upgrade that serves a wider purpose and has more weakness to counter it's strengths.
So...
<b>Chemical Suit (requires prototype lab research and arms lab)</b> An advanced heavy duty suit that is designed to resist poison and corrosion while protecting the user just like a soldier's armor, allowing the usage of weapons and other infantry implements. Having been originally designed for non-soldiers and cleanup purposes, the defensive benefits of proper chemical protection were just too great to overlook, and the suit was redesigned with armor for battle. This suit is armed with a complete suite of detection and defense mechanisms to protect it's wearer against the toxicity of the Kharaa. A gas mask is capable of filtering thick toxin in lerk gas, and an armor sheath that resists the corrosive bile of gorges are standard with the suit. An on-board camera and scanner can find Kharaa bacteria and detect hidden threats from a distance and add their location to friendly HUDs. Finally, a antidote administrator backpack reverses any potential poison damage the suit may allow with specialized medicines and serums.
Stats:
Cost- 35res
Armor Increase-20%
Speed-0.85% of normal speed.
Lerk gas damage reduction- 60%
Bile Bomb damage reduction- 40%
Gorge spit damage reduction- 15%
Skulk parasite damage reduction- 100% (immunity)
Specials:
Bacteria Scan- Replaces flashlight with a scanner that can be switched on for a short duration before running out. Acts like an alien vision for the suit. Enemy Kharaa and structures will glow brightly, even if hidden, and will paint them on everyone's map as long as a line of sight is held. If line of sight is not had, then the enemy or structure will be hidden again. The effect also increases brightness; neutralizing darkness for the effect.
Duration-15s
Recharge time- 15s (exact same to use)
Resist corrode- Armor is not lost to bile bombs or spit. Health is still lost, but not armor points, so resistance is always high against chemical attacks.
Antidote- Any health lost to gas, bile bomb, spit, or other poison based damage, is slowly healed over time by antidotes; essentially canceling any attempts to wear down the chemical suit with chemical attacks. Physical damage will not be healed by antidote, but poison based damage will. It takes time to activate, and the user must remain out of combat for a moment for the effect to activate.
Heal rate- 1pt every 0.5s (poison damage only.)
Heal delay- 2s of non-combat to heal
Other:
Can't jump.
"
I figure the marines would have designed something to protect against the horrible effects of the Kharaa bacteria, and I tried to come up with an idea as to how that might work in combat.
The main ups to this is that it grants over half damage reduction from lerk gas, and a good bonus against bile bombs. Poison damage is swiftly healed outside of combat, making the prospect of a lerk or gorge fighting one of these even less appealing. The extra armor boost is just to make this not totally worthless in an actual fight.
The downside is that for 35 res, you get a minimal increase in armor, a speed penalty, and a bulky frame. This suit would only be ideal for situations in which lerks or gorges are prevalent, and is overall expensive and weak as a solid defense implement. The scanning utility isn't as good than a commanders scan order is. The use of this suit is highly specialized, but does it's job well.
Let me know what you think.
So...
<b>Chemical Suit (requires prototype lab research and arms lab)</b> An advanced heavy duty suit that is designed to resist poison and corrosion while protecting the user just like a soldier's armor, allowing the usage of weapons and other infantry implements. Having been originally designed for non-soldiers and cleanup purposes, the defensive benefits of proper chemical protection were just too great to overlook, and the suit was redesigned with armor for battle. This suit is armed with a complete suite of detection and defense mechanisms to protect it's wearer against the toxicity of the Kharaa. A gas mask is capable of filtering thick toxin in lerk gas, and an armor sheath that resists the corrosive bile of gorges are standard with the suit. An on-board camera and scanner can find Kharaa bacteria and detect hidden threats from a distance and add their location to friendly HUDs. Finally, a antidote administrator backpack reverses any potential poison damage the suit may allow with specialized medicines and serums.
Stats:
Cost- 35res
Armor Increase-20%
Speed-0.85% of normal speed.
Lerk gas damage reduction- 60%
Bile Bomb damage reduction- 40%
Gorge spit damage reduction- 15%
Skulk parasite damage reduction- 100% (immunity)
Specials:
Bacteria Scan- Replaces flashlight with a scanner that can be switched on for a short duration before running out. Acts like an alien vision for the suit. Enemy Kharaa and structures will glow brightly, even if hidden, and will paint them on everyone's map as long as a line of sight is held. If line of sight is not had, then the enemy or structure will be hidden again. The effect also increases brightness; neutralizing darkness for the effect.
Duration-15s
Recharge time- 15s (exact same to use)
Resist corrode- Armor is not lost to bile bombs or spit. Health is still lost, but not armor points, so resistance is always high against chemical attacks.
Antidote- Any health lost to gas, bile bomb, spit, or other poison based damage, is slowly healed over time by antidotes; essentially canceling any attempts to wear down the chemical suit with chemical attacks. Physical damage will not be healed by antidote, but poison based damage will. It takes time to activate, and the user must remain out of combat for a moment for the effect to activate.
Heal rate- 1pt every 0.5s (poison damage only.)
Heal delay- 2s of non-combat to heal
Other:
Can't jump.
"
I figure the marines would have designed something to protect against the horrible effects of the Kharaa bacteria, and I tried to come up with an idea as to how that might work in combat.
The main ups to this is that it grants over half damage reduction from lerk gas, and a good bonus against bile bombs. Poison damage is swiftly healed outside of combat, making the prospect of a lerk or gorge fighting one of these even less appealing. The extra armor boost is just to make this not totally worthless in an actual fight.
The downside is that for 35 res, you get a minimal increase in armor, a speed penalty, and a bulky frame. This suit would only be ideal for situations in which lerks or gorges are prevalent, and is overall expensive and weak as a solid defense implement. The scanning utility isn't as good than a commanders scan order is. The use of this suit is highly specialized, but does it's job well.
Let me know what you think.
Comments
Too expensive as well, being expensive makes it near enough useless and not worth implementing and being normal price/cheap makes it OP.
So no, the marines are currently fine as they are, the Aliens are the ones who need more options/buffing.
Too expensive as well, being expensive makes it near enough useless and not worth implementing and being normal price/cheap makes it OP.
So no, the marines are currently fine as they are, the Aliens are the ones who need more options/buffing.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're absolutely right.
Any additions to the marines at this point would be overpowered without some adjustments to the alien side as well. You certainly wouldn't want to give new toys to only one side. Personally, I would like to see an increase in the effectiveness of lerk gas if this suit was added, mostly because it doesn't do nearly enough damage given how easy it is to avoid already.
aside from balancing though, I've seen plenty of ideas for the aliens too. The Alien Maturation idea seems like one of the most well written and thought out ideas for the aliens yet.
But on different note, what would be a more reasonable price? 30 res? 25? What do you guys think?