Thoughts on minor changes for Exo's
MrLee
Join Date: 2005-05-16 Member: 51755Members, Reinforced - Diamond
Just some minor stuff as a mind map.
- Railgun exo's should have a different 'backpack', something more powerplant like. This instead of the bullet drums.
- I like the idea of customizing your exo (mentioned in this forum), paying a base res for the suit and extra for the guns.
- Though i've seen some sugesstions for the arm im yet not quite sure. Yes i like some extra functionallity but im not really keen on the ideas. Personally i thought of ripping a harvester of the nozzle killing it at 1.5 / 1.8 the speed of two marines with rifles and axes. This will leave the exo locked into place while pulling. The player could stop the pull since damage is done overtime. Only when the exo kills the harvester with the arm, it wil rip it of the nozzle.
-- The most balanced and maybe most fun thing i could think of was exo basketball. The arm could be used to pick up Clogs and hurl them at will.
- Im a huge warhammer 40K fan so you can imagine i would love to have an exo with a flamer (with appropriate backpack offcourse).
- I thought about the ability of exiting the exo. Since there is this nice red button in the middle of the screen. The only thing is, there should be a good reasoning behind it and adding gameplay value. For this i could think of two possibilities. 1) A plain emergency button, when the 'pilot' wants to leave the exo for whatever reason. Destroying the exo or setting it down like dropped by the commander and takes damage over time till it explodes (much like an unconnected cyst). 2) Exit button, on which the 'pilot' leaves the exo. But in this case the exo sits down and stays like an object. For instance, when the commander uses beacon the exo's are left. The 'pilots' could exit and retreat, leaving the exo's behind and when placed correctly they form a temporary barrier (picture a small corridor with two or maybe three exo's 'parked' in the doorway). Re-entering an exo could be an option, though i think that would be a bit to much. I think using the emergency exit is like a ejector seat, it rips off the canopy and some instruments get destroyed in the proces. And no you don't get shot out of it, i bet you thought of it when you read 'ejector seat' :P
- Railgun exo's should have a different 'backpack', something more powerplant like. This instead of the bullet drums.
- I like the idea of customizing your exo (mentioned in this forum), paying a base res for the suit and extra for the guns.
- Though i've seen some sugesstions for the arm im yet not quite sure. Yes i like some extra functionallity but im not really keen on the ideas. Personally i thought of ripping a harvester of the nozzle killing it at 1.5 / 1.8 the speed of two marines with rifles and axes. This will leave the exo locked into place while pulling. The player could stop the pull since damage is done overtime. Only when the exo kills the harvester with the arm, it wil rip it of the nozzle.
-- The most balanced and maybe most fun thing i could think of was exo basketball. The arm could be used to pick up Clogs and hurl them at will.
- Im a huge warhammer 40K fan so you can imagine i would love to have an exo with a flamer (with appropriate backpack offcourse).
- I thought about the ability of exiting the exo. Since there is this nice red button in the middle of the screen. The only thing is, there should be a good reasoning behind it and adding gameplay value. For this i could think of two possibilities. 1) A plain emergency button, when the 'pilot' wants to leave the exo for whatever reason. Destroying the exo or setting it down like dropped by the commander and takes damage over time till it explodes (much like an unconnected cyst). 2) Exit button, on which the 'pilot' leaves the exo. But in this case the exo sits down and stays like an object. For instance, when the commander uses beacon the exo's are left. The 'pilots' could exit and retreat, leaving the exo's behind and when placed correctly they form a temporary barrier (picture a small corridor with two or maybe three exo's 'parked' in the doorway). Re-entering an exo could be an option, though i think that would be a bit to much. I think using the emergency exit is like a ejector seat, it rips off the canopy and some instruments get destroyed in the proces. And no you don't get shot out of it, i bet you thought of it when you read 'ejector seat' :P
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