Post by keen on Apr 21, 2009 11:40:46 GMT -5
Armor Modules, or well damage in general, will be split into 6 different groups in terms of damage types:
Explosive: Disc, Grenade, Mortar, Missiles, AutoCannon-HE, Reaver, Gauss, Bombs, Mitzi Annihilator
Energy: Blaster, Protron, Phaser, Energy Rifle, Comet Cannon, AA, KM Blaster, ELF, Laser, Energy Projector Cannon, Shocklance
Kinetic: AutoCannon-AP, Chaingun, Mech Minigun, PBW, Sniper bullets
Plasma: Plasma Rifle, Plasma Cannon, Plasma Turret, RAXX, Burning
Mitzi: Mitzi Blast Cannon (all modes except Annihilator)
Misc: Falling damage, impact damage, poison, etc
With that in mind, a list of armor modules I am considering:
* Daishi Armor Mod: EVAC - Upon destruction, you will be ejected straight upwards from the Daishi in a Scout armor with a default loadout.
* Daishi Armor Mod: Base Power Link - Increases energy generation while in range of a Defense+ Device (50% of energy pack)
* Scout/Blastech/Mag Ion Armor mod: Extended Shocklance - Doubles range of Shocklance at the cost of 2x energy usage, applies to all modes, 2x Shocklance mode removed
* Assault Armor Mod: Repulsor Shield Modulation - Reroutes CSL repulsor generator to shield emitter, requires Shield Pack
* Assault Armor Mod: Thunder Force - If health is at or below 40%, damage is increased by 50%
* Daishi Armor Mod: Turbo Grenade Cannon - Shoulder-mounted grenade launcher reloads 50% faster, uses 5-10% energy per shot?
* Daishi Armor Mod: Auto-Repair - Projects a mobile 100m auto-repair field while in range of the Defense+ Device, Auto-Repair functionality removed from D+D
* Universal Armor Mod: Power Recirculator - Reduces energy drain from all energy weapons by 25%, does not affect jetting and incompatible with energy pack
* Universal Armor Mod: AMP - +25% damage bonus, -50% HP
* Universal Armor Mod: Reactive Armor Plating - 50% less damage taken from Explosive weapons, 200% damage taken from Plasma and Energy weapons
* Universal Armor Mod: Electron Field Plating - 50% less damage taken from Energy weapons, 200% damage taken from Explosive and Kinetic weapons
* Universal Armor Mod: Inertial Dampener Plating - 50% less damage taken from Kinetic weapons and fall damage, 200% damage taken from Plasma and Mitzi weapons
Changes from Meltdown 2 v1900 to v1919
Complete Changes:
* Graphical update for all heavy-frame pack weapons
* VectorPort cooldown reduced to 1 second overall
* Shotgun cannon for Scout armor modified - now shoots spider clamp shots
* Daishi Turbo Chaingun fixed - was doing wrong (1/3rd) damage
* Daishi Heavy Energy Turret changed - now shoots 3 energy blasts instead of 1 for same energy cost
* Fixed pack weapons based on ammo should always fire when pressing the Pack button (and has ammo, obviously)
* Battle Angel Overdrive changes: Now limited to 30 seconds (as originally intended), no increased damage taken, damage done increased to 200% (from 50%), and yes for those wondering, BA Overdrive does count as a suicide, meaning -10 points on death
* D+D properly stops auto-repairing dead players
* Wearing a Repair pack will increase Health Patch and Health Kit effectiveness by 300%
* Player clones should stop appearing
* Marantz -> Valkyrie Interceptor - Quad wing fighter which sacrifices shields for a destructive arsenal - Weapon 1: Dual Turbo Chaingun - Weapon 2: Quad KM Reaver Blaster Array - Weapon 3: TFX-19 'Puma' Seeking Missiles x4
* Silvershark -> Removed
* Reflected/Repulsed shots should properly credit killer
* Slipstream now detects Grenades, Mines, Packs, Satchels, Vehicles, and other miscellaneous items
* Assault CSL properly ignores pack-fire weaponry
* Wolfhound -> Retaliator Assault Battleship - graphical and weapon update, front two slots have changeable tank barrels (Comet Cannon, StarHammer)
* Bot name generator updated - should no longer generate blank names, new names added
Partially Complete Changes:
* Bug fixing and testing
Planned Changes (for next version?):
* Deconstructor tool actually undeploys and gives you the pack instead of blowing up the device
* Bots will randomly drop and add during mission change
* New loading screen
* Optimizations and cleanup of old data and files to speed up MD2 and help eliminate errors
* New death messages for weapons, turrets, vehicles, and events
* New Daishi pack - Flight Adaptor: allows daishi to fly within range of a D+D device
* 2 new Battle Angel pack weapons
* Ammo pack now grants 50 additional Mitzi capacitor, 256 additional EPC charge, 150 more protron ammo, and 25 more phaser ammo, mode availability left unchanged (no, you can't have Annihilator Assaults )
Ideas under advisement:
* Mitzi AutoMode - when pointed at the ground, it will automatically switch to booster mode, then back to whatever mode you had previously
* VectorPort pack will also teleport anyone within 5m of yourself to your current target, but will cause you to die if any one of them is not wearing a Slipstream-IX pack or Cloaking pack
* Repair Gun mode added: Repair Blast - uses 50% of your energy pool to repair an object, repair amount based on energy amount
* Mitzi Subspace Magnet (50): Seeking Dense Mitzi blast, does radiation damage which increases based on it's speed and lifetime. This blast will accelerate, collecting more particles for more damage.
* Mitzi Subspace Magnet (35): Seeking Light Mitzi blast, can be locked onto any target with a range of 400m, not distracted by flares
* Radiation Satchel pack - does not do any damage, irradiates small area until destroyed, wall-transparent damage
Explosive: Disc, Grenade, Mortar, Missiles, AutoCannon-HE, Reaver, Gauss, Bombs, Mitzi Annihilator
Energy: Blaster, Protron, Phaser, Energy Rifle, Comet Cannon, AA, KM Blaster, ELF, Laser, Energy Projector Cannon, Shocklance
Kinetic: AutoCannon-AP, Chaingun, Mech Minigun, PBW, Sniper bullets
Plasma: Plasma Rifle, Plasma Cannon, Plasma Turret, RAXX, Burning
Mitzi: Mitzi Blast Cannon (all modes except Annihilator)
Misc: Falling damage, impact damage, poison, etc
With that in mind, a list of armor modules I am considering:
* Daishi Armor Mod: EVAC - Upon destruction, you will be ejected straight upwards from the Daishi in a Scout armor with a default loadout.
* Daishi Armor Mod: Base Power Link - Increases energy generation while in range of a Defense+ Device (50% of energy pack)
* Scout/Blastech/Mag Ion Armor mod: Extended Shocklance - Doubles range of Shocklance at the cost of 2x energy usage, applies to all modes, 2x Shocklance mode removed
* Assault Armor Mod: Repulsor Shield Modulation - Reroutes CSL repulsor generator to shield emitter, requires Shield Pack
* Assault Armor Mod: Thunder Force - If health is at or below 40%, damage is increased by 50%
* Daishi Armor Mod: Turbo Grenade Cannon - Shoulder-mounted grenade launcher reloads 50% faster, uses 5-10% energy per shot?
* Daishi Armor Mod: Auto-Repair - Projects a mobile 100m auto-repair field while in range of the Defense+ Device, Auto-Repair functionality removed from D+D
* Universal Armor Mod: Power Recirculator - Reduces energy drain from all energy weapons by 25%, does not affect jetting and incompatible with energy pack
* Universal Armor Mod: AMP - +25% damage bonus, -50% HP
* Universal Armor Mod: Reactive Armor Plating - 50% less damage taken from Explosive weapons, 200% damage taken from Plasma and Energy weapons
* Universal Armor Mod: Electron Field Plating - 50% less damage taken from Energy weapons, 200% damage taken from Explosive and Kinetic weapons
* Universal Armor Mod: Inertial Dampener Plating - 50% less damage taken from Kinetic weapons and fall damage, 200% damage taken from Plasma and Mitzi weapons
Changes from Meltdown 2 v1900 to v1919
Complete Changes:
* Graphical update for all heavy-frame pack weapons
* VectorPort cooldown reduced to 1 second overall
* Shotgun cannon for Scout armor modified - now shoots spider clamp shots
* Daishi Turbo Chaingun fixed - was doing wrong (1/3rd) damage
* Daishi Heavy Energy Turret changed - now shoots 3 energy blasts instead of 1 for same energy cost
* Fixed pack weapons based on ammo should always fire when pressing the Pack button (and has ammo, obviously)
* Battle Angel Overdrive changes: Now limited to 30 seconds (as originally intended), no increased damage taken, damage done increased to 200% (from 50%), and yes for those wondering, BA Overdrive does count as a suicide, meaning -10 points on death
* D+D properly stops auto-repairing dead players
* Wearing a Repair pack will increase Health Patch and Health Kit effectiveness by 300%
* Player clones should stop appearing
* Marantz -> Valkyrie Interceptor - Quad wing fighter which sacrifices shields for a destructive arsenal - Weapon 1: Dual Turbo Chaingun - Weapon 2: Quad KM Reaver Blaster Array - Weapon 3: TFX-19 'Puma' Seeking Missiles x4
* Silvershark -> Removed
* Reflected/Repulsed shots should properly credit killer
* Slipstream now detects Grenades, Mines, Packs, Satchels, Vehicles, and other miscellaneous items
* Assault CSL properly ignores pack-fire weaponry
* Wolfhound -> Retaliator Assault Battleship - graphical and weapon update, front two slots have changeable tank barrels (Comet Cannon, StarHammer)
* Bot name generator updated - should no longer generate blank names, new names added
Partially Complete Changes:
* Bug fixing and testing
Planned Changes (for next version?):
* Deconstructor tool actually undeploys and gives you the pack instead of blowing up the device
* Bots will randomly drop and add during mission change
* New loading screen
* Optimizations and cleanup of old data and files to speed up MD2 and help eliminate errors
* New death messages for weapons, turrets, vehicles, and events
* New Daishi pack - Flight Adaptor: allows daishi to fly within range of a D+D device
* 2 new Battle Angel pack weapons
* Ammo pack now grants 50 additional Mitzi capacitor, 256 additional EPC charge, 150 more protron ammo, and 25 more phaser ammo, mode availability left unchanged (no, you can't have Annihilator Assaults )
Ideas under advisement:
* Mitzi AutoMode - when pointed at the ground, it will automatically switch to booster mode, then back to whatever mode you had previously
* VectorPort pack will also teleport anyone within 5m of yourself to your current target, but will cause you to die if any one of them is not wearing a Slipstream-IX pack or Cloaking pack
* Repair Gun mode added: Repair Blast - uses 50% of your energy pool to repair an object, repair amount based on energy amount
* Mitzi Subspace Magnet (50): Seeking Dense Mitzi blast, does radiation damage which increases based on it's speed and lifetime. This blast will accelerate, collecting more particles for more damage.
* Mitzi Subspace Magnet (35): Seeking Light Mitzi blast, can be locked onto any target with a range of 400m, not distracted by flares
* Radiation Satchel pack - does not do any damage, irradiates small area until destroyed, wall-transparent damage