Post by keen on Apr 24, 2009 12:06:43 GMT -5
The next version will be focused mainly on Armor Modules, unless other balance changes need to be addressed, then those will go in too. But mainly, armor modules.
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
* Universal Armor Mod: Magnetic Hand Clamp - Prevents concussion grenades from knocking off your weapon
* Universal Armor Mod: Magnetic Pack Clamp - Prevents concussion grenades from knocking off your pack
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
* Universal Armor Mod: Magnetic Hand Clamp - Prevents concussion grenades from knocking off your weapon
* Universal Armor Mod: Magnetic Pack Clamp - Prevents concussion grenades from knocking off your pack