More types of module for Modular/Power Armor
Posted: Tue May 05, 2015 1:15 pm
I have two ideas for additional modules to be fitted into the 5x5, 7x7 and 10x10 grids of Modular Armor and Power Armor.
The first is a Stealth Module, consuming electricity when installed, but making you less visible to the alien senses, so that their detection range for you is lowered. Assuming it begins at 20 tiles, the first 3 Stealth Modules could each lower it by 2, with additional Stealth modules lowering it by 1 each, to a minimum of 4 tiles (or if attacking).
In this way, it becomes more doable to sneak up to alien bases to scout them, or even to sneak around them, or to sneak between two bases if the need for that arises. And it gives more choices with regards to what to put into the Armors, whereas currently it's fairly predictable: Some Movement, some Shield, and enough to power both. There are almost no real choices.
(Note also that the Stealth Module would synergize very, very well with some kind of Sniper Rifle or Multi-Barrel Mortar, if such weapons are added to the game. Or a Forward Observer system based on laser painting ground area target for Artillery or Missile Strikes.)
The other is a Jump Jet Module, that sucks in atmospheric air and heats it, enabling the player character to jump forward, when a new key is pressed. With one Module, you can jump 3 tiles forward, even over obstables, and very fast. With two modules, it's 5 tiles, with three it's 6. With four modules, there's no change, but if you really, really want to max your jump range you can fit a total of five modules to get a jump range of 7 tiles. After each such jump, the module must have a cool-down period, which can probably be handled simply by it slowly recharging its internal capacitors from whatever electricity supply is available in the armour. But if not I propose 15 seconds.
Like with the Stealth Module, this is about giving choice, supporting a variety of playstyles, and avoiding the predictability of armour fitting that make alpha 11 end game so boring.
The first is a Stealth Module, consuming electricity when installed, but making you less visible to the alien senses, so that their detection range for you is lowered. Assuming it begins at 20 tiles, the first 3 Stealth Modules could each lower it by 2, with additional Stealth modules lowering it by 1 each, to a minimum of 4 tiles (or if attacking).
In this way, it becomes more doable to sneak up to alien bases to scout them, or even to sneak around them, or to sneak between two bases if the need for that arises. And it gives more choices with regards to what to put into the Armors, whereas currently it's fairly predictable: Some Movement, some Shield, and enough to power both. There are almost no real choices.
(Note also that the Stealth Module would synergize very, very well with some kind of Sniper Rifle or Multi-Barrel Mortar, if such weapons are added to the game. Or a Forward Observer system based on laser painting ground area target for Artillery or Missile Strikes.)
The other is a Jump Jet Module, that sucks in atmospheric air and heats it, enabling the player character to jump forward, when a new key is pressed. With one Module, you can jump 3 tiles forward, even over obstables, and very fast. With two modules, it's 5 tiles, with three it's 6. With four modules, there's no change, but if you really, really want to max your jump range you can fit a total of five modules to get a jump range of 7 tiles. After each such jump, the module must have a cool-down period, which can probably be handled simply by it slowly recharging its internal capacitors from whatever electricity supply is available in the armour. But if not I propose 15 seconds.
Like with the Stealth Module, this is about giving choice, supporting a variety of playstyles, and avoiding the predictability of armour fitting that make alpha 11 end game so boring.