Item drop and new items

New ideas or improvements to share.
Orel
Posts: 16
Joined: Fri Apr 01, 2016 7:03 pm

Item drop and new items

Postby Orel » Tue Oct 11, 2016 8:43 am

I want to start with few new item ideas first:

1. Magazine extender (non-attachable item)
2x ammo loaded in rifle/mg 2x magazines used in process. 1.5x reload time increase
Applied to all standard rifles(including sniper) and non AR machine-guns.
If item is dropped by player - current ammo reduced to 0.

2. Spec-Ops Kevlar Vest (body armor)
+4 armor, +40 shield, +0.05 movement speed, +15% evasion (should stack with PMC bonus)
Applied to Cav. Scout and Ghost

3. EEOD suit - Enhanced Explosive Ordnance Disposal Suit (body armor)
+20 armor, +100 shield, 90% of explosion damage is negated, -0.2 movement speed
Applied to Flamethrower
Available at Chapter 3+ only

4. Advanced Reconfiguration Capacitors (CW item)
2x duration increase for Lift Off, 1.5x duration increase of Turbo

5. Make flashlight attachable :-)


And about so-random item distribution.
Reduce item drop rate but make them drop in clusters.

For example:
Cluster 1: 1 Ammo Case and 2-3 AA close to each other
Cluster 2: 2 Ammo Cases and 4-5 magazines around
Cluster 3: 2 HK and 2-3 magazines.
Cluster 4: 2 Kevlar Vests and 3-4 Clots

Main idea: make drops look more natural and might be to promote more active sharing.
In future some class might be introduced with skill for cluster detection if this would make sense

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: Item drop and new items

Postby Znimu » Tue Oct 11, 2016 1:13 pm

Hey thanks Orel for proposing simpler suggestions than your previous progressive bonus sets :gene: (well it was a very good suggestion, but a huge work for me too so I don't know if I will really do it).

It seems doable and interesting.

1. Magazine extender : should be easily doable, as I have studied a lot the reload system recently.
2. Spec-Ops Kevlar Vest : very easy to do as it is only passive bonus, seems a good idea to give these classes a speed bonus.
3. EEOD suit: the move speed malus seems high. And I don't know yet how to reduce easily only the explosions damage for now.
4. Advanced Reconfiguration Capacitors : good idea for the CW, the lift duration is very easy to increase, the turbo one is more complicated though.
5. I guess you mean equippable ? Well it had been suggested long ago, I think that I will do it indeed.

I think that if I add these items, I will have to reduce the drop rates of several items (armors for an example).

Not sure about your clusters of items. I don't really see the interest ? It would lower the difficulty of the game, and I already want to increase it. Well I will probably increase the global difficulty of the game with the rework of the Sfaat done by DragonS and new stronger zombies too, soon anyways but I prefer to not lower it in other sides.

Orel
Posts: 16
Joined: Fri Apr 01, 2016 7:03 pm

Re: Item drop and new items

Postby Orel » Tue Oct 11, 2016 11:25 pm

Well, might be idea about item drops could e difficult to balance out. And little effect for big effort. So screw it :-)

Anyway, here is more ideas for new vehicle items:

6. Titanium plate replacement (Vehicle Armor)
+8 Armor, +200 Shields

7. Carbon-Diamond frame coating (Vehicle Armor)
+12 Armor, + 250 Shields, +0.1 Movement speed
Chapter 3+ only

8. Mountable floodlight (Vehicle non-equipable Item)
Adds invisible detection, adds 2 big lights on the ground (similar to flashlight), reduces energy regeneration by 10%
If possible - make longer detection range. Like 20m.

9. SMRL - Side mounted rocket launcher (Vehicle Weapon)
Adds rocket attack similar to Engineer's IS Bot

10. Flare Launcher (Vehicle Weapon)
Idea similar to M5-MAR but simply allows to "throw" ground flares very far away.
Comes with 3 charges, can be replenished by normal(?) flares

The idea is to provide utility trough weapons for vehicles. Short stun (rockets) and Flare. As vehicles most likely should posses powerful enough weapons as baseline.

If too OP - numbers can be tweaked. Also if any better ideas about naming stuff? :-)

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: Item drop and new items

Postby Znimu » Fri Oct 14, 2016 2:37 pm

OK my next next add will be some items. :)

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: Item drop and new items

Postby Znimu » Mon Oct 17, 2016 8:35 pm

I have begun to do the Magazine Extender.
I think that I will warn the player once if he wants to drop it, having used it to reload. Then the second try of the player to drop it, effectively drop it, but force the hero to reload too so he loses the benefit of the Magazine Extender.

Edit : Hm I feel lazy. I have not done the warning xD
Well, to drop the Magazine extender will set the bullets to 0 if the Extender has been used to reload.

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: Item drop and new items

Postby Znimu » Mon Oct 17, 2016 10:45 pm

1,2,5 done, released soon.

3 : seems complicated, however I understand the utility for the flamers always TK by grenades or I don't know what :cote: so I will try to study it tomorrow.

4 : Will need some work / study too.

6 : it already exists (the Shield Generator), maybe a bug as I have not seen any yet but it should appear in game.

7 : a version more powerful of the Shield Generator should arrive soon too.

8 : the Walker should have integrated lights, and an advanced flare gun soon.

9 : Why not.

10 : Sure, I will do it for the Walker, then I could do an item too.

Znimu
Posts: 1196
Joined: Tue Jan 19, 2016 8:25 am

Re: Item drop and new items

Postby Znimu » Wed Nov 02, 2016 1:35 pm

Actually in PMC mode, the PMCs have a sort of armor against explosions, so I should be able to do one for the flamers qutie easily, my bad :)


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