Combat Suits and Combat vests, character armor

Mucio34 shared this feedback 11 hours ago
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After reading recent marek's blog I wanted to add something from me.

In SE1 character combat looks as it looks (i don't really like it), because there is no difference in player movement when fighting and building. It would look so much better if there were several types of suits designed for various purposes. Here is what I imagine:

  • Space suit - Good for space building, high mobility, low armor, mediocre storage
  • Combat space suit - Good for space combat, mediocre mobility, mediocre armor, low storage
  • Engineering suit - Non-pressurized Excelent for building, High mobility, no armor, large storage
  • Combat armor - Non-pressurized Good for combat, mediocre mobility, high armor, mediocre storage

Adding Non-pressurized variants which are better in their job than their space suit counterparts, would incentivise to build pressurized areas with airlocks and safety systems. I would also add T2 and T3 variants of each suit which would be straight up better than previous versions. OR T2 and T3 could be Specialized suits for various purposes, such as defending and attacking or building big ships and small ships (better/worse jetpack and better/worse storage). Basically I think adding a mechanic for different suits with different properties would create a large window of oportunities and big potential for modded suits.

About Rock-paper-scissors philosophy

I think character armor could also be made to follow it. Instead pure HP/damage balancing you could add different types of armor and damage types. For example there could be armor good against explosions, but weak against AP or sustained fire, and another working in reverse. While it is not neccecarily rock-paper-scissors there is a the idea that every armor has a counter to them. Also more expensive armor types would require more expensive counters. There could be armor type good against AI defences and weak against manual aiming, by making weak spots in armor which AI does not automatically target (such as head for example).

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