A COMBAT WRITE UP (PT2) PLAYER VS GRID VS PLAYER

jake R shared this feedback 20 hours ago
Not Enough Votes

On to characters


One of the best ways to progress(in se1) is the character spawn spam into a pirate ship ..its stupid it sucks and with fps npc's and more thoughtful ai and pve systems this hopefully will not be a thing However i have a few ideas so keeping with signature i'll dive into character combat as well Suits

suits should have traits that make them good for specific jobs.

suits should come in three flavors medium heavy and special


1.Medium is the default suit you start with. Good at everything does a little resource processing and basic backpack building. This has a signature of one small reactor

— - sight is 200m radar searching is 750m etta


2.Heavy armor allows for several attachable gadgets like breaching charges manual door openers hacking units and localised emp generators and access to heavy weapons - belt fed machine guns grenade launchers missile launchers this suit has a double jump assisted by microthrusters but altogether is slower and heavier

Has the signature of 5 small reactors as an example

—---Sight is 500-radar is 1.5km


https://www.artstation.com/artwork/W6Vnv for inspiration


And for special suits you have

3.Heavy mining suit

—---Sight is 500-radar is 1.5km

Has a space only hyper efficient jetpack (has .8 thrust to weight in 1g ) so you can use it in atmo to not fall to death but cant fly traditionally- you can hop and leap with a double jump(jetpack) but cant fly


4..Low signature suit

Jetpack is very low thrust and is hydrogen only and has low capacity-had a built in emergency planetary landing thruster (one use ). -(cable to attach to ships and reel you in)

Only access to light weapons - smg pistols and small gadgets like breaching charges hacking charges and localised emp devices—---Sight 50m radar is 50m


All of these should make the gameplay of boarding a ship more varied, some additional systems to help with this would be - dedicated pdc turrets for cwiz and anti personnel boarders 1500m and in (or a balanced distance) and make the tracking significantly better so you CANT board without disabling at least one of the turrets on one side through a missile, torpedo, handheld rocket launcher, railgun, or emp weapon.

Replies (1)

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What do you think of a spawn prison, where if you are in combat , die and the enemy possesses a 'spawn hijack block' you will re-spawn into a rogue based prison breakout mini game to delay your reappearance in the world?

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There’s definitely a bunch of ideas that many many games have used to stop the spam that happens, especially on death honestly, I think the best solution that would be easy. It’s just a respawn timer. I would love to see a breakout thing like in the single player, but I think that might be a little bit too much for the multiplayer, especially in like a server or something.

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