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tavarner17

List of little mods with large implications

Jan 17th, 2014
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  1. List of little mods with large implications
  2.  
  3. ####1. Health Packs + Nitrons
  4.  
  5. * Lights spawn w/ 2 Health Packs & 900 HP
  6. * Health Packs are worth 350 HP, dealt over 3.5 seconds
  7. * Impact Nitrons now deal 400 damage, same impulse as Explosive Nitrons (Plus radius nerf, Explosives and Compacts die)
  8.  
  9. Consequences:
  10.  
  11. * All current 2x Exp. routes viable
  12. * Health packs stop multiple regen routes
  13. * Snipers unable to stop regen
  14. * No "vulnerable 12 seconds" between final impulse jump and regen
  15. * Cappers come in at 800 health
  16. * Slow health recovery makes health packs inviable as an emergency survival button
  17. * No moar kiting
  18.  
  19. ####2. Three Class System
  20.  
  21. **Because meta.** A three class system with lots of weapon choices/combos puts the players in the driver's seat.
  22.  
  23. T:A meta is like this:
  24.  
  25. Gaem: "Hi my name is Rdr i m built for spam."
  26.  
  27. You: "K"
  28.  
  29. T2 meta is like this:
  30.  
  31. Gaem: "Hi look at my things."
  32.  
  33. You: "I take things that wreck face."
  34.  
  35. What I mean is that you build your loadouts from the ground up and tailor them to what would work for your role, instead of taking the loadout some shity dev made for you. Moar choices + moar freedom = moar fun.
  36.  
  37. ####3. Packs
  38.  
  39. Packs should give you special abilities and feed off of your play style and role. Health and mobility specials are always relevant. Robots are lame, and I think ammo is solely an anti-spam mechanism, so bye-bye turrets and ammo packs.
  40.  
  41. * Health/Energy Passive (Think Utility/Survival Pack)
  42. * Overdrive (Similar to Legions, but burns energy like the Raider Energy Shield. Keeps speed constant at a price. Ask if more details necessary.)
  43. * Energy Shield
  44. * Thrust Pack
  45. * Bracer Shield (Costs energy similar to Thrust Pack. Nullifies next damage taken, short period of time. Also similar to Legions, but does not work for self damage.)
  46.  
  47. ####4. Perks
  48.  
  49. (QD weapon swap standard, QD nade throw ded)
  50.  
  51. Ability Perks
  52.  
  53. * Super Heavy - x2 weight, no screenshake from explosives.
  54. * LW - 1/2 weight, double self-damage
  55. * Survivalist - Health gain on nugs
  56.  
  57. For hof/snipe, chase/cap, and offense respectively.
  58.  
  59. Buff Perks
  60.  
  61. * Looter - Full ammo replenishment with nug
  62. * UC - +10 energy, immune to EMP effects
  63. * Quick Feet - +25%? Run speed
  64. * Safefall - Vanilla
  65. * Moar needed
  66.  
  67. ####5. Weapons
  68.  
  69. All the basic dueling weapons should be available for every class and loadout, and as many of the gimmicky weapons as possible.
  70.  
  71. Weapon scaling across the classes is relevant to other aspects of the game, such as physics and hitboxes.
  72.  
  73. Early generations of tribes decided not to scale the damage of the weapons per class, instead just the number. T:A did the opposite, where mobility advantaged classes got less powerful weapons. (In theory, really they failed there too.) I think a combination approach may be most appropriate where lights and mediums get 3 weapons, and heavies get 4, and some subtle damage scaling. If anybody wants a chart of how I think the weapons ought to be specced, pm me.
  74.  
  75. ####6. Sniper Rifle
  76.  
  77. This is an idea that will make Tribes vets scream, but I think that this would be a great way to implement snipers because it rewards snipers for playing in a balanced fashion, as opposed to mandating it.
  78.  
  79. The damage the sniper rifle deals relates to the user's health, based on this equation:
  80.  
  81. Damage = 500 * e ^ (-0.001*[Health of Fire-er])
  82.  
  83. [Graph and Table](http://i.imgur.com/CV3ApOs.png)
  84.  
  85. So, theoretical maximum damage would be 500, but that would mean the firer is at 0 health, so he is ded. We're also assuming a 3 class system, light/med/heavy, so the sniper can use aoe weapons to damage himself, and health packs for when the offense threatens him. A more realistic max damage would be 452, at 100 health, assuming he used two of the modified nitrons on himself. Of course, falloff would be added as well.
  86.  
  87. Consequences:
  88.  
  89. * Snipers are most vulnerable when they are most deadly to cappers.
  90. * Since they are vulnerable while they are deadly, any pack should be ok to run with a sniper.
  91. * Snipers cannot DJ while they are deadly to cappers, because it will cause them to die.
  92. * Snipers will be able to DJ while they are not vulnerable to cappers, allowing for creative mobile sniper play styles.
  93. * Snipers who attempt to chase will be very vulnerable to enemy snipers, chain in the midfield, or even cappers chaining back.
  94. * Snipers will choose light classes to take full advantage of mobility. Since the sniper will have to be low on health in order to be deadly, Mediums and Heavies lose their health advantage over Light classes. So we can make snipers available on mediums and heavies now.
  95.  
  96. ####7. Moartar
  97.  
  98. Easy fix. Each shell deals half of the player's maximum health, also AOE scaled a bit.
  99.  
  100. Consequences:
  101.  
  102. * Heavy moartar no change
  103. * Mediums/light have a new option for stand disrupt, but it's appropriately powerful.
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