With @Grummz working hard on getting test versions of the jetpacks going I know he's been looking for a lot of feedback. I love jetpacking in games, and love being able to customize my character to no other, but what if there were different jetpacks to equip? Maybe some only acieveable by higher level characters that will show off, either cosmetically, performance wise? That said, I did have an idea on 2 basic models of jetpacks that any player can choose from, and perhaps have it as a piece of gear so they can be switched out, either depending on the mech equipped or just the loadout used.
1. Tried-and-True energy-powered jetpacks. These are the basic jetpacks everyone is used to, you can glide around and more or less be airborne for a while, but ultimately not fly because of the short-lived nature of these jetpacks, requiring the player to land or otherwise stop somewhere to recharge every so often. Good in longer runs, good for endurance but not necessarily good if you just want to get up and do an errand.
2. The newer (but admittedly technically would use older technology because cars) fuel-powered jetpacks. These jetpacks, like a car engine, would have a fuel gague like the energy based ones, but would drain slower, and maybe provide more thrust. However, since these can get you to higher places or get somewhere much faster by bypassing the need to take a break, these jetpacks would have to be "refueled" in a sense at any base or outpost (or something of that sort, what matters is they don't auto-refill) once you drain them completely, making them better for a quick there-and-back run or a sprint to another area.
This would give players more of a choice on what to do, and require more planning before going out on a mission, and could in turn allow for more modular areas as well, would you like to mod your jetpack for a bigger energy cell/fuel tank? Or maybe more thrust? Perhaps allow 1 optional mod slot in these jetpacks with a +/- stat tradeoff, like +20% jetting time -15% thrust
And finally, this would beg the question of loadouts. Would each mech, once crafted be its own mech, welded together to perfection and not be able to be changed, or would they be able to unequip old gear and equip new ones? Additionally would we be able to use the same parts between mechs, like I have my favorite modded jetpack on my main omniframe, can I use it on this new one as well? and inventory is just what items you can use? Or would I need duplicates of each thing in order to use it on multiple mechs?
In my opinion, having omniframes that can equip/unequip gear freely, so long as it's not destroyed or deployed would be best, along with not being able to use the same parts on different omniframes. So as long as everything is repaired and I want to go through the hassle, I could equip that jetpack on another frame and use it later, but perhaps a wait time to equip/unequip gear that can be rushed with hard currency? I think this will allow a happy section of very optional monetization that players wouldn't mind, and increase longevity of the game because players will have to re-run certain things to get the materials to make duplicates of those equipment pieces if they wanted to.
1. Tried-and-True energy-powered jetpacks. These are the basic jetpacks everyone is used to, you can glide around and more or less be airborne for a while, but ultimately not fly because of the short-lived nature of these jetpacks, requiring the player to land or otherwise stop somewhere to recharge every so often. Good in longer runs, good for endurance but not necessarily good if you just want to get up and do an errand.
2. The newer (but admittedly technically would use older technology because cars) fuel-powered jetpacks. These jetpacks, like a car engine, would have a fuel gague like the energy based ones, but would drain slower, and maybe provide more thrust. However, since these can get you to higher places or get somewhere much faster by bypassing the need to take a break, these jetpacks would have to be "refueled" in a sense at any base or outpost (or something of that sort, what matters is they don't auto-refill) once you drain them completely, making them better for a quick there-and-back run or a sprint to another area.
This would give players more of a choice on what to do, and require more planning before going out on a mission, and could in turn allow for more modular areas as well, would you like to mod your jetpack for a bigger energy cell/fuel tank? Or maybe more thrust? Perhaps allow 1 optional mod slot in these jetpacks with a +/- stat tradeoff, like +20% jetting time -15% thrust
And finally, this would beg the question of loadouts. Would each mech, once crafted be its own mech, welded together to perfection and not be able to be changed, or would they be able to unequip old gear and equip new ones? Additionally would we be able to use the same parts between mechs, like I have my favorite modded jetpack on my main omniframe, can I use it on this new one as well? and inventory is just what items you can use? Or would I need duplicates of each thing in order to use it on multiple mechs?
In my opinion, having omniframes that can equip/unequip gear freely, so long as it's not destroyed or deployed would be best, along with not being able to use the same parts on different omniframes. So as long as everything is repaired and I want to go through the hassle, I could equip that jetpack on another frame and use it later, but perhaps a wait time to equip/unequip gear that can be rushed with hard currency? I think this will allow a happy section of very optional monetization that players wouldn't mind, and increase longevity of the game because players will have to re-run certain things to get the materials to make duplicates of those equipment pieces if they wanted to.