"Abilities/OmniProtocols/Armor/Stuff"

Aphaz

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#1
"The ideas in this Thread are public domain and may be freely used without any consideration, compensation or infringement of intellectual property right. Every person that posts an idea/suggestion/comment...etc. in this thread agrees to the same"

that said, here are some ideas of mine...:D


EM-8ER Ideas (W.I.P.)


"Equipment Screen"

my idea so far (the 1 with most mert in my head, that is) is along the lines of an Omni Wireframe with slots around it and connected by lines to various parts of the Omni Wireframe. every omniframe has 10 slots, well it's 13 actually, but 3 are already taken as i will soon explain. the slots are placed as follows:

Head - 2 slots

Torso - 3 slots; already taken by Chasis, Reactor, and Pilot cockpit

Arms - 4 slots; 2 each; does NOT include any weapons held in hands, those are special slots

Legs - 4 slots; 2 each

Special slots - 2 slots; used only for hand held weapons used by Omniframe. some weapons could have slots of their own for upgrades/customizations and such.

any empty slot may be used for either an Ability, a HKM, an Omniframe Protocol, Armor, or special goods.

Chasis governs Mass, Reactor governs Pwr, and Pilot cockpit governs Cpu. maybe make, like T1-T4 Chasis/Reactor/Pilot cockpit... :D


Omniframe Abilities/Weapons

this is a list of some Weapons, Weapon-like Abilities, Abilities, HKMs (subject to updates as seen fit XD ). this list is just a quick start...more to follow...some HKMs may benefit from some like oriented ablilities (like for example Missile Shot and Shoulder Rockets) and gain extra charges.

Shoulder Mounted Launcher (ability): weather in the form of a missile or mortar launcher, it fires a barrage of said projectiles at a designated enemy or place. Variations may include: napalm or cryo missiles or HE/ frag shells.

Shoulder Mounted Cannon (ability): weather in the form of physical or energy, fires a series of shots at target enemy or location.

Repair Drones (ability): deploys a set of small drones to repair the Omniframe (either own or target friendly) over a period of time, or any other appropriate target like deployables.

Night Vision (ability): gives the player NV untill turned off. must be sloted in head slot.

Thermal Vision (ability): gives the player TV (rofl) untill turned off. must be sloted in head slot.

Head Vulcans (weapon): fires a burst of either physical or energy shots at target enemy or location.

Optical Camouflage (ability): renders the Omniframe invisible for a set period of time. usable to hide the Omni if the player needs to exit from it for any purpose whatsoever.

Shield Dome/Wall/Deployable (ability): deploys a specific type of shield to protect the Omniframe if the player needs to exit it for whatever reason.

Shield Bits (ability): deploys a set ammount of floating bits that intercept incoming attacks.

Assault Bits (ability): deploys a set ammount of bits that attack nearby enemies. variations may include physical or energy type of attacks
 

Aphaz

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#2
Pilot P.E.R.C.s/Omniframe Protocols

bought as P.E.R.C.s (Pilot. Education. Robotics. Course.s) for in game currency. Allows the building of Omniframe Protocols (or OP for short XD ). OP use an equipment slot same as Abilities/HKMs/Armor/Ammo and act as a passive ability

List (subject to updates as seen fit XD ) of Omniframe Protocols:

Energy Optimisation Jump Jets alpha: increases JJ recharge rate but lowers Shield Recharge speed.

Energy Optimisation Jump Jets beta: reduce slightly Shields but moderatly boost JJ energy

Energy Optimisation - Shields: increases Shield Recharge speed but lowers JJ recharge rate.

Energy Optimization - Energy weapons: extra ammo for energy ranged weapons, extra damage for energy based abilities/hkms, and energy melee weapons. reduces JJ energy and Shields by a set ammount or small percentage.

Energy Optimization - Thrusters: increase burst jump/dodge distance. reduces JJ energy and Shields by a set ammount or small percentage.

Mechanical Knowledge - Servoes: increases Mov/Run speed and Jump height. may only be installed in Leg slot(s)

Mechanical Knowledge - Juryrig: repairs the Omniframe at the cost of durability.

Mechanical Knowledge - Ranged Weapons Stabilisers: reduces Recoil and Increases Accuracy with any ranged weapon held in that hand. may only be intsalled in Arm slot(s).

Mechanical Knowledge - Melee Weapons & Shields Stabilisers: increases slightly Melee Speed for weapons and Damage Absorption for shields. may only be intsalled in Arm slot(s).

Mulit-Targeting Protocols (MTP): support ability. allows other abilities (like missiles or smt.) to target multiple enemies or locations, dividing shots equally. valid for Ability/HKM slotted in the same OmniFrame part (head, arm, leg), if aplicable (warn pilot if it isn't XD ).

Target Tracking Protocols (TTP): support ability. allows other abilities (like missiles or smt.) to track a target. valid for Ability/HKM slotted in the same OmniFrame part (head, arm, leg) , if aplicable (warn pilot if it isn't XD ).


Omniframe Armor/Ammo/Special goods

List (subject to updates as seen fit XD ) of Omniframe Armor, X-tra Ammo, or usable something XD

Armor: takes 1 slot. may be used in any of the Omniframe's unused slots (same as Abilities and/or Omniframe Protocols).

+ adds some small extra HP to the player's pool of HP, and slightly reduces durability damage suffered by that part (leg, arm, head) and any ability/hkm/OP installed it that same part.

+slightly reduces damage suffered by the player for Non-AoE damage recieved from being hit in Armored Part (arm, leg, head)

-each armor piece slightly reduce Mov/Run speed, Jump height, Burst jump/dodge range.


X-tra Ammo Supply (XtAS): takes 1 slot. may be used in any of the Omniframe's unused slots (same as Abilities and/or Omniframe Protocols). XtAS are unique to specific ranged weapons so attention should be taken when choosing.... XD . also, if a weapon can use different types of ammo then the player may change ammo type "at will"

+adds a "second helping of ammo" for the specific ranged weapon it was taken for, or a second type of ammo.

+more than 1 of each type may be carried at the same time (if enough free slots are available)

+may be slotted/stored anywhere (though both arm slots, and tight slots if used will reduce reload time)

-each XtAS very slightly reduce Mov/Run speed, Jump height, Burst jump/dodge range


Pilot's Weapon(s): takes 1 slot. may be used in any of the Omniframe's unused slots (same as Abilities and/or Omniframe Protocols). as pilots may not carry more than a pistol ( or 2...or the "old sword" ;D), due to cockpit size, many pilots may opt to take a more "deadly approach to problem solving" and install a crate packed with a weapon and ammo.

+pilot gains an extra weapon, fully loaded and with side ammo, and a second helping of ammo.

+if the weapon was ordered as a pair (such as a brace of SMGs...lol) then the crate contains the extra weapons, both fully loaded and with side ammo, and half a second helping of ammo.

+do not reduce Mov/Run speed, Jump height, Burst jump/dodge range





Burst Jump/Dodge

FIRST THINGS FIRST...THIS IS NOT AN ABILITY (LIKE AFTERBURNER).

well, that said, burst jump/dodge is a standard omniframe feature activated by double-taping the jump button/+movement key(s), and consumes JJ Energy to do so. simply put by just DT jump, the player does a short AB straight up. if any of the movement key(s) are being use, the player does a short AB horizontaly in that direction. there are 2 ways of "regulating that", i'll use player X and Y as an example. player X has 400 energy and player Y has 600. also, for argument's sake let's assume that 100 JJ energy = 10m burst jump/dodge distance

A - each burst jump/dodge consumes 25% JJ energy. every player has 4 burst jumps/dodges. distance traveled is equal to JJ energy used

player X - 400 JJe - four 10m bursts

player y - 600 JJe - four 15m bursts

B - each burst jump/dodge consumes a set ammount of JJe (lets say 100). number of bursts is equal to the player's max JJe. distance traveled is 10m per burst.

player X - 400 JJe - four 10m bursts

player Y - 600 JJe - six 10m bursts
 
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Aphaz

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#5
just a quick explanation first for all...the one and only reason i use FF terminology is...Ease of Explanation, as most people will instantly understand what is being talked about.
i'm NOT making FF v2.0
:D
that said...next batch :D

Targeting

just a few thoughts on targeting. in FF, presing F would "mark a target" and add it to friendlys' S.I.N.
this is something along that line, just... me :D

Tap F - adds all on screen enemies to the player's squad/platoon S.I.N. network (or any friendly player within X meters if soloing) and adds "location based" waypoint ( to any friendly that is further away than X meters)

Hold F - activate targeting modes:

- Paint Target (PT) - all squad/platoon members, and any friendly player within X meters gain the target's location "as a waypoint". the target remains painted (the waypoint moves with the target) for as long as the "painter player" succeeds in keeping the target painted. loosing the target for more that 2sec disengages painting. allows other players to benefit from "guided fire" (not homing) for weapons/abilities/hkms. player must both hold f and LMB while "painting" a target.

- Target Selection (TS) - while holding F, "shoot" up to x enemies to mark them (x = number of "free" CPUs). the mark lasts for a short period of time and moves with the target (does not need to be maintained like Painting Target) after which they turn off. this info is also linked to any squad/platoon member. allows the use of Guided and Homing weapons/abilities/hkms. any homing weapon/ability/hkm with it's own "priority target rules" will then do 1 of 2 things. either mark those targets as priority targets, or, if there is already a priority target among the selected targets, then the "double priority" target gets killed first and any remaining ammo is then divided among the rest.

*TO CYCLE between PT and TS, release F and quickly press and hold again, or tap RMB while holding F ( :D ) .
 
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Aphaz

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#7
Frame slots and shoulder weapon is already confirmed by GRUMMZ afaik.
i know that joey...but look at the dates...mine is older, that is, i wrote those before grummz made that a known fact...
:D
other than that, i'm looking at some other in-game stuff i'm gonna post here as soon as i "complete figuring it out in my head". that's how i usually do stuff, think about it untill i'm satisfied with it and then i write it down...
:D
i'm currently looking to make a version of the "job board" that would be waay different than that in FF...i'll post it...soon (tm lol)
 
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Aphaz

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#9
some extra abilities...
:D

Tank Threads (ability): deploys a pair of tank threads (Gourai style - Frame arms girl anime) that gives the player a temporary speed boost in ground movement.

Wing Arms alpha (ability): deploys a pair of extra arms from the Omni's wings that hold a melee waepon each that gives the player a temporary extra set of close combat attacks.

Wing Arms beta (ability): deploys a pair of extra arms from the Omni's wings that hold a ranged waepon each that gives the player a temporary extra set of ranged combat attacks.

Wing Arms gamma (ability): deploys a pair of extra arms from the Omni's wings that hold a grenade launcher type waepon each that gives the player a short term carpet bombing attack.

all of the wing arms abilities have 1 thing in common (aside from the obvious :D ) and that is the fact that the player may neither use glide or skim movement mode while the ability is in effect, and if the player was already in either of those movement modes they are (the mov modes) automatically canceled (and might cause the player to recieve falling damage if gliding).
 
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#10
Omni-frame Head - 1 mod slot:

Sensor(s): modifications to expand and/or alter the way the pilot can observe their environment.

Includes:
- automatic enemy-tracking, possibly even through thinner or less dense obstacle and walls.
- weak-point identification through learned weaknesses to different elements and/or damage types
- toggle-able night and thermal-vision
- target-filtering and prioritization to allow for the painting and tracking of critical targets, including objects for better focus and isolation from other enemies, especially if visibility is poor.

Omni-frame Chassis - 3 mod slots:

Reactor (Power Core): modifications to allow for larger energy output with variable trade-offs resulting from instability. The more stable the core the stronger the benefits are with less drawbacks. A large power output for large energy reserves will have increasingly more trade-offs than running a core with optimal or higher stability. Cores modified and kept within optimal levels may lack large reserves of energy with the benefit of better distribution and regulatory systems positively affecting ability cool-downs and energy-recharge.

Shields (Shield Generator):
modifications affecting shield strength, recharge-rate and delay, as well as resistance to damage types and by-pass, damage absorption and reflection capabilities.

Boosters:
modification may increase efficiency in energy consumption for longer hover and skimming time, booster-aided faster gliding and may alter the way jump-jet behave and how evasive maneuvers are performed, whether the pilot opts for either sustained dashes with more distance or short bursts for faster dodging over shorter distances.

Omni-frame Arms - 2 Mod slots:

Note:
Servo-modifications can counter-balance the effects of Plating-modifications for reduced drawbacks.

Servos:
modifications affect weapon-handling, can allow for faster aiming, weapon-swapping and can affect weapon-stability, aim, recoil and melee damage.

Plating:
modifications to the coating and materials can affect damage-resistance, but heavier plating can negatively impact weapon-stability, aim and recoil if not counter-balanced.

(e.g.: the boost to weapon-handling may be brought back down to initial levels, with the benefit of stronger plating, essentially allowing for better protection with no loss or gain in weapon-handling, in the end.

Omni-frame Legs - 3 Mod slots:

Servos: modifications affect movement speed that includes running-speed, sprinting-speed, jump-height and distance, shock-absorption for faster recovery/standing when falling from higher elevations to lessen the time the frame is vulnerable for.

Plating: modifications to the coating and materials can affect damage-resistance, but heavier plating can negatively impact movement speed if not counter-balanced with stronger servo-modifications.

Boosters: modifications can affect and alter the behavior of boosters similarly to jump-jets. An omni-frame may use sustained boost for its jump-jets, while the boosters in the legs of the frame would fire in quick bursts. Possibility for a movement system where the pilot may freely alternate between boost-modes or would eventually develop higher tier mods that would allow for such a mechanic, at the expense of a mod-slot.


Note: Energy distribution allows energy to be diverted to the omni-frames different systems, further increasing their efficiency, meaning longer scan distance for sensors, faster movement due to more servo-power, finer air-control with boosters, stronger melee damage and/or decreased recoil and increased weapon-stability with more servo-power, even longer hovering...etc. depending on where power is being allocated. Multiple systems may benefit from smaller efficiency boosts, at the same time or a single one may be allowed considerable bonuses by the diverting of power. Future possibility of the different distribution settings being stored as profiles or presets, between which the pilot may freely alternate after a cool-down.
 

Aphaz

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#11
nice, MattHunX. i like the way you're going with this, and the style you used to write them. i hope other people will start using this thread the same way and it becomes a great gathering of suggestions for the devs.
:D
 
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#12
nice, MattHunX. i like the way you're going with this, and the style you used to write them. i hope other people will start using this thread the same way and it becomes a great gathering of suggestions for the devs.
:D
Thanks, tried to write it like...uh...an in-game description/tutorial one can re-read from their options menu.
 
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Aphaz

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#13
As promised, I've come up with a "version of the job board" that i think would be nice to have... :D

The (Daily) Job(s) Board

First fo all i want to say that I'm not familiar with computer programing and thus not shure that what i've come up with could be a viable option. That said I like the idea of job(s) boards and believe they could be creatively used to add content that coud be interesting (the job board in FF was a fail because of how it was done, imo).

This is (i believe) how it could be dun to provide fun and not be repetitive. what is needed, are 3 random tables and some guide lines. This type of job board is "tied" to the player's account (each player gets his/her own daily job doard every day).

1. Random table - Number of Jobs:

Description: Every POI/Player built Outpost will have a number of NPCs proportionate to it's size or other factors. Those NPCs will ofteh be either base personel, or common "citizens". they are the ones who provide jobs.

Function: Every day the game rolls a random number from 1 to (max.) number of NPCs. This is the "ammount of work" that the player gets in that specific POI for that day. The name of the NPC offering the job and type (name only) are displayed on the job board (for reasons that will be explained later). If players decide to take the job, then they are given "waypoint/coordinates" to the NPC in question.

2. & 3. Random table - Type of job & Job Variations:

Type of Job - Description: Every NPC will post a random type of job every day, so even if the same NPC keeps giving out jobs, the jobs themselves will almost always be different ones.

Type of Job - Function: Every day the game rolls a random type of job for each NPC separatly in any given Poi/Job board. The type rolled (and Job variation) determine the "job riquested" (to cut costs of voice overs, you could make that all in written text, and then maybe some day add voice overs)

Possible types of jobs qould include (but not be limited to):

- Fetch - The player is tasked with traveling to a certain location and returning with the object of the job back to the job giver for reward.

- Kill/Exterminate - The player is tasked with terminating a target/targets to complete the job. There is no need for the player to return to the job giver for reward.

- Guard - The player is tasked with guarding a specific person/object from attackers. The person/object is static in nature and will remain in place untill job completion/failure. There is no need for the player to return to the job giver for reward.

- Escort - The player is tasked with guarding a specific person/object from attackers. The person/object is not static in nature and will require that the player guards the person/object for the whole trip to complete the job. There is no need for the player to return to the job giver for reward.

- Deliver - The player is tasked with delivering an object/item to a specific location to complete the job. There is no need for the player to return to the job giver for reward.

- Repair - The player is tasked with transporting a specific object/item to a set location (or number of locations) and perform some kind of restoring job to earn reward. There is no need for the player to return to the job giver for reward.

- Recon - The player is tasked with traveling to a specific location and observe/spy (only, no engagement!) at the target(s) enemy/location. Depending on the job, the player may be required to return to job giver for a reward.

- NPC Specific - This could be multy purpose jobs that are specific to the NPC occupation. For exapmle, an engineer could ask the player for a Fetch & Repair sort of job where the player would have to travel to a speific location to obtain a certain item that would be then used o repair something somewhere else. This types of jobs could be only allowed for NPCs with specific jobs (such as: engineer, medic, trader, security officer...etc.), thus limiting thier max. number as those would be jobs that are worth a bit more than normal types as more effort is involved.

The Circle Area(s) - This literally represents the "required distance that the player has to travel to reach the job's destination". It is divided into 3 categories:

- Inner Circle - The inner circle represents a random location wihin 500m radius of the citty/outpost, including the citty/outpost.

- Outer Circle - The outer circle is a random location 501m - 1500/2000m radius around the citty/outpost.

- Long Haul - The long haul is a random location 2001m - "anywhere on map" radius around the citty/outpost (or something along those lines... XD).
 

Aphaz

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#14
Job Variation - Description: The nature of the job may vary depending upon The Circle Area that the job requires the player to travel to.

Job Variation - Function: When the game rolls which type ob job an NPC is going to give, it then rolls in which circle area the job will take place thus further defining the job required. Some (not all!) of the possible variations could be:

- Fetch -

Inner circle: collect a set number of objects/items within the citty/outpost (or a random location just

outside outer walls).

Outer circle: scavenge around a set number of ruins at different locations 400m apart each

within outer circle.

Long haul: procure item(s) from a random citty/outpost within long haul area.

- Kill/Exterminate -

Inner circle: dispose of suspicious human/humanoid within the citty/outpost (coud be made to have

the player use his/her pilot avatar as the mek is "undriveable inside citty limits" XD ).

Outer circle: hunt down enemy unit/bio menace (cute animals and stuff XD) at specific (random)

location within outer circle area.

Long haul: similar to outer circle but with a longer distance to travel... :D

- Guard -

Inner circle: guard a specific Npc/location within citty/outpost (or a random location just outside

outer walls).

Outer circle: guard a THMPR drill site at a random location within outer circle area.

Long haul: guard a THMPR site/Watchtower at a random/specific location within long haul area.

- Escort -

Inner circle: guard an NPC within the citty/outpost (or a random location just outside outer walls)

from point A to B, alive ofc.

Outer circle: Guard a THMPR as it travels to and/or from a dig site. Point A and B may differ acording

to type of escort. One point is a random location within the outer circle area while the other is at

the nearest point possible to the inner circle's outer edge, thus usually forming a bee-line the

player must travel while doing guard duty.

Long haul: Similar to outer circle jobs this may include longer THMPR escort or caravan escort jobs.

as with outer circle area, long haul area escorts also have point A and B (which may change

depending on escort To or From), but differently from outer circle, both are randomly determined.

One point is within a random location in the long haul area, while the other point is at a randon

location in the outer circle area (a "max distance allowed sub rule" could be added to prevent

unlogical solutions like going from 1 place to the other side of the map (through the citty) type of

situation).

- Deliver -

Inner circle: deliver item/object from 1 NPC to another NPC within the citty/outpost (or a random

location just outside of the outer walls).

Outer circle: deliver item/object from NPC to target NPC/location within a random location inside the

outer circle area.

Long haul: deliver item/object from NPC to target NPC/location within a random location inside the

long haul area.

- Repair -

Inner circle: repair equipment/instalation(s) within the citty/outpost (or a random location just

outside outer walls).

Outer circle: repair equipment/instalations/defences at a random location within outer circle area.

Long haul: repair equipment/instalations/defences/caravan at a random location within outer circle

area.

- Recon -

Inner circle: travel to random location(s) at the outer edge of of inner circle area and observe

location(s)/spy on enemy(ies). Report back or not as per job description.

Outer Circle: travel to random location(s) at the outer edge of the outer circle area and observe

location(s)/spy on enemy(ies). Report back or not as per job description.

Long haul: travel to random location(s) in the long haul area and observe location(s)/spy on

enemy(ies). Report back or not as per job description.


- NPC Specific - As these jobs usually combine the attributes of 2 different job types, target

location(s) may be chosen from 2 different circle areas (within reasonable distance...).

(The Big One: The only big problem I see is in how to make the game "NOT send players into IMPASSABLE TERRAIN or INACCESSIBLE BUILDINGS".)

Job Dificoulty Tier - A job dificoulty Tier refers to the number of players inside the squad/platoon that are attempting the job and increase the dificoulty in some (logical) way like increase number of enemies or/and increase their (the enemies') Tier. A +1 Tier/player in squad (platoon) modifier could be applied in some way if possible.

Note however that only the player that accepts/starts the job will be given a waypoint in the jobs/assignments window, by the job's "name". Players in the same squad/platoon will only have job name in the job window. even if the player that accepted/started the job posts a (;loc) in chat (so to speak), unless the starting player arrives within a certain distance, or brings the required item/object or something, the job will not start even if all other players from the squad/platoon gather at the specified location (to prevent "faster players" from abusing squad/platoon jobs)

"Harvesting Friendship" - I find that "Harvesting Friendship" is often misused to pigeonhole players into "forced farming", and with an illogical reason to boot..."The Purple Items". Often players get access to better quality items only if they have reached a specific "friendship level" which is totally illogical, as any merchant "worth his/her salt" will tell you that "u don't survive by choosing customers on ember". Thus my take on "friendship farming" would go along these lines:

- Any and All Tiers of items/goods/services are available to Any player that can afford to pay for

them.

- Farming friendship gives the player a small %/Tier discount on all purchased goods/services.

- Farming friendship gives the player a small %/Tier increase on all goods sold

- Farming friendship gives the player a +1/Tier to the MINIMUM number of jobs per day (The "Hero of the town" gets more work than a total stranger). All player start at Tier 0 friendship, so a player with Tier 3 friendship in a city/outpost with 10 NPCs would get from 4 - 13 jobs per day on the job board of that POI.

IMO, this way friendship harvesting could be used to give players more to do but without forcing them to do so.
 
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Aphaz

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#16
Last but not least important...Event Jobs. These are special types of jobs that are tied to specific events (such as hollyday events or stuff like the devs using player testing for upcoming new skills/equipment). Event Jobs are given to the player in addition to the daily jobs that the player gets (maybe make a 2-part-job board). Some event jobs will be re-doable a set amount of times, or for the duration of the event...or something.

XD
 

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#17
some more P.E.R.C.s

Glider Servo Slingshot Protocols (GSSP)
:
passive ability. uses a jolt to the servos to slingshot/propel the player a few meters up before deploying glider wings (similar effect as when people in FF would put a jump pad in almost the same position as a glider pad for extra vertical takeoff)

Skimmer Servo Slingshot Protocols (SSSP): passive ability. uses a jolt to the servos to slingshot/propel the player a few meters forward (short range AB) before (or after) deploying Skimmer.
 
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Aphaz

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#18
@Grummz said: "Destructables. Well, with Kaiju stomping around, we need to be able to clear a path for them. Working with AMD and nVidia to see if lots of destructables is something we can support as Kaijus stomp around. Any destructable will have to regen over time, probably simply fading back in after some time. Exception is bases. If we get destructible to be performant enough, bases will show damage that won't repair until players repair them. "

...let me make 1 thing clear up front: as i've said many times i have absolutely no experience (unless u count a little basic on a C64 exp... :p), so at best all i can do is give you (both devs and you forum m8s) maybe a different way to look at things, since i've got like 30years in "doing games" (from my owm tabletop games to rpg worlds...though i do it more for self-fun and mental training you might say :D).
that said here's what could work for destructibles (if doable HD/softwer wise)
instead of fading in/out why not try an approach towards a "respawn/destruction in stages". lemme x-plane...i'll be using trees and the base just as examples of a concept, nothing more so don't get hung up on that ;):cool:

Tree(s): now i chose a tree, or trees for multiple reasons. aside from the fact that they're often used as resources in games, And the fact that being as they are living things they re grow back, it is rare (though not impossible) to find a single tree. usually it's a forest a.k.a. A Whole Lotta Trees Going On o_O, so i'm not sure this is viable but...here goes...
*stage 1 - "broken" - for some reason, the tree(s) has/have been broken. the grafic could represent a stump and the rest of the tree lying there. in the case of say like explosive destruction, add a bit more black tones :eek:
*stage 2 - "stump" or "stump & sapplings" - happens after X time. the tree remains, but Not the stump, vanish. the stump cam maybe have like a sappling sticking out of it ot like show the passage of time.
*stage 3 - "young tree" - i believe this one is more than self explanatory. again, happens after X time has passed.
*stage 4 - "back to normal / old self" - this would again happen after X time has passed completing the cycle

each cycle would be a part in and of itself within the whole, and would be "adjustable" (like a stump gives less cover than a full tree or something) or have like it's own set of parameters (like a sapling gives less wood than a full tree or something) not to mention that it would add a sense of time and continuation, but my chiefest concern is along the lines of...what if:
*a really big kaiju runs through a forest for example...would the server (or however this is regulated, sry for my lack of knowledge) be capable of "monitoring so many trees?"...lol...sounds silly, i know...but...

Fortress: the fortress i chose mainly because it's the exact opposite of a tree, as it takes quite some time to "bring one down and destroy it" (sooner or later we will face defeat at some base or another...if not, them tsi-hu be pantsies, right...lol:cool: ). so maybe something along these lines
*stage 1 - "new" - and shiny :p. the base is "at full HP" and All (whatever all is...wpns, comms, shields, ...etc) is good and well. this is how the base will look most of the time if properly maintained/repaired.
*stage 2 - "scarred" - visible scratches/blast marks on the walls, periodical flickering of the shields or electric arcs dancing on them.
*stage 3 - "damaged" - smoke, small fire(s), some small damage to walls and / or buildings, alarms (during invasions only maybe for the sake of our ears:p), possibly some loss of assets (attack, defense, comms...etc.).
*stage 4 - "nearing limit" - large damage to walls, shields flickering in and out with large lightning discharges due to failing energy supplies, most buildings damaged or ruined and stuff...this is the last stage at which the base can be Repaired!!! after this stage is done, only
RE-CONSTRUCTION of a new base is the option (could be used later for "clan/corp. wars" :po_O:eek:)
*stage 5 - "destroyed" - self explanatory...base ge-crkt!, build a new one...lol:D
 
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PIghead Elderberry

Kaiju Slayer
JUMBO KAIJU SLAYER
Jun 4, 2017
248
510
93
CA USA
#19
@Grummz said: "Destructables. Well, with Kaiju stomping around, we need to be able to clear a path for them. Working with AMD and nVidia to see if lots of destructables is something we can support as Kaijus stomp around. Any destructable will have to regen over time, probably simply fading back in after some time. Exception is bases. If we get destructible to be performant enough, bases will show damage that won't repair until players repair them. "

...let me make 1 thing clear up front: as i've said many times i have absolutely no experience (unless u count a little basic on a C64 exp... :p), so at best all i can do is give you (both devs and you forum m8s) maybe a different way to look at things, since i've got like 30years in "doing games" (from my owm tabletop games to rpg worlds...though i do it more for self-fun and mental training you might say :D).
that said here's what could work for destructibles (if doable HD/softwer wise)
instead of fading in/out why not try an approach towards a "respawn/destruction in stages". lemme x-plane...i'll be using trees and the base just as examples of a concept, nothing more so don't get hung up on that ;):cool:

Tree(s): now i chose a tree, or trees for multiple reasons. aside from the fact that they're often used as resources in games, And the fact that being as they are living things they re grow back, it is rare (though not impossible) to find a single tree. usually it's a forest a.k.a. A Whole Lotta Trees Going On o_O, so i'm not sure this is viable but...here goes...
*stage 1 - "broken" - for some reason, the tree(s) has/have been broken. the grafic could represent a stump and the rest of the tree lying there. in the case of say like explosive destruction, add a bit more black tones :eek:
*stage 2 - "stump" or "stump 6 sapplings" - happens after X time. the tree remains, but Not the stump, vanish. the stump cam maybe have like a sappling sticking out of it ot like show the passage of time.
*stage 3 - "young tree" - i believe this one is more than self explanatory. again, happens after X time has passed.
*stage 4 - "back to normal / old self" - this would again happen after X time has passed completing the cycle

each cycle would be a part in and of itself within the whole, and would be "adjustable" (like a stump gives less cover than a full tree or something) or have like it's own set of parameters (like a sapling gives less wood than a full tree or something) not to mention that it would add a sense of time and continuation, but my chiefest concern is along the lines of...what if:
*a really big kaiju runs through a forest for example...would the server (or however this is regulated, sry for my lack of knowledge) be capable of "monitoring so many trees?"...lol...sounds silly, i know...but...

Fortress: the fortress i chose mainly because it's the exact opposite of a tree, as it takes quite some time to "bring one down and destroy it" (sooner or later we will face defeat at some base or another...if not, them tsi-hu be pantsies, right...lol:cool: ). so maybe something along these lines
*stage 1 - "new" - and shiny :p. the base is "at full HP" and All (whatever all is...wpns, comms, shields, ...etc) is good and well. this is how the base will look most of the time if properly maintained/repaired.
*stage 2 - "scarred" - visible scratches/blast marks on the walls, periodical flickering of the shields or electric arcs dancing on them.
*stage 3 - "damaged" - smoke, small fire(s), some small damage to walls and / or buildings, alarms (during invasions only maybe for the sake of our ears:p), possibly some loss of assets (attack, defense, comms...etc.).
*stage 4 - "nearing limit" - large damage to walls, shields flickering in and out with large lightning discharges due to failing energy supplies, most buildings damaged or ruined and stuff...this is the last stage at which the base can be Repaired!!! after this stage is done, only
RE-CONSTRUCTION of a new base is the option (could be used later for "clan/corp. wars" :po_O:eek:)
*stage 5 - "destroyed" - self explanatory...base ge-crkt!, build a new one...lol:D
Some crazy good ideas here!

Having a forest that gets stomped by Kaiju just walking through it would be neat.

Having trees grow back like that (or other organics) would be neat.

Having levels of distress levels show and levels of fitness show would be neat.

Excellent suggestions!
 

Aphaz

Deepscanner
Jul 26, 2016
187
260
63
#20
...as far as weapons are concerned i would also suggest some form of "compartmentalising" on your part...maybe along the lines of:
most ranged weapons are made of Range, RoF, Damage, Ammo quantity, with the usual add on of AoE, Charge up, Lock on...etc. but we're talking about a mech here so how about:

*Ranged Weapons - any type/kind of weapon that uses/throws ammo at/to a distance.
-FRAME: this part only decides the type of weapon that the gatestrider is using (pistol, smg, assault, shotgun, grenade launcher, missile/rocket launcher, cannon, bow/crossbow). this is used do define the way that the weapon works.
-LOCATION: this is a mech we're talking about...head vulcan or smoke grenades, wrist-mounted Resonating Spikes;) launcher or assault rifle, shoulder-mounted mortar/missile launcher, flying bits ...etc., not just hand-held weaponry is available. this part defines where the weapon is stored on the mech, though, asside from hand-held, and shoulder-mounted, all other should be classified as "abilities" or something and have a cooldown where weapons have a clip/powercell/loading.
-SIGHTS: from iron sights to scopes and sights of various shapes/sizes/types this part would define some of the weapon's performance ups and downs (some sights may take more time to get into sniper-mode for example or some weapons require more time to perform at peak strenght. ). P.E.R.C.s could add tracking capabilities or even weakness identification based on the number of defeated enemies so far (as in a player that killed 10 kaiju will get less weakpoints/info that a player that killed 100 or something ;))
-BARREL(s): be it 1, 2, 3, 6, or X barrels (or weapon ports if "ability") this part will determine some of the weapon's ups, downs and modes. (RoF, Range...etc.)
-CLIP/PWRCell: regulates not only the amount of shots but the type as well (like plasma shotgun, or miniguns w thermal bullets and stuff)
-ATTACHMENT: not really a critical part of the weapon, but could still improve the weapon's performance, or present the player with additional options for weapon/play style customization.

*Melee Weapons - as for melee weapons, since they're mostly hand-held, maybe smt along these lines:
-FRAME: this part only decides the type of weapon that the gatestrider is using (sword, axe, hammer, shield). even though a shield is not technically a weapon, u can always make a P.E.R.C. that allows for the player to use a shield bash...lol
-SIZE: literally weather the weapon or shield is 1 or 2 handed (imagine a heavy frame hiding behind a 2 handed shield dealing punishment with a shoulder mounted mortar/missile or rocket launcher...epic:p)
-TYPE: this would define the weapon/shield as either physical or energy (laser 2handers, thunder hammers akimbo...etc.:eek:o_O)
-POWER SOURCE: could be a part of certain weapons. an energy 2hander could use it as ammo, or a thunder hammer could expand charges for a special attack/ability, similar to ranged weapons attachments mentioned above.

this is it for now...cya laterz
:D
 
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