In the 1st playable mockup, what should the default loadout be?

NightStroke

Base Commander
Base Commander
Jul 26, 2016
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#1
Pick 1 weapon(primary fire and alt-fire), 3 abilities; If these four items were the only loadout options in the first playable mockup, what should they be? Remember that the gameplay in the mockup has to look unique and fun to grab the attention of potential kickstarter funders.

My loadout would imitate the play style of Firefall's iconic Firecat, since the battleframe was probably the most popular/fun/consistently favored throughout Firefall's development. The loadout I'd suggest would be:

Weapon: Firecat Fuel Thrower(Start the vid at 52:10)
-Fires a close-mid range stream of liquid fire
-Alt-fire paints target area with accelerant; enemies sprayed with accelerant are mildly snared
-Anything painted with accelerant, when hit by any sort of flame(weapon or abilities), will ignite for a duration. Fire on ignited fuel spreads to nearby accelerant. This allows for the creation of fire trails and applying DoT to enemies.

Ability 1: Inferno Dash
-Dash in a certain duration leaving a trail of fire
-Can ignite accelerant
-Depending on how gliding works, I would suggest switching this out with Soaring Afterburner. If you can glide whenever you want to at any height, stick with inferno dash; good mobility and damage, as well as area denial.
-Cooldown: 12 seconds?

Ability 2: Burn Jets
-Hover and move with momentum, while firing jets on max to burn everything below you.
-Spawns a shield underneath you to protect you from direct shooting
-Can still fire weapon while using ability
-Cooldown:20 seconds

Ability 3:Incendiary Shot
-Basically a sniping shot, target hit takes no initial damage but insanely high DoT
-Long-range
-Cooldown:8 seconds

Since this mockup is going to center around the T.H.M.P.R. gameplay, this loadout provides good damage to a large area, while being fun through its mobility and unique because of the accelerant system.

Idk if we should put passives in, but what would you set as the default loadout, keeping fun and uniqueness in mind?
 
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Thunderstrike

Omni Ace
Omni Ace
Aug 29, 2016
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#3
IMO mockup loadout should strike a balance, being versatile but not pandering. So basically one of each of the following, or something similar from the dev team's ideas.

Primary Weapon 1 (movement): SMG - high firerate, high clip, low damage
Primary Weapon 2 (offense): Assault rifle - medium firerate, medium clip, low-medium damage
Primary Weapon 3 (defense): Plasma Caster - low-medium firerate, medium clip, medium damage

Secondary Weapon 1 (movement): Railgun - low firerate, low clip, high damage
Secondary Weapon 2 (offense): Grenade launcher - AoE, medium firerate, low clip, medium damage
Secondary Weapon 3 (defense): Mine launcher - AoE, low firerate, medium clip, high damage

Movement 1: Hover - Omniframe hovers above ground temporarily (user can go higher in exchange for reduced time)
Movement 2: Thrust - Doubles movement speed
Movement 3 (HKM): Dash - Omniframe can "blink" towards any location instantaneously (limited use before HKM recharge)

Offense 1: Target - select multiple targets for death (limited use before recharge)
Offense 2: Explosive Rounds - AoE weapons have increased blast area and non-AoE receive AoE on projectiles
Offense 3 (HKM): Overload - rate of fire and reload are increased, providing a bottomless clip + rapid fire effect

Defense 1: Tremor - knocks back enemies and slows movement speed
Defense 2: Stasis - deploys AoE "bubble" that snares enemies, preventing their movement but not their fire (or claws)
Defense 3 (HKM): Impenetrable - blocks all damage for a brief window

Abilities need to be something that shake up the game, yet don't feel weak or underpowered. They need to make a difference in combat but not be your main source of power - if class building is freeform like I think it will in the final game there shouldn't be overlap, no calling in pathetically small artillery strikes like a Recon if we also have access to rocket launchers.

Which reminds me. Maybe not follow the traditional formula of MMOs where you have main weapons and abilities that cannot change until you get back to base? Maybe something more akin to Fallout where you can store multiple things on your person that have different abilities. Like keeping four weapons on you and some spare abilities for different situations, but keep your spare gear in a "bank" system that's accessible from your base and NPC towns.
 
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#6
well... for me my genocide biotech loadout :D

Main weapon: (something close to the bio injector) Poison-crossbow
- primary: shoots a poisoned bolt/shoots a bolt that heals allies
- secondary: switches between a clip of poison or healing bolts
- low RoF, high Acc, medium Dmg, medium DoT

Alternate main weapon: CWA Sprayer (Chemical Warfare Agent Sprayer)
- primary: sprays continuously poison clouds
- low range, high DoT, high AoE
- badly limits vision of everyone

- secondary: charges a high pressure poison cloud (was pretty hard to think this out...)
- travels medium distances
- leaves a trail
- medium range, high DoT, low AoE

Ability 1: Poison Cloud
- spawns a poison cloud that spreads when the user is standing still and leaves a trail when the user moves
- medium DoT
- badly limits vision

Ability 2: Boost
- accelerates the user for a period of time

Ability 3: CWA grenade
- shoots a grenade
- releases poison gas after a short period of time (3 seconds?)
- medium range, high AoE, medium DoT
- leaves a trail or a spreads a cloud depending if moving or not
 
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Pandagnome

Kaiju Slayer
Fart Siege
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Happy Kaiju
Jul 27, 2016
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Island of Tofu
#7
This is what i'd like

Weapons:
Primary: Projectile darts weaponary with choice to switch from burst fire (decent accuracy), semi (best accuracy) or auto (poor accuracy)

primary Alt-fire: switches darts to non-lethal or lethal with a red symbol for lethal and a green for non-lethal to stun/subdue opposition


Secondary: Melee weaponary with choice to switch using a retractable blade from tanto (short range), to elongated sword (short-medium range) to a swordstaff (medium range)

Secondary Alt-fire: switches blades to high frequency blades changes by its blade glowing and how it cuts uses more power
or in its normal state non- hf.

Abilities

Ability 1 (Cloaking) be invisible for a certain time to make your move or to get away.

Ability 2 (Regen) to heal up if damaged too much

Ability 3 (only when boost bar is full) (Hyperdrive) Everything you do is sped up until the boost runs out.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
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#10
Please remember, the playable mockup is some ways away. This milestone covers the art asset creation of the THMPR and Omniframe, with basic animations and no combat or abilities.

We still have some milestones to go, and will apply the extra amount we raised to lower the cost of some of these future milestones (we'll spread it tout). We still have characters, animations, weapons, Tsihu, and more to create, as well as visual and sound effects and coding up the THMPR encounter itself.
 

NightStroke

Base Commander
Base Commander
Jul 26, 2016
135
231
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#11
Please remember, the playable mockup is some ways away. This milestone covers the art asset creation of the THMPR and Omniframe, with basic animations and no combat or abilities.

We still have some milestones to go, and will apply the extra amount we raised to lower the cost of some of these future milestones (we'll spread it tout). We still have characters, animations, weapons, Tsihu, and more to create, as well as visual and sound effects and coding up the THMPR encounter itself.
Don't worry, it's just some benign speculation :p
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
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Island of Tofu
#12
Please remember, the playable mockup is some ways away. This milestone covers the art asset creation of the THMPR and Omniframe, with basic animations and no combat or abilities.

I get carried away and dream too much... suppose it doesn't harm if it could be ideas for the future :D
 
Jul 27, 2016
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#13
What's involved in a mockup? Walk around in a checkerboard map? Mockup to me means a test of the base mechanics of moving, walking/running/jumping, maybe aim your gun (if one is even modeled/animated), stuff like that. Mockup implies bare bones, like a sketch.


18:55
19:45
 
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EvilKitten

Well-Known Member
Ark Liege
Jul 26, 2016
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#14
I expect an assault rifle at best, assuming we have a weapon at all. And some basic commands we can give the THMPR.

Lol some of the posts in here sound like they are expecting polished FireFall gameplay, not a mockup of some Ember assets.
 
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Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
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#15
What's involved in a mockup? Walk around in a checkerboard map? Mockup to me means a test of the base mechanics of moving, walking/running/jumping, maybe aim your gun (if one is even modeled/animated), stuff like that. Mockup implies bare bones, like a sketch.
The term "mock up" leaves a certain amount of leeway in it's meaning. That in mind it can be tricky to follow it's implications to a point of clarity. The particular version of a mock up we will see for Ember is described here-
" The ultimate goal of the current milestones is to build what we call a playable mockup. The mockup is meant to demonstrate the potential fun, marketability and playability of the game. We’re going to take one encounter, the iconic “thumper” encounter and build it to a high degree of polish in Unreal Engine 4.

In the playble mockup, backers will be able to suit up in an jetpacking, gliding, Omniframe with a default loadout of weapon and abilities. They will be able to call down a THMPR MEK-A and start mining for resources while waves of xenomorphs and the Tsihu attack to try and stop you. When the THMPR is finished it will run back to a target area where you will have to escort and defend it along the way. When it reaches its destination, the resources will be deposited as your “score” and the mockup will end."
 
Jul 27, 2016
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#16
Well good luck with that. It will be nice to see progress being made. Ultimately I can just go drop a thumper in FireFall right now if I want to play that mockup.
 
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NightStroke

Base Commander
Base Commander
Jul 26, 2016
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#17
Well good luck with that. It will be nice to see progress being made. Ultimately I can just go drop a thumper in FireFall right now if I want to play that mockup.
Assuming you could login.

It is a different product and you have to sell the fun aspects of Firefall with the new aspects Ember brings. In firefall, the thumper encounter is simply a mini-defense mission, where waves of enemies try to destroy an object. In ember, the THMPR encounter begins as a mini defense mission with a new type of enemy(shapeshifters). When the defense part of the encounter ends, you escort the object and protect it from those new enemies, as well as a mini-boss(the kaiju).

With a mockup, you also sell the fun in personal gameplay; ability variety, mobility, weapons, etc. That's why I made this thread, because you want to give players a loadout that looks cool while plays uniquely and enjoyably for this encounter.
 

Ronyn

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Jul 26, 2016
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#18
Well good luck with that. It will be nice to see progress being made. Ultimately I can just go drop a thumper in FireFall right now if I want to play that mockup.
Firefall's thumper encounter and Ember's THMPR encounter are going to be different experiences to one degree or another.
 
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Ronyn

Commander
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Jul 26, 2016
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#20
Idea is the same, defend drill from enemies.
I'm going to simply wait until it's playable to discuss whether that statement is reductive or not. I believe the mock up will be able to distingish itself.

We are going for the same general idea only way better. Heh