Omni-frame Calldown Times

Aug 14, 2016
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#21
lol, I'm just waiting for this moment to happen in the game because people are to drunk on in a panic to know what to do.

While on the subject of frame calldown, why not have a mobile respawn vehicle in which you can call your frame if it gets destroyed? Of course, someone has to keep the engines running and not get rekt by the tsi-hus while flying/driving it.
What about if I have my backup game in a base with a larger mass driver in it. So when I call for my new frame they load it up into the mass driver and fire it at my location (remember mass drivers are basically just giant guns). Thump Dump in FireFall has mass drivers in main building of the base, that is how they was send out thumpers to everyone. But with a larger mass driver you can fire larger things. Like giant mecha. :)
 
Aug 18, 2016
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#22
I am probably asking a question someone else already has but just in case it hasn't been asked would omni-frames take longer to call down the farther you are from the nearest base?

To address the concerns of the in combat call down wait time buzz kill i suggest that calldown reducer stims/consumables be implimented and would only be usable in combat while you have a destroyed omniframe.
 
Likes: Pandagnome

Rocket

Max Kahuna
Max Kahina
Jul 26, 2016
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Australia
#23
In retrospect, assuming the construction of Forward Operating Bases by the players, this could end up being similar to Firefall. There we spawned in the nearest watch tower, and had to glide/bike/run back into action. Just as long as we held that watch tower.

So it's not enough just to defend your T.H.U.M.P.R. You also have to hold the nearest FOB, which you'll want to do anyway, just so you can secure your loot there.

In fact, given the need to escort your T.H.U.M.P.R. back to a FOB, the final stages of a thump will get progressively easier (after the T.H.U.M.P.R. owner calls a top), as getting back into action if you die involves shorter and shorter distances to your team. This would play well for game pacing, where the ideal game-play pacing function approximates a sine wave.
 
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Likes: Mahdi