Hello
Here is my idea I suggest in the hope to see it in the game.
I think this will be great for cosmonaut PVP and cosmonaut PVE (hostile aliens/life forms this game is supposed to be close to have with the two last big updates focused on AI we had this year)
When calibri announced the new weapon system I was very excited, but when it was out it was very buggy and incomplete at first, then the updates focused on debugging and then something else popped out (the new planets if I remember well). I don't want to denigrate the previous updates but I feel like important features have been "rushed" , and the game still need depth in my point of view.
I see handguns/pzf/sniper rifles start to be implemented, and I think it's already quite good for the purpose, but I want this side of the game to be as complete and enjoyable as possible. So I think this (-------->) should be integrated in the main gameplay.
"Starmade Gear System"
So basically we have a new "window" in the inventory, showing your character's skin and armor. Armor only shows when equipped. By default, the armor should be done to fit on the default skin and look good. New models can be set just like skin now, so the apparence is fully customisable.
- 7 pieces of gear can be equipped by filling the empty slot corresponding. There is Helmet, shoulders, arms, legs, belt, front and back
- You can't have any special armor with this system (Collecting blocks is already a fine goal in the game, I don't think anyone want to farm for stuff right now). You equip a piece of gear by putting a block in the corresponding slot. The gear's model then appear (can maybe have an "equ animation" just like the helmet), and give you bonus depending on the type of blocks inserted to equip your armor. Some bonus have pre-requierments in order to be equipped.
- I see it like a bonus of preparation for astronaut fighting. If I get touched in an area protected by a piece of gear, the damages are taken by it and it's destroyed, consuming the block I putted in the slot (Does not work against roquets/grenades). Putting another block in the slot to equip a new armor should be possible, but may take 2-3 sec to do, to force the player to fear doing this while fighting. Type of block used for armor can optionnaly be reconizable by texture or color, to allow you to reconize what kind of armor your target may have. Every bonus depend on the armor block's type.
A sounf could be played when a piece of gear is destroyed, so you know immediately you just survived a shot.
- - > Power
The affected piece of armor give to the whole gear the status "powered"
- - > Shield capacitor
The affected piece of armor give to the player a personnal shield system. The shield capacity increase of 20 for every shield block in the player's gear. It require the "powered" status to work and a shield-recharger (see below), so the max equipped shldcapacitor at a time can not be above 5 and max personnal shield is max 100 (it's the amount of damage of a sniper rifle)
- - > Shield recharger
The piece of gear affected give to the personnal shield 5unit/sec of shield regeneration.
It require both "powered" and a shield capacitor to work.
Base shield regeneration is 0 so the max amount possible is 25/s for 20 capacity.
- - > Radar Jammer
The affected piece of gear give "radar jamming status" to the player, preventing him to be spotted by the default prism. Can be equipped on the helmet only.
- - > Any color of advanced armor
The affected piece of gear can take two shot instead of one before being consumed. Good againt low rof weapons. If equipped in 4 different slot, give the player the ability to survive a roquet shot with 1HP left, at the price of consuming the 4 pieces of armor. A different sound should be played.
- - > Thruster
Only one piece of gear at a time can be equipped with this
On belt: Maintain shift don't make you walk slower anymore, but produce a small thrust directed in the bottom. In 0g, this can be used to travels quite faster in the top direction. On gravity or planet, you slowly take off when maintaining shift, making possible to reach hight plateforms by flying slowly. Basically this will be an alternative of doing a dirt stair to reach it, but should be quite slower.
On Legs: Maintain shift don't make you walk slower anymore but produce a strong thrust forward for 1s (15s of reload). In 0g, this can be used to accelerate quickly forward. (The affected player should then return to basic speed by slowing 2-3 sec so this will be very usefull for 0g pulse jump). On gravity or planet this will allow, combined with the default jump to achieve a quick rush forward, usefull for tactical advantage or to reach a far distance by jump.
Need "powered" to work
- - > Storage
Back only. When equipped, give the player 5 aditionnal inventory slots. The corresponding slots are reconizable by color or anything in the inventory. If the piece of armor get destroyed, the items are dropped down.
- - > Any color of light
Equippable only on arm and helmet. Basically this will attach a flashlight of the depending color to the player left wrist or helmet.
- - > Cloaker
Need both "powered" and radar jammer to work. If 5 pieces are equipped, this will allow the player to get fully cloaked. If the player moves or jump, the cloaking is interrupted. Once interrupted the camo can not be used again for 30 seconds. Moving slowly with shift maintained will allow to move without breaking the cloaking.
Here are my ideas for the moment, but more effects can be set for lots and lots of block, allowing lots of gameplay possibilities. I allow everyone to disagree regarding my idea, but don't you want this side of the game to be awesome? I'm waiting for your critics, support or other ideas (maybe even better).
Zouk!
Here is my idea I suggest in the hope to see it in the game.
I think this will be great for cosmonaut PVP and cosmonaut PVE (hostile aliens/life forms this game is supposed to be close to have with the two last big updates focused on AI we had this year)
When calibri announced the new weapon system I was very excited, but when it was out it was very buggy and incomplete at first, then the updates focused on debugging and then something else popped out (the new planets if I remember well). I don't want to denigrate the previous updates but I feel like important features have been "rushed" , and the game still need depth in my point of view.
I see handguns/pzf/sniper rifles start to be implemented, and I think it's already quite good for the purpose, but I want this side of the game to be as complete and enjoyable as possible. So I think this (-------->) should be integrated in the main gameplay.
"Starmade Gear System"
So basically we have a new "window" in the inventory, showing your character's skin and armor. Armor only shows when equipped. By default, the armor should be done to fit on the default skin and look good. New models can be set just like skin now, so the apparence is fully customisable.
- 7 pieces of gear can be equipped by filling the empty slot corresponding. There is Helmet, shoulders, arms, legs, belt, front and back
- You can't have any special armor with this system (Collecting blocks is already a fine goal in the game, I don't think anyone want to farm for stuff right now). You equip a piece of gear by putting a block in the corresponding slot. The gear's model then appear (can maybe have an "equ animation" just like the helmet), and give you bonus depending on the type of blocks inserted to equip your armor. Some bonus have pre-requierments in order to be equipped.
- I see it like a bonus of preparation for astronaut fighting. If I get touched in an area protected by a piece of gear, the damages are taken by it and it's destroyed, consuming the block I putted in the slot (Does not work against roquets/grenades). Putting another block in the slot to equip a new armor should be possible, but may take 2-3 sec to do, to force the player to fear doing this while fighting. Type of block used for armor can optionnaly be reconizable by texture or color, to allow you to reconize what kind of armor your target may have. Every bonus depend on the armor block's type.
A sounf could be played when a piece of gear is destroyed, so you know immediately you just survived a shot.
- - > Power
The affected piece of armor give to the whole gear the status "powered"
- - > Shield capacitor
The affected piece of armor give to the player a personnal shield system. The shield capacity increase of 20 for every shield block in the player's gear. It require the "powered" status to work and a shield-recharger (see below), so the max equipped shldcapacitor at a time can not be above 5 and max personnal shield is max 100 (it's the amount of damage of a sniper rifle)
- - > Shield recharger
The piece of gear affected give to the personnal shield 5unit/sec of shield regeneration.
It require both "powered" and a shield capacitor to work.
Base shield regeneration is 0 so the max amount possible is 25/s for 20 capacity.
- - > Radar Jammer
The affected piece of gear give "radar jamming status" to the player, preventing him to be spotted by the default prism. Can be equipped on the helmet only.
- - > Any color of advanced armor
The affected piece of gear can take two shot instead of one before being consumed. Good againt low rof weapons. If equipped in 4 different slot, give the player the ability to survive a roquet shot with 1HP left, at the price of consuming the 4 pieces of armor. A different sound should be played.
- - > Thruster
Only one piece of gear at a time can be equipped with this
On belt: Maintain shift don't make you walk slower anymore, but produce a small thrust directed in the bottom. In 0g, this can be used to travels quite faster in the top direction. On gravity or planet, you slowly take off when maintaining shift, making possible to reach hight plateforms by flying slowly. Basically this will be an alternative of doing a dirt stair to reach it, but should be quite slower.
On Legs: Maintain shift don't make you walk slower anymore but produce a strong thrust forward for 1s (15s of reload). In 0g, this can be used to accelerate quickly forward. (The affected player should then return to basic speed by slowing 2-3 sec so this will be very usefull for 0g pulse jump). On gravity or planet this will allow, combined with the default jump to achieve a quick rush forward, usefull for tactical advantage or to reach a far distance by jump.
Need "powered" to work
- - > Storage
Back only. When equipped, give the player 5 aditionnal inventory slots. The corresponding slots are reconizable by color or anything in the inventory. If the piece of armor get destroyed, the items are dropped down.
- - > Any color of light
Equippable only on arm and helmet. Basically this will attach a flashlight of the depending color to the player left wrist or helmet.
- - > Cloaker
Need both "powered" and radar jammer to work. If 5 pieces are equipped, this will allow the player to get fully cloaked. If the player moves or jump, the cloaking is interrupted. Once interrupted the camo can not be used again for 30 seconds. Moving slowly with shift maintained will allow to move without breaking the cloaking.
Here are my ideas for the moment, but more effects can be set for lots and lots of block, allowing lots of gameplay possibilities. I allow everyone to disagree regarding my idea, but don't you want this side of the game to be awesome? I'm waiting for your critics, support or other ideas (maybe even better).
Zouk!