In my opinion, it should be the same, or similar for suits and weapons as it is for ships. In its current state, i think it is a bit messy and enforces too much constraints and makes suits not so much customizable.
Now I do realize this would be a long-term goal, and something that would not come immedietly. But at least i can try to put this to attention and see what the reaction for it is.
What I propose is not anything original, but I tried to translate it into the game mechanics as we currently have them in order to make suits and weapons more customizable, and to the CMRD liking. The way I imagine it is:
I. Suits:
1. You have different suits designed to excel at a certain field. Just like ships.
2. Each suit has different module layouts, that you can kind of A grade and customize them to your liking. All available for in game cash and at Pioneer supplies, just like for the ships.
Just an example:
Shield slot 3: Personal shield generator 3
Armor slot 3: Personal armor plates 3
Armor/Utility slot 2 : Personal armor plates 2/ Backpack 2
Utility slot 2: Jetpack 2
Utility slot 1: Life support 1
Utility slot 1: Night vision 1/Additional ammo pouches 1/Backpack 1/
etc.
3. Engineering stuff - when you are satisfied with your suit customization, you go to the engineers and tweak it, excatly as your ship, more to your liking. Stronger shields, stronger armor, better jetpack, etc
4. I think the devices being locked by the suit is not a good idea. I would like to carry an arc cutter with my dominator suit, although I would know i could gather less materials because my backpack cannot be as large as the Maverick suit one. But hey, maybe I am looking for specific materials and not gathering everything I find?
II. Weapons:
1. Weapons should have at least basic attachment slots, that can be bought at Pioneer Supplies without engineers.
All those would affect the weapon handling statistics. I think the grades for weapons should be scrapped. The dmg should be tweaked by adding maybe basic ammo types. For example AP rounds for kinetic better armor penetration, some kind of superheated plasma rounds that fire slower but have bigger punch and dmg shields and health BOTH in the same time.
2. Once you are satisfied, again with your weapon, you go to the engineers and tweak it. This is where the grade system can kick in, exactly in the same way as we have it in the modules for ships currently.
The weapon would be divided into parts that it is built from, and all of them can be given an upgrade + an experimental effect.
Examples:
3. Suit energy Im not sure about this one, but running around and having to constantly recharge batteries in 3300... it is strange. I mean, you can jump ly in seconds, refuel using stars, but you still need to remember about taking batteries to swap them out in the field. I think, suit energy should be connected to the life support module in your suit. The weakest lasting for 20min for example, and the strongest stock one to 60min + to this you can use the energy batteries to recharge the suits, when on a long on foot journey. Frankly speaking, full base going aggro, dedicated combat missions etc. are enough of a concern, there should be no need to worry why duracell suddenly has 20% energy left. And it also looks funny, when using the charge port while being under fire from 10 commandos.
Or the suit energy could auto regen slowly, once they get a shield back online for example. Just like the capacitors in the pips.
Not sure how to chew on this one frankly speaking.
As you can see the list goes on. This only shows how much potential there is in here. All in all i think the suit/guns mechanics should be reworked, but I think the idea I have given above would give a lot of options. It would simply give the CMDR the option to customize the suit to his/hers liking, and the feeling of things being forced on the CMDR would not be as severe.
This is at least how i see it and I do not claim that my ideas are perfect, but I do think it would give a lot more options for us, commanders. It is also a quite classic setup for most FPS out there, so nothing original, but it would get the job done.
What do you think?
Also, my idea is no ways perfect. If you have suggestions, ideas of your own, please also feel free to share them.
Thanks for reading through my spam.
Now I do realize this would be a long-term goal, and something that would not come immedietly. But at least i can try to put this to attention and see what the reaction for it is.
What I propose is not anything original, but I tried to translate it into the game mechanics as we currently have them in order to make suits and weapons more customizable, and to the CMRD liking. The way I imagine it is:
I. Suits:
1. You have different suits designed to excel at a certain field. Just like ships.
2. Each suit has different module layouts, that you can kind of A grade and customize them to your liking. All available for in game cash and at Pioneer supplies, just like for the ships.
Just an example:
- Combat suit - more slots for armor "modules" stronger shield, additional ammo pouches etc.
- Exploration suit - more slots for for exploration material gathering, better life support, better jetpack module slot etc.
- Maverick suit - bigger backpack, a module that enhances the arc cutter, making cutting faster etc.
Shield slot 3: Personal shield generator 3
Armor slot 3: Personal armor plates 3
Armor/Utility slot 2 : Personal armor plates 2/ Backpack 2
Utility slot 2: Jetpack 2
Utility slot 1: Life support 1
Utility slot 1: Night vision 1/Additional ammo pouches 1/Backpack 1/
etc.
3. Engineering stuff - when you are satisfied with your suit customization, you go to the engineers and tweak it, excatly as your ship, more to your liking. Stronger shields, stronger armor, better jetpack, etc
4. I think the devices being locked by the suit is not a good idea. I would like to carry an arc cutter with my dominator suit, although I would know i could gather less materials because my backpack cannot be as large as the Maverick suit one. But hey, maybe I am looking for specific materials and not gathering everything I find?
II. Weapons:
1. Weapons should have at least basic attachment slots, that can be bought at Pioneer Supplies without engineers.
- Foregrip slot (at least 2-3 types of foregrip)
- Scope slot (holo sight, 3.4x Acog style, long range scope, NV scope)
- Extended magazine
- Silencers
- Laser sights
All those would affect the weapon handling statistics. I think the grades for weapons should be scrapped. The dmg should be tweaked by adding maybe basic ammo types. For example AP rounds for kinetic better armor penetration, some kind of superheated plasma rounds that fire slower but have bigger punch and dmg shields and health BOTH in the same time.
2. Once you are satisfied, again with your weapon, you go to the engineers and tweak it. This is where the grade system can kick in, exactly in the same way as we have it in the modules for ships currently.
The weapon would be divided into parts that it is built from, and all of them can be given an upgrade + an experimental effect.
Examples:
- Gun barrel grade 1 (with an effect that the projectiles fly for example faster and an experimental effect that due to some coils etc. the kinetic bullets do a bit more shield dmg)
- Battery/ammo chamber grade 2 (effect that enchances plasma damage for example or distrupts shield regeneration. Dunno maybe some damage over time?)
- Butt stock grade 3 (further improving handling and making ADS more stable)
3. Suit energy Im not sure about this one, but running around and having to constantly recharge batteries in 3300... it is strange. I mean, you can jump ly in seconds, refuel using stars, but you still need to remember about taking batteries to swap them out in the field. I think, suit energy should be connected to the life support module in your suit. The weakest lasting for 20min for example, and the strongest stock one to 60min + to this you can use the energy batteries to recharge the suits, when on a long on foot journey. Frankly speaking, full base going aggro, dedicated combat missions etc. are enough of a concern, there should be no need to worry why duracell suddenly has 20% energy left. And it also looks funny, when using the charge port while being under fire from 10 commandos.
Or the suit energy could auto regen slowly, once they get a shield back online for example. Just like the capacitors in the pips.
Not sure how to chew on this one frankly speaking.
As you can see the list goes on. This only shows how much potential there is in here. All in all i think the suit/guns mechanics should be reworked, but I think the idea I have given above would give a lot of options. It would simply give the CMDR the option to customize the suit to his/hers liking, and the feeling of things being forced on the CMDR would not be as severe.
This is at least how i see it and I do not claim that my ideas are perfect, but I do think it would give a lot more options for us, commanders. It is also a quite classic setup for most FPS out there, so nothing original, but it would get the job done.
What do you think?
Also, my idea is no ways perfect. If you have suggestions, ideas of your own, please also feel free to share them.
Thanks for reading through my spam.
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