Idea for Suit/Personal weapon rework

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:
  • 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.
Just an from top of the head example of a Dominator suit module layout. Where 1 is the smallest and 3 the biggest:

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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Like your idea, I’m thinking about the power armor used by the Martian marines in The Expanse. This would also better reflect the high prices of weapons and suits relative to ships and could also introduce the reasoning needed to bring CMDR to regular npc time to kill down, given that normal npc’s would use much cheaper armor. PvP TTK would stay a bit higher because both sides wear the expensive suits.
 
Like your idea, I’m thinking about the power armor used by the Martian marines in The Expanse. This would also better reflect the high prices of weapons and suits relative to ships and could also introduce the reasoning needed to bring CMDR to regular npc time to kill down, given that normal npc’s would use much cheaper armor. PvP TTK would stay a bit higher because both sides wear the expensive suits.

Yep, that is exactly the idea behind it. It would hopefully also rebalance things, so that you do not have spend ages on eliminating a less experienced NPC, but the more elite and better equipped soldiers would give you a harder time. Something simmilar like doing BH in RES sites, where you need to think twice about engaging a Elite Federal Corvette.
You basically have to juggle weapons on the move, while doing on foot combat. I understand this for ships, but for on foot combat I find it a bit strange.

Reason why I mention it, is also that we already have such mechanics in place concerning ships. So it would "only" require to be translated to on foot equipment.

And about the Power Armor thing from The Expanse. Its a funny thing you mention it, becasue when i was writing about the suit energy levels, i have recalled scenes with Bobby Draper running out of energy heh. So a good one from your side.
 
Or the suit energy could auto regen slowly

Solar powered mod, recharge energy during the "day" time ;)


Like your idea, I’m thinking about the power armor used by the Martian marines in The Expanse. This would also better reflect the high prices of weapons and suits relative to ships and could also introduce the reasoning needed to bring CMDR to regular npc time to kill down, given that normal npc’s would use much cheaper armor. PvP TTK would stay a bit higher because both sides wear the expensive suits.

Power armour would be pretty cool. I'm thinking like a Juggernaut class, bulkier and slower but tankier. Imagine seeing a group of "grunts" in cheap tier armour and their captain in this power armour behind them. Take care of the grunts while the heavy gunner in your squad takes out the captain's shields.

Or an Elite squad with power armour and prismatics. You know you're in trouble without a plan, or backup.


I'd like to see suit builds that could be based around no shields or bi-weave equivalent too. Maybe a sniper "class" with a lightweight or even no shield, for extra mobility. Maybe having a shield lights you up as a target more - similar to how the heat of your ship makes you a bigger target.

And then no-shield builds too. Maybe a scavenger squad is getting by with scraps and they end up with more armour, but no shields. Maybe like one shield between them. So you are required to use kinetic and explosives to more easily get rid of these guys, versus a heavy tech shield squad where you want a laser.

Just stuff to keep variation in combat. Right now everyone has 1 Kinetic, 1 Laser, or a Plasma weapon. And everyone has a "standard" shield. What happened to all the build diversity we had in ships. Why couldn't all that be translated down to suits.
 
Solar powered mod, recharge energy during the "day" time ;)

Dude, that is genius. Simple and to the point.

Power armour would be pretty cool. I'm thinking like a Juggernaut class, bulkier and slower but tankier. Imagine seeing a group of "grunts" in cheap tier armour and their captain in this power armour behind them. Take care of the grunts while the heavy gunner in your squad takes out the captain's shields.

Or an Elite squad with power armour and prismatics. You know you're in trouble without a plan, or backup.

That would be great. I think additional combat armors will come anyway, but I would love to see a light combat suit, more recon/sniper oriented. The dominator can be considered a medium combat suit i think. And something heavy like a powered armor, for assault operations. And truth is, if they add Thargoid infested installations, i would probably not leave without a power armor, while visiting those.

I'd like to see suit builds that could be based around no shields or bi-weave equivalent too. Maybe a sniper "class" with a lightweight or even no shield, for extra mobility. Maybe having a shield lights you up as a target more - similar to how the heat of your ship makes you a bigger target.

And then no-shield builds too. Maybe a scavenger squad is getting by with scraps and they end up with more armour, but no shields. Maybe like one shield between them. So you are required to use kinetic and explosives to more easily get rid of these guys, versus a heavy tech shield squad where you want a laser.

Exactly. That is why I think like in the OP, FD should do the same stuff to suits. Make them modular, with modules available at Pioneer Supplies the same way you buy modules to your ship.

It would allow for great flexibility in building and making your armor more personal. The you-know-your-gear attitude. It would allow to customize the armor/weapon for the job you like doing most. All of them would have their pros and cons, and some would be more suited for a job than the other. An example in the form of a ship is the Viper MK IV. Designed as a heavy fighter, but can also be outfitted to perform a multipurpose combat oriented role. When you do not need the multipurpose aspect, and just want to kill stuff, you swap out the modules and go full gung-ho mode, blowing up stuff.

I honestly hope FD would consider reworking the suit/weapon mechanics more to the liking that we know already from the ships. It would really make a difference.
 

I had posted something similar yesterday around build and loadout diversity, brought on by thinking about why every enemy has a shield, and how to counter having to weapon swap every kill.

It really does feel like there could have been so much more with the suit system, when you compare to ship builds and combat.

At least they've got the cosmetics side of things down (big Arx costs aside), being able to piece together your armour based on what you want is really nice.

Maybe instead of each suit having their predefined tools you could just "pick 2 or 3". Then add new tools too, like a defibrilator for a "medic" role in squad play
Then just make the suits something like Artemis for "Light armour", Maverick for "Medium" and Dominator for "Heavy" or something.

Along with different shields (Biweave, Normal, Prismatic) and weapons with different mods (Corrosive shell, thermals, all that we have with ship weapon engineering)

Applying these rules to both players and enemies could produce some really interesting scenarios. "High tech" shield squads with comparatively weak armour. Bi weaves that can recharge very fast when in cover, prismatics to just soak up a load of damage. Armour based enemies, deep plated guys that can resist explosives, angled armour that can reduce kinetic damage by ricocheting, emulating the equivalent of hull tanks. Scavs in scrapped and salvaged armour.
 

This is my idea for weapons atm. I really don't like the switching mechanic.

As far as suits go, I like the idea. I would prefer it if the SRV and Suits had the same Module Scheme as the ships. That way we have a chance to change things around based on our goals in the game.

Also my idea for tools.
 
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I had posted something similar yesterday around build and loadout diversity, brought on by thinking about why every enemy has a shield, and how to counter having to weapon swap every kill.

It really does feel like there could have been so much more with the suit system, when you compare to ship builds and combat.

At least they've got the cosmetics side of things down (big Arx costs aside), being able to piece together your armour based on what you want is really nice.

Maybe instead of each suit having their predefined tools you could just "pick 2 or 3". Then add new tools too, like a defibrilator for a "medic" role in squad play
Then just make the suits something like Artemis for "Light armour", Maverick for "Medium" and Dominator for "Heavy" or something.

Along with different shields (Biweave, Normal, Prismatic) and weapons with different mods (Corrosive shell, thermals, all that we have with ship weapon engineering)

Applying these rules to both players and enemies could produce some really interesting scenarios. "High tech" shield squads with comparatively weak armour. Bi weaves that can recharge very fast when in cover, prismatics to just soak up a load of damage. Armour based enemies, deep plated guys that can resist explosives, angled armour that can reduce kinetic damage by ricocheting, emulating the equivalent of hull tanks. Scavs in scrapped and salvaged armour.

This is my idea for weapons atm. I really don't like the switching mechanic.

As far as suits go, I like the idea. I would prefer it if the SRV and Suits had the same Module Scheme as the ships. That way we have a chance to change things around based on our goals in the game.

Also my idea for tools.

Yep, those are all valid points in my opinion.

The weapon swapping aspect is also quite tiresome for me. Thats why I use plasma weapons. The do a decent job, but in my opinion they should damage both shields and health. And still, I even have to swap between the plasma rifle, the plasma pistol, and the plasma sniper rifle.

I think plasma based weapons should be more versitile, because well... they are plasma. The dmg should be a bit bigger, and the projectile speed a just a bit faster. This is the main downside (which is kind of a good thing) that you really have to lead your targets. It just needs a little more kick.
 
I was thinking about Suit Batteries.

First I think the suits should just be like ships and have modules. If they had "Power Plants" or "Suit Batteries" that had grades that would be awesome. Then each suit would have an optional module for a "Recharger Unit". It could work in 2 ways. If the player is in sunlight and when the player moves. Movement maintains a charge under basic use. So shields or overload or anything that would consume charge will drain the battery, but as long as the player is moving "regularly" the battery maintains is last level of charge. The Solar Charger refills the battery quickly. If the player is in sunlight the Solar Charger will refill the suit's battery. The solar charge does not works when the suit is not under load, so again shields off and pauses charge if the player uses tools or items that drain the battery.

Having different grades of batteries would increase the amount of charge held, how fast it consumes charge, and how fast it recharges. If a module scheme was implemented battery quality would also help balance out what the player can equip. I would just simply make a straight line from E to A either. Each grade would offer strengths and weakness in the three mentioned traits.

It keeps energy packs relevant, which if there is a "cargo / backpack" module on suits the number of consumables a player can carry could be increased. It plays into both prep and management gameplay, but it doesn't just block the player outright. There is always a way out. A player could be down to 1% charge, but if they just keep running or walking to their SRV, ship, or charge station they won't drain the battery to zero.

Idk, it's a thought.
 
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