[SUGGESTION] Target Designator as a Tool for Dominator Suit

Both Maverick and Artemis have their own specialized tool.

Dominator has none.

To actually improve the sphere of combat it would be useful to equip Dominator Suit with a Target Designator device/tool.

How it would work?

Ground troops with a target designator can "illuminate" a ground target such as settlement AA defenses. It should be a sort of laser that may guide seekers missiles toward the target. To make it challenging ( so player cannot just go running around tagging everything and then watch the fireworks) target must be designated and kept targeted until missile hit, while allied troops defend the "designator"
 
I would expand the the HUD to mark all targets in view. (contact marker). I would also give the Dominator suit access to different EM vision modes, access to Dom Suit exclusive weapons, a lot more armor, the ability to lock targets, and the ability to upload marked targets to other Dom Suit wearing compadres, and grenade arc, drop area, and estimated aoe indicator.

I would add more, but I think suits in general should be re-worked to have modules like ships. Cuz it would be sick to have the option to kit the Dominator out like a tank, stealth, and assault. Ya know. Expand the roles through customization. The other suits as well, but we're talking about the Dom Suit so I'll leave it at that.
 

Deleted member 115407

D
I would add more, but I think suits in general should be re-worked to have modules like ships. Cuz it would be sick to have the option to kit the Dominator out like a tank, stealth, and assault. Ya know. Expand the roles through customization. The other suits as well, but we're talking about the Dom Suit so I'll leave it at that.
Don't the various engineer modules accomplish that in a sense?
 
Don't the various engineer modules accomplish that in a sense?
In a sense, yes. Engineer can remain relevant, but giving players the ability to select modules, especial optional modules, would make the suit the foundation of the RPG Paper Doll. These are just off the cuff but.., I was thinking of Shields being a module. They of course could have grades, but they also can offer better specific resistances and even stealth or an overload function the does an AOE around the player. Armor modules would allow for a player to simply be a tank. Scanner modules would allow for different scanning / targeting / vision options. Backpack / Jetpacks could offer better jump ranges, a dash, or offer the option to carry more consumables, and extra side arm. With weapons I would like that to be made modular so a player can customize how a weapon is kitted out per mission / situation. Maybe I need a silencer, a scope, a flash light, or a grip. Each would offer positives and negatives. Suits could also have degree of "pre-game" modifying.

Then throwing in Engineers would simply allow a player to further refine what a module does. Unfortunately this is only an aspect of on-foot gameplay so it would generally need to be reworked, as it is the new Engineers and Inventory design is pretty bad (even a regression) so there is also that. It would take a lot of doing, but in the end I think it would be worth it.
 
Yes, nice idea. I'd perhaps just make it generic ship targeting of lit targets. Ships can't target most skimmer sized objects or smaller except for specific circumstances. If someone could designate enemy soldiers and allow gimballed multicannons track them. That'd be pretty brutal BRRRRT.
 
The dominator's unique trick is the extra firepower and defensive capabilities, but i agree entirely with the designation idea
Maybe alternatively the designator should go to the long arm slot, and Dominator would still be more themed for this because it carries two of those slots.
 
In a sense, yes. Engineer can remain relevant, but giving players the ability to select modules, especial optional modules, would make the suit the foundation of the RPG Paper Doll. These are just off the cuff but.., I was thinking of Shields being a module. They of course could have grades, but they also can offer better specific resistances and even stealth or an overload function the does an AOE around the player. Armor modules would allow for a player to simply be a tank. Scanner modules would allow for different scanning / targeting / vision options. Backpack / Jetpacks could offer better jump ranges, a dash, or offer the option to carry more consumables, and extra side arm. With weapons I would like that to be made modular so a player can customize how a weapon is kitted out per mission / situation. Maybe I need a silencer, a scope, a flash light, or a grip. Each would offer positives and negatives. Suits could also have degree of "pre-game" modifying.

Then throwing in Engineers would simply allow a player to further refine what a module does. Unfortunately this is only an aspect of on-foot gameplay so it would generally need to be reworked, as it is the new Engineers and Inventory design is pretty bad (even a regression) so there is also that. It would take a lot of doing, but in the end I think it would be worth it.

i'm wondering.. if our suit had modules... where would we put that power regulator :unsure:.......:oops:.......

j/k :)
 
i'm wondering.. if our suit had modules... where would we put that power regulator :unsure:.......:oops:.......

j/k :)
Actually a "Suit Power Plant" or "Battery Module" could be used to balance out any possible O.P. builds. It could also offer the player longer battery life based on grade.

Great idea dude!!
 
Back
Top Bottom