New Armor Method
Posted 19 February 2006 - 04:36 AM
If this were applied to X-Com:
You could equip night-vision goggles to the head while still getting the benefits of personal armor on the torso, or equip a psi-dampening helmet to boost psi strength instead of the regular powersuit helmet which filters smoke.
Someone meantioned a belt that would reduce the weight of stuff on it in another thread...
Gloves that let you knock out Mutons, or let you climb up walls. Boots that let you walk on water. The possibilites are endless...
You could even mix-and-match armor types resistant to differant things to help protect you from differant attack types.
Posted 19 February 2006 - 10:38 AM
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]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY
I hate spider solitaire...
Posted 19 February 2006 - 01:47 PM
-Land Warrior - The US Army will have Land Warrior in field use by 2009, although working prototypes exist now. I imagine rather than T-shirts, XCORPS would probably use advanced infantry armour such as this. Land Warrior has integrated night vision and electronic battlefield management. It would not be a far stretch to integrate Motion Sensors into such armour.
Also, night vision goggles are pretty small these days. Army troops simply flip them down from their helmets, sacrificing nothing.
- Personal Armour - I always found it strange that you could not integrate Night Vision and Motion Sensors into personal armour. Also, considering the abiltieis of Alien Alloys, why isn't hte face covered. I am sure that AA can be made to breathe pretty easily or even act like a gas filter.
Anyway, maybe instead of paper-doll items it would be acceptable to have 'armour kits'. These are variations of the things you talked about, but integrated to make sense. For example you could have a Abduction Kit that features stun extenders on the forearm(feeds into a personal armour or above power source), Thermoptics, and net throwers. However even this system could get unweidly and annoying with 20 + soldiers.
Posted 20 March 2006 - 11:59 AM
Posted 20 March 2006 - 03:59 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging
Posted 21 March 2006 - 08:33 PM
Posted 30 April 2007 - 12:21 PM
E.g. we can have recon group in light armor and assault group in heavy.
There's also distinction between main armor and reinforcing add-ons (well, always were ).
And if equipment damage will be accounted (e.g. Celatid crapped off some armor), piecemeal armor approach would be important even if pieces of different armor suits are incompatible at all. As Stilgar said - «Where are the spares? Are we a troop together or a band of savages?»
It's "unwieldy" only as long as player have to set it individually and/or there's too much automation (like total auto-rearming in X-Com 1). Just the same as with building queues in complex strategy games.
With equipment templates, we can define something like - "recon 1" equipment set is: light armor, recon light helmet, light titanium insert, flexible trauma insert, camouflage suit, (insert some weapons here)... "assault 1" is: heavy armor, heavy helmet, medium steel insert, flexible trauma insert, ... "heavy 1" is: heavy armor, heavy helmet, heavy ceramic insert, steel trauma insert...
Then just select template, and soldier is equipped.
Winter mission ? Drag&drop heat suit and white camouflage cloak here and there. Or add single "climate" template to all templates and adjust it as needed. But no "paper-dolling" on individual soldiers is ever necessary. If X-Com operatives are troop together, they must have some standards in equipment, right ?
IMO, set of locations should be body's property and used everywhere - available for called shots, used for critical damage registration and subsets covered with armor pieces.
For humanoids i'd propose location set not quite Fallout-like: head (with eyes), arm (with hand), leg (with foot), upper torso + abdomen.
Wanted it both in X-Com and Fallout:Tactics.
As regards to nightvision, tactical communicators, etc - while such things can be too small to occupy body slot exclusively, attaching item to armor piece / body location allows to define when it can be damaged and when cannot. Just as flashlight (or grenade) in pocket.
Posted 30 April 2007 - 02:34 PM
I use marsec helmets in Apoc to tell who is or is not a mutant.
I usually have them closer to the back anyhow with a sniper
But Yeah, if you can equip differant pieces, but BUY them as a set. I think THAT would be the best solution.
Perhaps we could do it like in Fable, where they have a SUIT button, and then they have all the seperate parts of the outfit.
I still think they should have made a chain helmet in fable >.>..
Eight Ball: For the love of God, would you stop jiggling me! How can I predict the future when I'm about to throw up?!