DRL > Requests For Features

Tech mods and armor, small change?

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Thexare:

--- Quote from: MaiZure on February 28, 2013, 02:28 ---I vote Nay to this - I think gameplay systems should be more simplified than they are now

--- End quote ---
How's this for a simple mix of ideas: Tech mods increase resistances already present, and "related" resistances -these would be grouped into Melee/Bullet/Shrapnel, and Fire/Plasma. Physical or Energy, basically, should be easy enough to remember. So on Blue or Red, you'd get a Fire and Plasma resistance boost, while Green would boost Melee, Bullet, and Shrapnel resistance.

The only time this formula wouldn't work is Onyx Armor, I'll let someone else figure out what to do there.

skarczew:

--- Quote from: Thexare on March 05, 2013, 21:20 ---How's this for a simple mix of ideas: Tech mods increase resistances already present, and "related" resistances -these would be grouped into Melee/Bullet/Shrapnel, and Fire/Plasma. Physical or Energy, basically, should be easy enough to remember. So on Blue or Red, you'd get a Fire and Plasma resistance boost, while Green would boost Melee, Bullet, and Shrapnel resistance.

The only time this formula wouldn't work is Onyx Armor, I'll let someone else figure out what to do there.

--- End quote ---
Blue - increase only plasma res (and protection)
Red - increase only fire res (and maybe protection)
Green - increase melee, bullet, shrapnel res and protection (needed, as it is pretty weak when compared to others)

This way even a green armor could be useful in a late game (and I hope Spidey will get SuperChaingun - with bullet-type damage - in future, like in the original Doom).

Deathwind:
Mind if I make another suggestion? Make T-mods decrease the rate armor takes damage?

AlterAsc:
Than it would be basically a duplicate of bulk mod - making armor last longer.

Nick:
...and Environment Suit should give you 100% Acid resistance, totally saving your armor and body from that howling goats for this short time it lasts :)

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