Home » MODDING HQ 1.13 » v1.13 Feature Requests » Wearable exoskeleton - Boost to carry capacity, nerf to APs
Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328637] Wed, 27 November 2013 20:48 Go to next message
K0ukku

 
Messages:190
Registered:December 2009
Hey gals and guys,

While I was browsing this hugely interesting http://www.englishrussia.com site, I stumbled upon an interesting article/story about a russian made exoskeleton, which provides the operator to carry 70-100kg of equipment with ease. A load of 60 kilograms will feel like 10 kilograms.

Here's the article:
http://englishrussia.com/2013/11/24/new-russian-exoskeletons/#more-133970

For JA2, this could be somehow mergable with the torso armor for example, and give boost to carry capacity (50-100%) and then give a small nerf to movement to make it somewhat fair.

-Hookster

[Updated on: Wed, 27 November 2013 21:16] by Moderator

Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328638] Wed, 27 November 2013 21:03 Go to previous messageGo to next message
Gambigobilla

 
Messages:705
Registered:July 2008
In fact flugente coded one for his WH40K mod, but it's not included in the development branch probably for the sake of realism or balance or just flugente's choice.
Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328639] Wed, 27 November 2013 21:12 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
According to Flugente's philosophy "optional feature - one does not have to use it" this would IMO fit the Sci-fi setting.

[Updated on: Wed, 27 November 2013 21:17] by Moderator

Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328640] Wed, 27 November 2013 21:15 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
To be fair, I do not see why the hell merc would be *better* with shitloads of equipment. You just need good skills and a good weapon, that's about it. Unless you want to make a rpg tank or support low STR character. I think this would greatly help some old grandpas with STR problems. Think about the elderly!

So with this logic this should not be out-of-balance, and it seems somewhat realistic - should be enough for JA2 Wink

[Updated on: Wed, 27 November 2013 21:22] by Moderator

Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328643] Wed, 27 November 2013 21:22 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
Arulco is a friggin' backyard conflict. I will only add power armour to the trunk once it is widely used in current third-world conflicts. Because I say so. You can develop your own system (and make that optional and off by default), but I don't want this in the trunk.


Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328645] Wed, 27 November 2013 21:24 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Backyard conflict with state-of-the-art assault rifles, NV gear and other toys.

Of course it is your choice, but I think there's a lot of sci-fi stuff alreadyin the game, so I do not see why this would make such a big difference.

And to clarify, it is not a power armor. Armor is something which gives you protection: this just adds more muscles.

[Updated on: Wed, 27 November 2013 21:26] by Moderator

Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328647] Wed, 27 November 2013 21:29 Go to previous messageGo to next message
Flugente

 
Messages:3540
Registered:April 2009
Location: Germany
K0ukku
Backyard conflict with state-of-the-art assault rifles, NV gear and other toys.

Of course it is your choice, but I think there's a lot of sci-fi stuff alreadyin the game, so I do not see why this would make such a big difference.
Personally I'd rather not have all that new current era crap. I see why people added that, but don't expect me to add stuff I really don't want Wink

As far as difference goes... this would make the STR stat useless, as it would be used on every merc. If you add AP penalties, people will simply use it to carry a metric ton of gear and drop this suit once they enter combat. At that point, they will also ask for a hotkey to auto-unequip/equip it, just like combat packs.


Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328649] Wed, 27 November 2013 21:34 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Sure it can be abused like many other features in the game. You can counter the possible problems by 1) making it more difficult to equip/unequip (say takes 10-12h by a mechanic to install) 2) jack the price up 3) somewhat big coolness value.

Anyways, this is just an idea. I would probably not use it so much, so in the end I don't care. This just popped in my mind, because I recall some of the new mercs have low str values.

[Updated on: Wed, 27 November 2013 21:36] by Moderator

Re: Wearable exoskeleton - Boost to carry capacity, nerf to APs[message #328650] Wed, 27 November 2013 21:39 Go to previous message
Gambigobilla

 
Messages:705
Registered:July 2008
My opinion on this if a feature is balanced and not batshit crazy it should be included (probably with sci-fi tag) considering we have rocket rifles, healing chems, AET ammo and aliens.
Previous Topic: Random item for enemy
Next Topic: Reinforcement options
Goto Forum:
  


Current Time: Sat Dec 05 02:16:06 EET 2020

Total time taken to generate the page: 0.01560 seconds