jeudi 22 mai 2014

Armor Suggestions

KF2 has some neat offensive intricacies coming with the reworked weapons, but how about some defensive intricacies?

I'll start us off with some of my ideas/suggestions. Feel free to vocally disagree with and critique them, but please judge them each individually.



---Still Invisible

KF enjoys a wide range of character skins, and covering them up with armor would cover up their charm. In KF2, armor should continue to only be seen in the HUDs/menus.



---Trader replaces damaged armor instead of repairing it

If you have damaged armor, either suffer through to the next trader time, or pay full price for brand new armor. KF1 was originally like this, and I hope it goes back to this for KF2. It added a fiscal/tactical decision; how wasteful are you willing to be with dosh in order to improve your own survival with diminishing returns? If you don't need that dosh, but your team does, do you share instead? It's much more strategic.



---Players Repair Armor
You could repair teammates armor, perhaps with the welder.

Lots of people suggested this for KF1, but lots of other people didn't like the idea because it could be OP or basically turn armor into a secondary health bar. But, there is a limitation that could balance it and keep it very distinct from health:

--You can only maintain it, not reconstruct it. You can repair it up to the next "increment". So for example, with a 20 increment, you can only repair from 79 up to 80, but you could repair from 81 up to 100.

--A new perk could have bonuses for repairing, along with other things, since it doesn't particularly fit with any KF1 perks. But let's not digress into discussing entire new perks in this thread, please, go here for that.



---Weight

Now that's a fresh start on balancing, I think armor should take up weight in your inventory and penalize your movement somewhat, giving you a bit of an offensive/defensive tactical decision to make.





---Armor Types

Different types of armor.

I'm thinking 3 tiers, and the middle tier has a few options.



--KF1 Armor just for comparison

-0% Fall/Siren damage reduction

-100% Bloat/World fire damage reduction

-99% Husk/Napalm fire damage reduction
-77% Other damage reduction

-100hp Durability

-0 Increment

-0 Weight

-300 Dosh

-70% Discount for Max Level Medic

-75% "Better" for Max Level Medic (so if 100 normal damage were applied, you'd take 11.5 damage and 38.5 armor degradation)

-0% Movement Penalty



--Light Armor

Cheap armor, low protection, lightweight.

-0% Fall/Siren damage reduction

-80% Husk/Napalm/Bloat/World fire damage reduction

-60% Other
damage reduction (so if you were subjected to 100 normal damage, you'd take 40hp damage and the armor would degrade 60 points)

-100hp Durability

-20 Increment

-1 Weight

-150 Dosh

-2% Movement Penalty



--Tactical Gear

All the pouches, holsters, sheaths, and slings you could ever want. Low protection.

-0% Fall/Siren damage reduction

-80% Husk/Napalm/Bloat/World fire damage reduction

-60% Other
damage reduction

-100hp Durability

-20 Increment

-0.5s Faster Mag Reloads

-0.2s Faster Cartridge Reloads

-0.5s Faster equipping and unequipping of items

-0.5s Faster Hand Grenades

-2 Weight

-400 Dosh

-25% Discount for Max Level Commando, Gunslinger, & ??Shotgunner/Crowd Controller??

-4% Movement Penalty



--Continuity Armor

Doesn't protect you much, but it can take a lot of abuse.

-0% Fall/Siren damage reduction

-80% Husk/Napalm/Bloat/World fire damage reduction

-50% "Better" for Napalm (so if 100 points of flamethrower self damage were applied, you'd take 10 damage and your armor would degrade 40 points)

-60% Other damage reduction

-240hp Durability

-40 Increment

-3 Weight

-400 Dosh

-25% Discount for Max Level Medic, Firebug, & Berzerker

-6% Movement Penalty



--Emergency Armor

Provides excellent general protection and some specialized protections, but quickly falls apart.

-40% Fall/Siren damage reduction

-80% Other damage reduction


-50% "Better" for Explosions (so if you took 100 explosive damage, you'd take 10 damage and 40 armor degradation)

-100hp Durability

-20 Increment

-3 Weight

-400 dosh

-25% Discount for Max Level Sharp, Demo, & ??Gunner??

-6% Movement Penalty



--Heavy Armor

Expensive armor, great general protection, cumbersome.

-0% Fall/Siren damage reduction
-8
0% Other Damage Reduction

-240hp Durability

-30 Increment

-5 Weight

-1000 Dosh

-20% Discount for Max Level ??Engineer/"True Support Specialist"??

-12% Movement Penalty




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