Engineer combat deployables and storage.

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Siserith Vassada
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Engineer combat deployables and storage.

Post by Siserith Vassada » 06 Jul 2015, 03:07

Summary (a quick, 2-3 sentence summary): Multiple combat deployables such as turrets. wire. various pecies of cover and towers. aswell as expanded backpacks for engineers and other deployables.

Benefits (How this will benefit the server and game as a whole): it will add a new layer to gameplay aswell as helping out the marines a bit due to the fact they tend to get quickly slaughtered and overrun

Details (Description of how you think this would work, the benefits, etc): Engineering backpacks. a backpack for the engineers that has two to three times the storage space but you may only place defense deployables and parts such as batteries, metal, glass, grenades, etc but no guns knives or sidearms.

Ammo vest. just a vest that you attach to your uniform where you can put up to four or six clips of ammo or grenades.

Barbed wire. comes in coils that can be placed between two points each coil can cover four tiles. mildley damages anyone that attempts to climb over it. aliens can destroy it by attacking it but it mildley damages them. you can climb over it by clicking on it with grab intent but it will severely hurt you hands arms and legs.

Insulated chainmail gloves. gloves that allow the wearer the dismantle barbed wire without hurting themselves as well as preforming as a normal insulated gloves.

Deployable cover. Small medium large. light medium heavy. all three of these will be capable of stopping all projectiles from one side while allowing them to be fired from the other. each verson scales up in health depending weather it is a light medium or heavy. small medium or large. these barriers also prevent anyone from passing over. and will take a few hits for the aliens to destroy they can be melted by projectile and deployable acid. heavier and larger walls will require multiple parts to construct

Deployable towers. towers that can be manned providing a light boost to the surrounding aerial aswell as a place to shoot from. they can have a machine gun mounted on them.

HMG's heavy deployable machine guns that have four parts. the tripod mount. the shield. the gun. and the ammo. to be mounted in that order. provides a high damage corridor firing weapon with a small cone of fire.

Drills. these will be located around the new ground map and the marines can find the parts scattered about and asseble them. these drills will move along a linear like from where they are created and drill through the rock around the alien hive location.

Armour plates. these can be added to light walls to increase their health pool and change them from light. to medium. to heavy walls.

Sandbags. deployable cover that has a chance to block projectiles coming from the exterior side it can be climbed over by anyone. barbed wire can be added to harm anyone that attempts to climb them.

Satchels. bombs that can be attached to a trigger sensor or timer. if anyone stands directly on them when they explode they will be gibbed. and high damage will be dealt to the nearby aeria. can be used to blow holes through rock and walls

Deployable fences. can be deployed by placing down chain link. halts movement but can be easilly destoroyed or climbed over. can be upgraded to an electric fence that damages anyone that attempts to break it or climb it.. can also attach barbed wire for added damage and health pool of the fence.

Re addition of the spitter and corroder with added abilities capable of quickley destroying these peices of cover.

Three vendors on the dropships one for ammo. one for deployables. and one for medical kit.



Implementation (Optional, if you have an idea how to implement it):

dont really know how to seperate this. see above.

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Cyclus
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Re: Engineer combat deployables and storage.

Post by Cyclus » 06 Jul 2015, 12:15

+1

I love the sandbag and barbed wire idea, but the dev team won't love it.

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Pillow
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Re: Engineer combat deployables and storage.

Post by Pillow » 07 Jul 2015, 22:13

THIS SOUNDS AWESOME until you think of balance, so meh. Unless it is balanced well then there would be serious problems
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UnknownMurder
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Re: Engineer combat deployables and storage.

Post by UnknownMurder » 07 Jul 2015, 23:42

I believe this was already planned and spoken out. See Tri-pod sentry.
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Butterrobber202
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Re: Engineer combat deployables and storage.

Post by Butterrobber202 » 08 Jul 2015, 09:10

I'd be fine with this if resin Heath was buffed

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TopHatPenguin
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Re: Engineer combat deployables and storage.

Post by TopHatPenguin » 08 Jul 2015, 09:16

Butterrobber202 wrote:I'd be fine with this if resin Heath was buffed
Fairly sure for the alpha.. resin structures should be buffed.. (New idea: Couldn't we have it so resin walls are like normal walls in deconstructing ? not gonna lie this came to me while eating a crumpet so.. eh.. probably not the best idea in the world.)
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Siserith Vassada
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Re: Engineer combat deployables and storage.

Post by Siserith Vassada » 08 Jul 2015, 14:51

hmmm considering it only takes like six hits with a knife to destroy a resin wall... they should be buffed. a 15 second or somthing timer for it would be cool

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Siserith Vassada
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Re: Engineer combat deployables and storage.

Post by Siserith Vassada » 17 Jul 2015, 18:37

a turret was brought up and designed but, most of this is new to my knowledge.

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Re: Engineer combat deployables and storage.

Post by Lostmixup » 17 Jul 2015, 19:03

It sounds interesting, but may encourage marines to be a bit too defensive. It sounds pretty cool though.
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