FOnline: Reloaded

Development => Suggestions => Topic started by: DocAN on November 08, 2013, 11:50:16 am

Title: New Implants details
Post by: DocAN on November 08, 2013, 11:50:16 am
Im i thinking abuot new implants:

+ 3 Healing Rate

and

+ 3% Crit chance

and

+ 4 HtH DMG

Post Your suggestions about names, descriptions and some graphics if You made any.
Title: Re: New Implants details
Post by: kill n die on November 08, 2013, 01:37:21 pm
1. Doesn't all the implants looks same?
2. Healing rate is kinda useless to be honest...

Names:
For HTH: "Adrenaline Regulator"
For crit: "Penetration Impact"
Title: Re: New Implants details
Post by: Kirkor on November 08, 2013, 01:51:37 pm
1. Doesn't all the implants looks same?
DocAN probably meant graphics for the Character Screen



Healing Rate:
Medical Nanobot Docking Station Module

"This module is in fact a small docking station for nanorobots circulating in your body system, monitoring your health state and applying adequate treatement."

Note: I think it should also give small resists to radiation and poison




Crit Chance:
Advanced Visual Targeting System

"This module is implanted into eyeballs of a person. Person who has this system sees a small HUD, that shows target's vital areas and weak spots ."

Title: Re: New Implants details
Post by: Sperber on November 08, 2013, 02:14:42 pm
Internal Hydraulics
"These implanted hydraulic pumps let you hit as hard as a gorilla and look like one too."
Adds +5 damage and a light knockback effect to your close combat attacks. CHA -1.

Internal Gyro System
"Implanted titanium gears make sure you never have to let go of your gun again."
 Same as Iron Grip perk.

They can't be used together and require at least 8 ST.
Both could lower your carry weight by 20, because they're heavy.
Title: Re: New Implants details
Post by: Strike on November 08, 2013, 05:31:54 pm
Maybe little more buff and more of new ones?
Lvl1/Lvl2

Support

-> +5/10 Armor Class
-> +1 Action Point
-> +10/20% Carryweight
-> +1/2 Sequence
-> +5 Healing Rate

Combat

-> +7 Melee Damage
-> +5% Critical Chance

Skills

Can't go over skill cap!

-> Random +% to any skill (between +1-50%)
Title: Re: New Implants details
Post by: Dillinger on November 23, 2013, 09:48:17 am
Cerebral motivator   +5 to sequense
High-frequency zionistor  + 75 party points (not bigger then 300)

standart animation, in description to all implants add "...produce by Office of Science and Industry in New California Republic..."
Title: Re: New Implants details
Post by: jacky on November 23, 2013, 10:43:31 am
Terminator implant: -5%crit chance/-5%crit power
Title: Re: New Implants details
Post by: Dillinger on November 23, 2013, 10:59:44 am
Sheckley imaginator   - 50% chance to double spawn items on random encounters
Title: Re: New Implants details
Post by: sogabe on November 23, 2013, 11:18:00 am
Quantum Neuro-enhancer: +10 skill points gain per level (but IN not effected)

Night vision implant: Vision increased by 3hex. PE not effected, can be combined with sharpshooter. Does not affect vision
loss at night time.

Lifeblood reservoir implant: When not wearing any armor and you take any damage that would kill you, you are down to 1hp instead of dying. 20real life minutes cooldown.


if crit chance is implemented, I feel that LUCK+1 becomes pretty worthless..but I like all the ideas here, such as HtH + damage and crit chance -5% and all that  ;D

Title: Re: New Implants details
Post by: jacky on November 23, 2013, 12:36:37 pm
Sogabe i dont like your idea
Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 01:06:05 pm
Sogabe are you aware why LK is so important in PvP?
Title: Re: New Implants details
Post by: Alvarez on November 23, 2013, 02:21:45 pm
Kinetic motivator.
Adds momentum to your swing and assist with lifting heavy weights with a moving counterweight mounted on your lower arm.
-1 AP when mining ore.
+5 damage with Sledgehammer.


Galvanospasmator.
The electrical current in your arm muscles make your grip on the weapon firm and steady. That sure is a good tradeback for the horrible pain, isn't it?
+Accurate
+Iron Grip
-1AP
-2HP

Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 02:31:56 pm
Focus Optics - 5+ flat damage to all range weapons
Title: Re: New Implants details
Post by: Uftak on November 23, 2013, 03:17:04 pm
Cartilage Resilience Module
Lowers APs used to enter sneak mode by 2.
Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 03:26:06 pm
Cartilage Resilience Module
Lowers APs used to enter sneak mode by 3.

Better if -1 or -2 ap's but not 3. it would be used to troll to much
Title: Re: New Implants details
Post by: Uftak on November 23, 2013, 03:27:17 pm
I'm changing tis right now, thanks for your opinion.
Title: Re: New Implants details
Post by: S.T.A.L.K.E.R on November 23, 2013, 03:35:17 pm
steady fingers?

never fail to disarm a trap :P
Title: Re: New Implants details
Post by: Dillinger on November 23, 2013, 04:13:18 pm
Adrenaline superconductor  - +20% to animation speed (but AP recovery 7 sec)
Title: Re: New Implants details
Post by: Dillinger on November 23, 2013, 04:16:15 pm
Heavy-duty biocapacitor - noncrippled leg or hand
Title: Re: New Implants details
Post by: Dillinger on November 23, 2013, 04:18:22 pm
Mental bioradar - functional like sensor, but only 5 hex
Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 05:01:45 pm
Stomping Power Attachment - All Crit bursts KD
Title: Re: New Implants details
Post by: Sperber on November 23, 2013, 05:11:14 pm
Cortex Bomb: Death causes explosion equal to plastic explosives in inventory.

The ideal party trick for every town control.
Title: Re: New Implants details
Post by: Uftak on November 23, 2013, 05:13:36 pm
Cortex Bomb: Death causes explosion equal to plastic explosives in inventory.

The ideal party trick for every town control.
It would be best troll-perk possible  ::)
Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 05:16:51 pm
Sperber that would never slide
A more realistic one would be
spontaneous Combustion - 3% chance for enemys to blow up as death animation
But it wouldnt fit in this game
Title: Re: New Implants details
Post by: KestreL on November 23, 2013, 05:18:55 pm
Deathspay - A slight bit more Splash Damage from miniguns
Title: Re: New Implants details
Post by: Sperber on November 23, 2013, 05:31:49 pm
Sperber that would never slide

It was just a joke.
Title: Re: New Implants details
Post by: Strike on November 23, 2013, 06:20:47 pm
Any info about implants from the devs coming?
Title: Re: New Implants details
Post by: Perteks on November 23, 2013, 06:23:23 pm
Such spam, much of shit wow so doge

+1 AP implant would be cool too
Title: Re: New Implants details
Post by: Alvarez on November 23, 2013, 08:01:11 pm
Weapon interface:
Various additional perks to hightech weapon equipped.

Spinal neural link:
Various boni to PA wearer.
Title: Re: New Implants details
Post by: KestreL on November 24, 2013, 05:23:51 am
+1 AP implant would be cool too

I agree
Title: Re: New Implants details
Post by: jacky on November 24, 2013, 09:18:33 am
Tactical movement:
+1 move point in tb
Title: Re: New Implants details
Post by: KestreL on November 24, 2013, 09:49:13 am
Predator Optics - All charecters/Critters are Outlined red even when not pressing "A"
Title: Re: New Implants details
Post by: sogabe on November 24, 2013, 10:21:21 am
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.

For example:

Stonewall Implants, Lifegiver Implants, etc

In order for the bonus to take place, you must meet all the prerequisite (such as LV requirements, skill requirements), or perk is disabled until you reach the skills or the LV.

If these implants were to become not super-hard to obtain, it might create a diverse and interesting trading environment for the community, since there will be so many different kind of implants now (same as # of perks).
Title: Re: New Implants details
Post by: Strike on November 24, 2013, 10:22:55 am
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.
Maybe be added ingame http://forum.fonline-reloaded.net/index.php?topic=2637.0 (http://forum.fonline-reloaded.net/index.php?topic=2637.0)
Title: Re: New Implants details
Post by: 3.14 on November 24, 2013, 01:43:16 pm
Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.
Title: Re: New Implants details
Post by: jacky on November 24, 2013, 01:48:59 pm
Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.

or
+60sneak
Title: Re: New Implants details
Post by: KestreL on November 24, 2013, 01:53:31 pm
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.

For example:

Stonewall Implants, Lifegiver Implants, etc

In order for the bonus to take place, you must meet all the prerequisite (such as LV requirements, skill requirements), or perk is disabled until you reach the skills or the LV.

If these implants were to become not super-hard to obtain, it might create a diverse and interesting trading environment for the community, since there will be so many different kind of implants now (same as # of perks).

This is not some sort of magical Mage & wizzard stuff man. Keep it realistic. I mean really, Stonewall Implant? did you notice how all current implants are body related? and that all evolves around a suit of armor that shields you can gives you atributes. But not a wall of Old perks brought back.

Implants should be small but give curtain charecters a speical feel. like Flat damage, 1+ ap, crit bursts always do KD, things like this are small but still give curtain charecters a sense of being Unique and differnt. Lets not make this a grinding fest where everyone should grind to have what makes one person a god becuase he has stonewall implant + Life giver implants.
Title: Re: New Implants details
Post by: sogabe on November 24, 2013, 05:33:36 pm
I mentioned a limit of 1 implant per character.
I dont think by any mean 1 perk makes any character outstandingly "godly".
Title: Re: New Implants details
Post by: KestreL on November 24, 2013, 05:56:20 pm
285hp + life giver implant + 2x nemean Ooooh 375hp + stonewall... Ooooooh Sounds not godly + other implants?
 
Title: Re: New Implants details
Post by: Perteks on November 24, 2013, 06:35:20 pm
Erm for sure you can't take perk what you have already ;p
Title: Re: New Implants details
Post by: Elmehdi on January 05, 2014, 07:00:58 pm
So, is there any chance that we will see some new implants in game?
Title: Re: New Implants details
Post by: Kilgore on January 05, 2014, 07:05:57 pm
Sure but first the existing ones must be accessible.
Title: Re: New Implants details
Post by: Strike on March 09, 2014, 12:11:36 pm
Quote
Sure but first the existing ones must be accessible.
I think we can access to those implants already pretty easily, maybe we could soon see some new ones?
Title: Re: New Implants details
Post by: Barneys on March 09, 2014, 03:18:59 pm
Pretty easily is a matter of perception. I had to work hard to get my 4 implants.
Title: Re: New Implants details
Post by: Troll on March 19, 2014, 02:31:19 pm
Quote
+5% Critical Chance

Completely overpowered for critbursters, u can reach 35 crit chance (wich mean 26-34 crit chance on armored target) without finesse malus and a good crafted weapon. With a crit minigun build like mine, i think i can score 200 damage on a pvp char. Bad idee.

Even +3% is too much, makes luck implant shity.

A -10 or 20% crit power/chance mod on armors would be more balanced and usefull for aimed attacks, while not fucked up on unarmored npc target.
Title: Re: New Implants details
Post by: pusitega on March 23, 2014, 10:24:01 pm
Quote
+5% Critical Chance

Completely overpowered for critbursters, u can reach 35 crit chance (wich mean 26-34 crit chance on armored target) without finesse malus and a good crafted weapon. With a crit minigun build like mine, i think i can score 200 damage on a pvp char. Bad idee.

Even +3% is too much, makes luck implant shity.

A -10 or 20% crit power/chance mod on armors would be more balanced and usefull for aimed attacks, while not fucked up on unarmored npc target.

Better +10 on crit roll and -20 on crit chance

i am for sure +10 close combat dmg cuse i think colse combat is underpower
Title: Re: New Implants details
Post by: Chosen One on March 23, 2014, 10:34:56 pm
+1 to a SPECIAL stat.
Title: Re: New Implants details
Post by: Corax on April 06, 2014, 09:25:14 am
Musk generator - wild animals don't attack you in the random encounters unless you attack first, +1 slot for brahmin/dog/molerat, -1 for human followers

Heavy-duty biocapacitor - noncrippled leg or hand
Maybe just decreased chance to be cripled

Mental bioradar - functional like sensor, but only 5 hex
5 hex is almost nothing so maybe 10?


Healing Rate:
Medical Nanobot Docking Station Module

"This module is in fact a small docking station for nanorobots circulating in your body system, monitoring your health state and applying adequate treatement."


Crit Chance:
Advanced Visual Targeting System

"This module is implanted into eyeballs of a person. Person who has this system sees a small HUD, that shows target's vital areas and weak spots ."

Cerebral motivator   +5 to sequense
High-frequency zionistor  + 75 party points (not bigger then 300)
75 is too big bonus, 40-50 maybe?

Gamma protector - add x to radiation resistance (30?)
Liver stimulator - add x to poison resistance (30?)

Gamma reductor - reduce radiation in time
Like many things invented by Russian Scientists that shouldn't even work. But it do and clear your body from radiation.


Weight Absorber - +x to carry weight(20%?)

Route Extrapolator (aka Google Maps) - faster traveling on World Map


Paramedic hand stabilizer - +20-30 healed HP , less chance of failure when using FA or Doc
Medic nerve reductor - decresed cooldown for FA and Doc

Subdermal adrenaline capacitor or Adrenaline Booster - +1AP
That small module collecting adrenaline when you are sleeping and release it when you are fighting. Propably side effects: heart attack, dead.

Minimalized comunicator module - radio in head(distress signal allowed)
You have very small radio in the head. Beware of strange noises.

Internal Tesla Generator - unnarmed attack are more effective against robots (EMP feature:))
Your body generate more elektricity and focus it in your limbs but it would be better if you don't touch computers any more or hide in bunker during the storms.

Leadership generator - +2 more followers on World Map
First not working version of Mind Control Module. It should make mind of people weaker but unfortunatelly it gives owner better ability to control crowds. Don't ask why. Noones know.