FOnline: Reloaded
Development => Suggestions => Topic started by: DocAN on November 08, 2013, 11:50:16 am
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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.
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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"
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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 ."
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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.
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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%)
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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..."
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Terminator implant: -5%crit chance/-5%crit power
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Sheckley imaginator - 50% chance to double spawn items on random encounters
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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
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Sogabe i dont like your idea
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Sogabe are you aware why LK is so important in PvP?
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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
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Focus Optics - 5+ flat damage to all range weapons
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Cartilage Resilience Module
Lowers APs used to enter sneak mode by 2.
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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
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I'm changing tis right now, thanks for your opinion.
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steady fingers?
never fail to disarm a trap :P
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Adrenaline superconductor - +20% to animation speed (but AP recovery 7 sec)
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Heavy-duty biocapacitor - noncrippled leg or hand
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Mental bioradar - functional like sensor, but only 5 hex
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Stomping Power Attachment - All Crit bursts KD
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Cortex Bomb: Death causes explosion equal to plastic explosives in inventory.
The ideal party trick for every town control.
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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 ::)
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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
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Deathspay - A slight bit more Splash Damage from miniguns
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Sperber that would never slide
It was just a joke.
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Any info about implants from the devs coming?
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Such spam, much of shit wow so doge
+1 AP implant would be cool too
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Weapon interface:
Various additional perks to hightech weapon equipped.
Spinal neural link:
Various boni to PA wearer.
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+1 AP implant would be cool too
I agree
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Tactical movement:
+1 move point in tb
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Predator Optics - All charecters/Critters are Outlined red even when not pressing "A"
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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).
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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)
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Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.
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Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.
or
+60sneak
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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.
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I mentioned a limit of 1 implant per character.
I dont think by any mean 1 perk makes any character outstandingly "godly".
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285hp + life giver implant + 2x nemean Ooooh 375hp + stonewall... Ooooooh Sounds not godly + other implants?
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Erm for sure you can't take perk what you have already ;p
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So, is there any chance that we will see some new implants in game?
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Sure but first the existing ones must be accessible.
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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?
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Pretty easily is a matter of perception. I had to work hard to get my 4 implants.
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+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.
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+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
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+1 to a SPECIAL stat.
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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.