Earlydawn
2004.08.27, 0506
Just some stuff I have scribbled down on looseleaf here that I brainstormed while talking design with xx7xx on PSU-IRC.
Empire-Specific ANTs
Note: Don't currently have names. I'm open to suggestions. Anything I like and select will be added and the namer given credit
TR: Two man ANT, driver and a roof-mounted 15mm for self defense.
Visual Style of a regular ANT, with a 15mm turret on the roof. Gunner sits behind driver, slightly elevated. Has doors, which pop open and upwards, kinda like the upper part of one of the Deliverer's middle doors.
NC: One man ANT with shield. Impenetrable by vehicle weapons. Still vulerable to small-arms fire. Burns NTU fuel (see Hayoo's NTU concept) at a very fast rate. (Note that the NTU fuel, like all ANTs, is not required o keep the ANT functional. It's just fuel for the shield.) This stacks with AMP station shields.
Visual Style is a flatter, more angular but otherwise regular ANT.
VS: One man ANT that hovers. Very useful for bypassing chokepoints.
Visual Style of a regular ANT, with the bottom removed and replaced with a Thresher-esq hoverbase.
All Empire-Specific ANTs hold 60% of the NTUs the Common-Pool ANT can, to keep it useful.
New ANT Abilities
A- Allow the ANT to project a recharge field to fill vehicle shields in the field. Uses NTUs.
B- Shield bubble. Those who've seen Episode 1 understand this. Basically, a large field, somewhat similar to a force dome, that is permiable by infantry but not by vehicles or ammo of any kind. 2-3x the size of the AMS bubble. Shield causes a slow but steady drain of NTUs. Ammunition only drains the shield faster in very large ammounts, Flails can take one down in a couple of hits.
C- Everybody's favorite... ANT BOMB! When inside, the driver can trigger a timer by hitting a specific key to begin a detonation sequence. A high pitched whuring begins and in a user-specified amount of time, the ANT explodes. More NTUs means a bigger blast. The ANT can also be armed to explode when destroyed. Jammers can be used to delay, or in large numbers, deactivate the sequence.
These abilities would be avaliable to both the common-pool ANT, and the Empire specific ANTs.
AT Crystal Grenades
The Concept: Filling up "Stasis Canisters", made possible by our new understanding of Ancient-Tech matter editation and graviton mechanics techs, to suspend billions of the tiny cavern crystal shards for burst-disbursal. Procuring any of these requires Core Combat and an equipment mod. All canisters operate at the same rate as their full-sized cavern crystals. The fields they create are colored approperately to their patron crystals.
Health Canister: Advanced Medics gain the ability to procure these. When detonated, the canister sends out several shards (almost like "mini-grenades"), creating a healing area of about six feet for ten seconds. Grenades are the same size as our current grenades.
Armor Canister: Engineers can procure armor grenades. These canisters disburse shards with an identical duration and radius as the healing canister, only repairing body armor. This includes MAXes.
Ammo Canister: Advanced Hackers gain the ability to procure canisters. The radius and duration are the same as the other two canisters. It recharges AT weaponry at the same rate the crystal (yellow) does. It also rejuices any partially expended AT ammo boxes. Weapons in a player's backpack are also recharged. It does not have to be in a holster.
Empire-Specific ANTs
Note: Don't currently have names. I'm open to suggestions. Anything I like and select will be added and the namer given credit
TR: Two man ANT, driver and a roof-mounted 15mm for self defense.
Visual Style of a regular ANT, with a 15mm turret on the roof. Gunner sits behind driver, slightly elevated. Has doors, which pop open and upwards, kinda like the upper part of one of the Deliverer's middle doors.
NC: One man ANT with shield. Impenetrable by vehicle weapons. Still vulerable to small-arms fire. Burns NTU fuel (see Hayoo's NTU concept) at a very fast rate. (Note that the NTU fuel, like all ANTs, is not required o keep the ANT functional. It's just fuel for the shield.) This stacks with AMP station shields.
Visual Style is a flatter, more angular but otherwise regular ANT.
VS: One man ANT that hovers. Very useful for bypassing chokepoints.
Visual Style of a regular ANT, with the bottom removed and replaced with a Thresher-esq hoverbase.
All Empire-Specific ANTs hold 60% of the NTUs the Common-Pool ANT can, to keep it useful.
New ANT Abilities
A- Allow the ANT to project a recharge field to fill vehicle shields in the field. Uses NTUs.
B- Shield bubble. Those who've seen Episode 1 understand this. Basically, a large field, somewhat similar to a force dome, that is permiable by infantry but not by vehicles or ammo of any kind. 2-3x the size of the AMS bubble. Shield causes a slow but steady drain of NTUs. Ammunition only drains the shield faster in very large ammounts, Flails can take one down in a couple of hits.
C- Everybody's favorite... ANT BOMB! When inside, the driver can trigger a timer by hitting a specific key to begin a detonation sequence. A high pitched whuring begins and in a user-specified amount of time, the ANT explodes. More NTUs means a bigger blast. The ANT can also be armed to explode when destroyed. Jammers can be used to delay, or in large numbers, deactivate the sequence.
These abilities would be avaliable to both the common-pool ANT, and the Empire specific ANTs.
AT Crystal Grenades
The Concept: Filling up "Stasis Canisters", made possible by our new understanding of Ancient-Tech matter editation and graviton mechanics techs, to suspend billions of the tiny cavern crystal shards for burst-disbursal. Procuring any of these requires Core Combat and an equipment mod. All canisters operate at the same rate as their full-sized cavern crystals. The fields they create are colored approperately to their patron crystals.
Health Canister: Advanced Medics gain the ability to procure these. When detonated, the canister sends out several shards (almost like "mini-grenades"), creating a healing area of about six feet for ten seconds. Grenades are the same size as our current grenades.
Armor Canister: Engineers can procure armor grenades. These canisters disburse shards with an identical duration and radius as the healing canister, only repairing body armor. This includes MAXes.
Ammo Canister: Advanced Hackers gain the ability to procure canisters. The radius and duration are the same as the other two canisters. It recharges AT weaponry at the same rate the crystal (yellow) does. It also rejuices any partially expended AT ammo boxes. Weapons in a player's backpack are also recharged. It does not have to be in a holster.