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 Post subject: Re: General brainstorming
PostPosted: Fri Jul 17, 2015 6:56 pm 
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BIG HYPE IDEA POST, PANIC ROOM EDITION.

Anyway, bunch of us were chatting in the IRC and thought that, hey, red alert and all that junk won't work as well here! So, instead, we thought these were some good ideas;

Change Red Alert to Martial Law.
Remove the visual cues, like the giant red alert message.
Replace them with more subtle, but interactive visual cues such as red emergency lights, and shutters on the windows going down.
Make access to critical locations more secure, or even shut down in some circumstances.
Replace the current audio cue with an air raid siren, such as https://www.youtube.com/watch?v=rIos0ya-yss
Maybe add a short audio (robovoice or similar) and text announcement, saying something along the lines of "Yonaguni is now under a state of SolGov issued martial law. Please comply with all orders made by SolGov officials, thank you.

This, in theory, should add to the atmosphere of the game, allowing for a better experience. Martial Law is essentially Red Alert, but the Gov't faction can do a little bit more.
It should be activated by a certain official, perhaps with approval by another (Corporate Contact Officer, Colony Liason, Marshal, etc.) and be done so by activating a siren, clicking a button, or just re-using a keycard method. The approval by another official is done so the gov't doesn't get extra powers to further their own goals, but it should also be able to be overridden in the case of a major emergency. Feel free to add critique and or suggestions.

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Tanner Redding; High school dropout turned career soldier.
Evelyn Hall; German Sub Pilot.


Last edited by Finalsong on Mon Jul 27, 2015 11:21 am, edited 1 time in total.

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 Post subject: Re: General brainstorming
PostPosted: Sun Jul 19, 2015 7:36 pm 
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That sounds workable, sure.

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 Post subject: Re: General brainstorming
PostPosted: Mon Jul 27, 2015 1:22 pm 
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BIG HYPE IDEA POST, GUNS AND GUN OPERATORS EDITION.

Basically, this is the second part of my big hype idea post series, this one being dedicated to new jobs and guns.

First off, Guns.

WWT-550 - Essentially a waterproofed WT-550, often called the "WET-550" by SolGov soldiers. However, due to either poor design or limitations in constructing the gun, they cannot be reloaded underwater. Doing so will result in a malfunction that renders it useless.

NT. Mk58 - As their description on Bay implies, the NanoTrasen Mark Fifty Eight is a mass-produced and very common pistol. And despite being relatively new in terms of being produced, they've already been adopted by multiple police and military forces, including the SolGov Colonial Navy as a standard sidearm. Basically, they're probably going to be the gov't's main gun.

Shotgun - This one doesn't have a name lorewise, but for ease of being easy to identify, we'll call it the pump-action shotgun. This one is the one with wooden furniture and four round capacity. Popular with police and other groups, it's a relatively common sight for gov't forces to have.

SR-48 Survival Rifle. - Not in the game yet, the SR-48 is a smaller waterproof rifle, designed for use by ancient pilots and similar roles. Fires .22 LR rounds, but certain models can fire the larger 5.56 rounds, it is an uncommon sight, with some models finding their way into the Colonial Armoury.

R-11 Rifle - Obviously not in the game yet, this rifle is designed to be the ultimate in aquatic combat, while still effective on land, in space, or in an undersea colony. Has two firing modes, one energy, one ballistic. While it doesn't fire real, dedicated rounds, it instead propels large spheres, similar to musket shot, using both a complicated electro-magnetic mechanism built into the rifle, as well as high intensity energy beams. This is most useful underwater, as the shot is capable of going up to twenty five meters away from the original firing position without losing velocity. The energy rounds are far less complicated, similar in use and design to lasers. Typically used in-atmosphere or when the user wants to conserve ammo. Incredibly uncommon, and typically only used by SolGov Colonial Infantry. (Basically a DS/ERT Gun. Pew pew.)

Zip Guns! - Sprited by Skowron (I think) these makeshift firearms, while cheap and abundant, are highly unreliable and use smaller calibers of ammunition. Comes in pistol and rifle form, excellent for the rebelling engineer.

More guns coming soon.

Now for the Jobs/Special Roles!

Navy Technician - Essentially a mix of a janitor and an engineer, these military technicians work to ensure the government dome remains stable. Could be an alt title of Petty Officer, could be a unique job.
Submarine Mechanic - A more specialized role, designed to keep the submarines running at optimal condition. Could be an alt title of Navy Technician or Petty Officer, or it could be a science alt title or job.


SolGov Colonial Infantry. - Essentially a mix of an ERT and a DS (Or HAP Team), it could be something admin specific or just something sent when help is requested. Equipped with combat RIGs and a variety of weaponry, they're sent when the elite™ gendarmerie forces on Europa fail to stop whatever threat has attacked the colony, or when SolGov discovers the greatest threat to all mankind is lurking in those murky waters. If they fail their mission, they are also equipped with a beacon designed to point out the location of the colony for a nearby SolGov colonial ship to bombard it with nukes. This beacon takes some time to work, and the squad needs to defend it during this time. (Also, only adminsent squads are equipped with these.)

Armour as well, for the hell of it!

Helmets/Body Armour - Designed for use with the petty officers and marshal, the CH-15 Helmet is an effective design, painted a light blue and a four-pointed star denotes this helmet is SolGov Colonial property. Accompanied by a stab-resistant kevlar plate carrier, these can typically keep the wearer safe from impacts and energy projectiles. Not so much bullets. Basically just the current Baystation security armour and a new helmet.

Gov't Pressure Suit - Mainly issued to submarine pilots and petty officers heading out of the colony, these bulky suits are plated with additional ceramic plates, giving them moderate protection from impacts. Someone may have sprited this as well.

Colonial Infantry RIGS. - Designed to withstand both pressure extremes as well as potential damage caused by combat, these light RIGS are effective against a variety of threats. Basically the Baystation combat RIG or Asset Protection RIG.

---LATER EDITS.---

B-2 Laser Pistol. - Also known as the Retro Laser, this model was the successor to the unwieldy and inefficient A-Series, which required an external power pack and additional training to use. The B-2 is an exceptionally easy to use and maintain weapon, despite it's relatively low capacity and stopping power. Issued to Cavalry regiments and Navy crews with SolGov until the development of more modern laser and energy weaponry. Still remains on Europa as a popular weapon for pirates, smugglers, and the Navy forces on the planet.

RTBDU. - Also known as the Tactical Jumpsuit, the Reinforced Tactical Battle Dress Uniform was, and still is, a standard battle dress uniform for most modern Human militaries. Reinforced with Kevlar, it can absorb light damage from impact and and projectiles. (Current armor values are 10 brute, 5 bullet, 5 laser.) A rare sight outside of emergencies on Europa, a few surplus uniforms are given to the forces on Europa, as well as them being the average uniform for SolGov Colonial Infantrymen.

Improvised Armor. - A common sight amongst smugglers, pirates, and long-destroyed militias on Europa, these improvised suits of armor are designed with what little the colonists had at hand. Metal sheets, a sturdy jumpsuit, and a few pounds of duct tape and other little bits, they'll certainly soften a blow or if you're lucky, a bullet sent your way. Highly encumbering and easily broken, you should only use them in situations required by them.

RTCA. - Also known as the Tactical Armor, the reinforced tactical composite armor is a medium set of armor, composed of a bullet and impact resistant helmet, vest, and knee pads. Commonly used by Special Weapons and Tactics teams, as well as gendarmerie and military police squads. A few sets are found on Europa, remnants of the early days of the colonization, battered, but still effective.

_________________
Probably Character List!

Tanner Redding; High school dropout turned career soldier.
Evelyn Hall; German Sub Pilot.


Last edited by Finalsong on Wed Aug 19, 2015 7:54 pm, edited 1 time in total.

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 Post subject: Re: General brainstorming
PostPosted: Mon Jul 27, 2015 1:32 pm 
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Finalsong, really enjoy all that you wrote. My main thing, though, is that I wish for the SolGov Marines to only be an admin-sent thing. Simply put, they should basically be like HAP right now. Ready to destroy the colony if need be, sent for when things get really bad on the colony.

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(Possible) Character list:
Natalie Valiant, Europan Native.


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 Post subject: Re: General brainstorming
PostPosted: Wed Aug 19, 2015 7:54 pm 
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post updated weeee

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Probably Character List!

Tanner Redding; High school dropout turned career soldier.
Evelyn Hall; German Sub Pilot.


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 Post subject: Re: General brainstorming
PostPosted: Sun Dec 20, 2015 7:03 pm 
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Reworking this post. Was poorly worded.

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Probably Character List!

Tanner Redding; High school dropout turned career soldier.
Evelyn Hall; German Sub Pilot.


Last edited by Finalsong on Sun Apr 03, 2016 5:57 pm, edited 1 time in total.

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 Post subject: Re: General brainstorming
PostPosted: Sun Dec 20, 2015 7:08 pm 
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Location: Australia
:+1:

I'm working on antag implementation now, keep 'em coming.

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 Post subject: Re: General brainstorming
PostPosted: Mon Dec 21, 2015 4:28 am 
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I can't find it anymore, but there was a suggestion a while ago of a nuclear powered exosuit. I thought you could probably expand on it by allowing the player to select whether it's an AI controlled suit, or a human controlled suit. The objective I guess could be searching for a new power source as the one in the suit is running low. How they go about it (i.e. brute force, diplomacy, barter, etc) would be up to the player.

Call it "The Wanderer" perhaps?


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 Post subject: Re: General brainstorming : Probably a terrible idea.
PostPosted: Wed Dec 30, 2015 6:11 am 
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Location: Australia ,Europa, Just above hell, ES13
BIG GAME-CHANGING IDEA HERE
IMPLEMENT AT POSSIBLY TERRIBLE RISK
I AM PROBABLY DUMB


*You do not recognize random people. You will recognize SOME people in your department atleast and your department head.
*To recognize random people, they have to say their name in speaking radius of you. (may use some work; possible other way to recognize is a command saying "Allow Recognition" which would allow a menu to allow certain people to recognize you.)
*People you do not recognize will have their flavour text displayed when examined instead of their name. (MAKING FLAVOUR TEXT ACTUALLY IMPORTANT!!1@!11)

Some other things should be here but I forgot so w/e

feel free to tell me my ideas are dumb and I should feel dumb.


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 Post subject: Re: General brainstorming
PostPosted: Wed Dec 30, 2015 8:02 am 
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The escape shuttle should be replaced by a mass driver loaded with an evacuation capsule (the ten minute delay is to prep the gun, then there is a three minute gap for people to load into the capsule). No, I haven't played SOMA recently, why do you ask?

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