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 Post subject: how about a module that heals 10 HP every turn?
PostPosted: Thu Jun 13, 2013 6:13 am 
Second Lieutenant
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so, I was thinking

it might be an interesting tactical change instead of the old armor plates

also, how about integrating a system into some weapons so they reduce the enemies resistancies?

how about a cloak that can be worn instead of the shield which could hide your mech from the opponent?it could be either energy or heat based

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sat Jun 15, 2013 1:56 am 
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Not a bad Idea like a Shield in battledawn. This would module can be used once every time we play and this will bring more players.
Good, Nice and thanks a lot :)

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sat Jun 15, 2013 6:01 am 
Major
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I like the two first ideas, but not sure how the cloak would work?

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 6:03 am 
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I believe that the cloak would work under these guidelines:

- it could be activated similar to, but separate from the shield
- it would hide the user from the opponent, yet the user would still have to move from the spot where he cloaked or the opponent would know where he was.
- it would be easy to register where the cloak user was thanks to the weapons menu. thus, I propose that when your cloak is on, the opponent's weapons menu becomes entirely usable (provided that he still has heat, energy or ammo for it). here's the thing - the player would miss if he chooses the wrong weapon. if the enemy IS in the range of the chosen weapon, it hits.
- the drone disappears under the cloak
- the opponent's drone does not hit when one uses cloak
- if the cloaked player fires his own weapon, he is revealed entirely.
- no hook
- one use per match.

also, an interesting concept would be the previously mentioned missing. it would introduce the much needed fifth element into the game.

this will sound a little weird, but hear me out.

in traditional Chinese and Japanese beliefs, there are 5 elements of which the world is composed of. earth, water, wind, fire and emptiness. a similar concept exists in martial arts where stances and techniques are divided into variations according to the 5 elements model.

SM is a fighting game. if we compare its physical weapons to the ground element, energy weapons to water, heat weapons to fire, and teleport/charge/hook/drone to the wind, we see that what is missing is the empiness, or ku. so I propose a module that gives the user a chance that an opponent will miss a percentage of the time. in all RPGs we find this. SM is a strategy/RPG hybrid in my opinion, so it makes sense.

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 7:52 am 
Second Lieutenant
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Even though you explained your idea about the cloack, one thing that i don't get is: How it's beneficial to the player who uses cloak?
He can't fire any of his weapons without revealing himself to the opponent. Droid also don't work.

Let's say, you'll activate your cloak (spending your 1st action point) and you'll move your mech to another point (thus spending your last action point).
I can use this to cool down my mech since you probably won't fire anyways (unless you want to give up your location).
Or better yet, i'll use my Charge to find you and then i'll know for sure where you're hiding. Then i can hit you nicely thus deactivating your cloak. And now you've wasted your whole turn.

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 8:56 am 
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I did not think about the Charge. gosh :oops:

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 12:35 pm 
Second Lieutenant
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It's not only the Charge you forgot but the Teleport also.

For example, i can pick the teleport and scan entire battlefield with it's green ghost and the spot where i can't teleport is the spot where you're hiding.
While using "Teleport scan", i don't even need to teleport anywhere. I can just cancel the teleport option and hit you with 2 full blasts (providing that you're in range of 2 of my weapons).

So, in the end, i don't see the benefits of your cloak and your system has great flaws making it useless to use anyway.

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 3:06 pm 
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Good Idea Bro, Please add me on skype so we will able to discuss your opinions with you. SM needs a lot of updates :)

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 Post subject: Re: how about a module that heals 10 HP every turn?
PostPosted: Sun Jun 16, 2013 3:23 pm 
Second Lieutenant
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no skype sry.. pm maybe?

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