Topic: Tactical Combat
Just did some brainstorming earlier on things that would make combat more interesting, both in PVP and PVE. I like it when tactics and skill can overcome brute numbers.
- Make movement drain accumulator. Highways have special 'effects'. Possibly lower accumulator drain / possibly higher. Give haulers and possibly arckhes bonuses to fit their 'move stuff' role. This wouldn't be as annoying as you might think when outside of combat. It'd be a consideration but completely manageable. In terms of combat it would add a ton of strategic possibilities.
- Add friendly fire.
- Turn ECM into an AOE thing, a lot like EMP in the real world. You set it off and it has a chance to jam everybody within radius. Exponentially decaying the further out. Add an item that can focus ECM into a direction so it's not a perfect circle but more oval shaped.
- Add a penalty to turn radius based on robot size. Light bots should be able to literally run circles around heavy mechs. Slow and strong vs fast and weak.
- Add temporary / deployable land mines and energy fences. Land mines harm the bots, energy fences demobilize and force shields to lower. These can be PVP only. I can see it being OP for NPC spawns.
- Add environmental AOE heat damage. In particular heat generated from multiple bots in a concentrated area firing together or being fired upon. Give 'thermal damage' some real meaning. Bringing thermal lasers into a fight can have some unique effects.
- Fleet teleport beacons. 1 time use, the entire squad physically present in the radius of the beacon teleports together.
- Jet pack 'item' or module. Vertically scale terrain. Adds heat. Disables all active modules jumping and has a cooldown after landing before modules can be used again.
- Make deployable walls block missiles when you're hiding behind them? I just don't like how missiles can find you anywhere and have a long range.