Inventory Idea

Armageddon

Teapot
This is my idea for a simple inventory system.

For this idea to work the game needs destroyable satellite dishes & The UI that was shown durring the first legions overlive cast, the one with weapon selections etc, Repair Core & Map edits to place repair cores at the base and to place the dishes, optional effect for armor changes maybe a small flash of some sort to hide the change idk.

The idea is as long as the satellite dishes are in working order the inventory uplink is active and you can access the inventory screen within 20m of the satellite by pressing "I" for example. When a dish is knocked out you cannot access the inventory UI until it is repaired.

On match start you would use the warm up time to select a load out minus items like deployables, mines, nades or anything that could be considered an extra item.

This idea adds some depth to legions without forcing everyone to visit a station and slowing the game down.

Quick idea, feel free to reject or build upon.
 

SeymourGore

Flatulent Cherub
Why do so many people want to make this game exactly like Tribes?

Not sure if you're implying that Arma's suggesting the same system from Tribes or just making an off topic remark. Anyhow, Arma's inventory/spawn idea has very little in common with the Tribes inventory/spawn system, and would play much faster.

Alright, after reading Bugs' post and some of the other suggestions from the forums, here's Seymour's idea on a Spawn/Inventory station system:

Spawn Configuration: The player spawns with their chosen armour type, weapons (full ammunition), hand grenade type (with max grenades), and a weaker version of the energy Core-types (stream and burst, respectively).

Loadout/Inventory Screen: Can be accessed at anytime, appears automatically at the beginning of a match, and allows players to choose their spawn equipment and also allows players to save 'loadouts' (which can be chosen from this screen or via hotkey).

Inventory Station: By coming within the radius of an Inventory station, the player will automatically equip their Core type and chosen secondary items (portable inventory station, deployable turret, self-regenerating repair bot, etc). Inventory stations cannot be destroyed.

"Generator": Powers all the base assets. Self regenerates health at a slow speed, so concentrated fire will need to be applied to destroy the generator. Once the generator's health reaches zero, it is destroyed, and the teams inventory stations will be offline. While offline, the player would be unable to access the inventory stations.

To repair the generator, a player will need to stand within its radius (perhaps there could be a glowing energy circle placed beside the generator to indicate where the player is to stand). At this point, the player will automatically begin to repair the generator (no need for a repair Core or anything) and once the generator reaches 25% health, the inventory stations come back online and the generators self regenerating aspect returns (which, alongside the player repairing the asset, increases the self generating rate). Additionally, if more players (up to 3) are near the generator, they'll also be assigned as 'repairing' the generator, so the repair will be even faster.

Munitions Cache: This structure, when destroyed, lowers the respawn ammunition to 75% of their full value, and decreases the hand grenades equipped at spawn to 1 grenade. Does not have self regenerating capabilities as the generator, but will automatically be repaired if a player is near (ala generator repair).

What I like about the above system is that it maintains Legions initial game speed; Creates importance to inventory stations (by means of equipping a full strength or different Core type and secondary items); Adds a secondary objective that's helpful to protect, but not game breaking if you fail to protect it (Munitions cache).

The reasoning to make the inventory stations invulnerable is to help reduce 'weapon spamming' the stations and also allowing map makers a more open design in their inventory placements. I figure the munitions cache and generator will likely be placed in a indoor or less open environment and help defense focus where and what they should be protecting.

The reasoning for the 'gimped' version of the Energy Core at spawn (instead of just removing it) is to give Sent's some mobility (say if they spawn in a less than ideal location) and to help lessen the 'front OD cap' spam. The gimped energy core would for the stream version is: short duration and minimal knockback effect. The burst version would be: shorter duration and minimal knockback effect.

The reasoning behind the 'auto-repair gun' aspect of the generator and munitions cache is simplify the permanent base asset process and to make recovery from a 'base rape' less frustrating. I still would like to see a 'repair core or gun or what have you', but with its primary use being to repair other players and repairing deployed assets (deployable ammo stations, turrets, etc) but not focused to repair more permanent structures (generators, munitions cache, etc).
 

Armageddon

Teapot
Why do so many people want to make this game exactly like Tribes?
This idea has nothing to do with tribes.

how many multiplayer fps games do u know that has an inventory
Every game that allows you to customize your character. Even if the game has no station most still have a screen to allow you to customize your load outs. I would consider that an inventory of sorts and thats what im suggesting.
 

w00tyou

Member
Why do so many people want to make this game exactly like Tribes?
Be *dancing* happy you don't have *dancing* tribes ski-ing or you would be crying and never play legions.
When a dish is knocked out you cannot access the inventory UI until it is repaired.
I think this could be very bad or very good depending on how good your SaH is to defend it.
50/50 on this imo, but i like it.
 

Libra

Member
i like the idea it would definitely spice game play up making it more enjoyable, Seymour = genius
 

Fixious

Test Lead
I'd say 90-95% of what Seymour suggested was in Tribes, either base or mods like Anni. So if you dislike the notion of Legions becoming Tribes, but like Seymour's suggestions, I laugh in your general direction.
 

Royalty

The Aussie
Why do so many people want to make this game exactly like Tribes?
I'm not saying that the game shouldn't incorporate some aspects of Tribes. It's just that many people want this game to become exactly like Tribes.

People who want this game to become exactly like Tribes should, just go play Tribes. :D
 

SeymourGore

Flatulent Cherub
I'd say 90-95% of what Seymour suggested was in Tribes, either base or mods like Anni. So if you dislike the notion of Legions becoming Tribes, but like Seymour's suggestions, I laugh in your general direction.

Yar, true enough. A lot of these ideas originated from the Tribes series (and from what I've read from fellow posters here). Tweaked and simplified to better suit a faster pace of game, mind you. Seymour still believes there is a inventory/spawn system that both sides of the community would enjoy: a marriage between Legions current brisk pace and a strategic element to allow more variance in gameplay.
 

Royalty

The Aussie
Yar, true enough. A lot of these ideas originated from the Tribes series (and from what I've read from fellow posters here). Tweaked and simplified to better suit a faster pace of game, mind you. Seymour still believes there is a inventory/spawn system that both sides of the community would enjoy: a marriage between Legions current brisk pace and a strategic element to allow more variance in gameplay.
Why do I like everything Seymour says? Just sounds right I guess.
 
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