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I love this mod!! Pairing my Spartan-II, my Jedi Knight and my Asari Commando together in RPGO is one of the most amazing things you and the modding community allow me to do.
May I suggest an alteration to the Spartan-II's class icon?
StarJoe created this one https://imgur.com/QyyEnBE
I did this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1730346380
I hope these images are in line of what you're going for; lore-friendly, and has the XCOM-esque class icon :3
v/r
not really sure how well it would work, but I'm imagining the class would gain perks and regen health and ammo from attacks. something like gain critical chance based on enemies seen, gain health for doing melee/ranged attacks, greatly increased weapon damage from proximity to target, so you always try to get them right up into enemies faces.
survival bonuses would be given for ripping and tearing and being in cover causes some debuff, like increased aim against the unit. cannot enter concealment, doesn't get shields, maybe some perk that makes it so fatigue doesn't effect them. double damage against panicked enemies.
just throwing some ideas around, thinking the spartan could just be dressed up in the praetor armor, but even a spartan has to retreat every once in a while and though not specifically a stealthier class does get a lot of mileage out of gorilla tactics.
I think it could be interesting to create a new class : the Paratrooper. The main idea would be that these soldiers are "ordinary" soldiers (commando type, versatile and strong, but no special abilities such as psionics....) and would have the possibility, but only once per mission, to teleport anywhere on the battlefield. The idea is to drop them behind ennemies in order to bring confusion and chaos where Advent dos not expect them.
Ideally, the player would initially keep them idle and waiting in a quiet spot until the "drop" is confirmed and executed.
I think there would be a possible problem if they are dropped too close from the location of the mission objectives. Ideally, it should require more than at least one blue move for them to reach the objective location. I have no idea whether this can be achieved but I believe it is important in order for missions not to be too easily completed. Maybe the "drops" could be limited to one of the four corners of the map, that could be a solution. The player would just have to choose a drop zone between the four corners.
The drop, in order to be realistic, could take two turns. During one turn, the drop zone is selected. At the beginning of the second turn, the paratrooper(s) is or are dropped.
I assume there would be no point having more than one or two paratroopers in a squad.
I suggest that they have to "light", so the weapons should be light as well. Assault rifles or Shotguns as a primary, and a sword as secondary.
To complement previous message, I think the "teleport" perk could be used as a basis, with a very high cooldown limit in order that it is available only once. I have no idea on how to restrict the drop area to one of the four corners of the map.
When it comes to abilities and perks, I think that the soldiers could go through the following initial path for soldier development :
- PPT (Paratrooper Physical training) : adds 3 mobility, 5 defense and 10 dodge ?
- PFS (Paratrooper Firing School) : adds 5 aim and +10 crit chance ?
- PHI (Paratrooper Harness Improvement) : Adds one ammo slot and 1 free grenade ?
- PIP (Paratrooper Iron Pumper) : removes mobility penalty for heavy weapons
Etc... I still have to think about it.