#Add Chassis Passives

8 messages · Page 1 of 1 (latest)

warm ingot
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I think as of right now, many chassis are mostly only being looked at for what weight/energy capacity they have which tends to leave many unused or forgotten. I feel like by adding a passive to chassis players can start to think of more unique way to building robots as opposed to just running the same Purifier/Cyclops/Raven setups all the time.

Here are a couple of example:

Fenrir Legs: Bloodhunt
Robot modules you put into a critical state allow you to have a temporary move speed when approaching them for a few seconds

Pursuer Legs: Parkour
Allows you to perform an angled wall run maneuver, doing so costs fuel during its usage

Scorpion: Scurry
Dashes you make to the side are much faster and snappy (think Volta dash), but it has an increased fuel usage compared to regular dashes

Cyclops: Tenacity
When one of your legs break, the robot goes on a limping state where it prevents the robot from immediate death, but it has 10 seconds before the robot proceeds to destruct (or the other modules go to zero as well)

echo mesa
tender kelp
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I personally love the idea of the chassis having passive abilities, not something overly broken, just a cool little thing, like weapons reload faster, or you take less damage to your shields, not completely broken abilities, but interesting enough that you could make some cool builds with different parts and pilots

marsh wharf
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Thats genuinly a great idea. I‘m all up for the concept.

rancid vigil
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Not a bad idea but would be hard to balance

#

Maybe phantom legs could increase speed when a core gear activates like frontliner

tender kelp
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That's why I suggested they just be minor buffs, nothing major but like the Lancelot would provide a defense buff, Fenrir could give you more damage or reload speed whenever you take damage, that sort of thing

lusty zephyr
# rancid vigil Not a bad idea but would be hard to balance

My thoughts exactly. I like the concept, but could definitely see this being quite the can of worms when it comes to balancing. A given weapon may easily become "overpowered" or "underpowered" just due to being able / unable to fit onto certain chassis that provide exceptional synergy, despite the weapons otherwise being balanced in a vacuum. It's cool and I like the concept, but it definitely raises the balance / design complexity a good amount for the devs. Considering they already seen to be struggling a bit on that front as-is, I'm not sure they could pull it off without causing problems.