Mechs/Power Suits

I think the world of cataclysm would believably have some kind of mechs/power suits/exoskeletons. Basically they would range from mobility assistance for people who have lost limbs (an alternative to just growing them back/prosthetics/CBMs) to full-on military-grade battle armour.

How it would fit into current gameplay:

Now obviously this would have to be some rare, high-end stuff. No picking up a few bits of metal and chucking Metal Gear together. On the other hand I think it’s a great idea to allow mechanical-focussed players to really bloom in the late game.

As it stands players will develop their combat skills as a matter of necessity - every player will have some kind of weapon specialism by the early game, or they’ll be dead.

The mid-late game tends to hinge on finding a variety of good, well-supplied weapons to make city combat a formality, or on upgrading your actual character via mutations, CBMs, or a good enough vehicle to make combat optional. Each of these paths is obviously very diverse and interesting, but ultimately there’s only three or four viable routes for taking on the late game. I think the addition of mechs would really change the end-game up, giving a whole new avenue for taking it on.

Possible implementations:

There are two options, which would be very different in effect.

  1. Make mechs a kind of vehicle, but with slightly different movement based on legs or caterpillar tracks. They would be built in the same way as vehicles are, and would require similar/the same skills.

1.1) Mechs and vehicles would essentially be indistinguishable. They’d basically just be compact combat vehicles, and there’d be no actual division between the two - just the introduction of new vehicle parts like legs and arms.

1.2) Mechs would use the same building framework, and perhaps have interchangeable parts with vehicles, but they’d have different limitations. Mechs would have arm/torso/leg slots, and weapon systems for mechs would be different to those for vehicles. No cars with arms, but also more room for specialisation.

  1. Mechs would be a form of clothing - essentially a wearable item, but too heavy to pick up and move around (or at least prohibitively heavy). They would add a number of stat bonuses, and would automatically replace equipped weapons with whatever is fitted to the mech.

The advantage of this is that it makes them viable for indoor use (which is fair enough - there’s no reason why an exoskeleton shouldn’t be able to get down some stairs), and it doesn’t necessarily have to preclude any extensive customisation, but the overall effect may be less… solid.

  1. Super-secret option - use both, for different kinds of mech? :stuck_out_tongue:

I like option two better.

With the consideration that we already have barebones prototypes of exoskeletons while in Cataclysm there are bionic modifications and plasma weapons, I’m all for it. Would not feel out of place at all and provide further reason to explore.

[quote=“Benedict, post:1, topic:342”]I think the world of cataclysm would believably have some kind of mechs/power suits/exoskeletons. Basically they would range from mobility assistance for people who have lost limbs (an alternative to just growing them back/prosthetics/CBMs) to full-on military-grade battle armour.

How it would fit into current gameplay:

Now obviously this would have to be some rare, high-end stuff. No picking up a few bits of metal and chucking Metal Gear together. On the other hand I think it’s a great idea to allow mechanical-focussed players to really bloom in the late game.

As it stands players will develop their combat skills as a matter of necessity - every player will have some kind of weapon specialism by the early game, or they’ll be dead.

The mid-late game tends to hinge on finding a variety of good, well-supplied weapons to make city combat a formality, or on upgrading your actual character via mutations, CBMs, or a good enough vehicle to make combat optional. Each of these paths is obviously very diverse and interesting, but ultimately there’s only three or four viable routes for taking on the late game. I think the addition of mechs would really change the end-game up, giving a whole new avenue for taking it on.

Possible implementations:

There are two options, which would be very different in effect.

  1. Make mechs a kind of vehicle, but with slightly different movement based on legs or caterpillar tracks. They would be built in the same way as vehicles are, and would require similar/the same skills.

1.1) Mechs and vehicles would essentially be indistinguishable. They’d basically just be compact combat vehicles, and there’d be no actual division between the two - just the introduction of new vehicle parts like legs and arms.

1.2) Mechs would use the same building framework, and perhaps have interchangeable parts with vehicles, but they’d have different limitations. Mechs would have arm/torso/leg slots, and weapon systems for mechs would be different to those for vehicles. No cars with arms, but also more room for specialisation.

  1. Mechs would be a form of clothing - essentially a wearable item, but too heavy to pick up and move around (or at least prohibitively heavy). They would add a number of stat bonuses, and would automatically replace equipped weapons with whatever is fitted to the mech.

The advantage of this is that it makes them viable for indoor use (which is fair enough - there’s no reason why an exoskeleton shouldn’t be able to get down some stairs), and it doesn’t necessarily have to preclude any extensive customisation, but the overall effect may be less… solid.

  1. Super-secret option - use both, for different kinds of mech? :P[/quote]

Instead of a robot battle suit thing maybe get like an exoskeleton kind of bionic thing? A fast one that makes you more agile. One that makes your skin rock hard but slower, I think there is one like this or something, maybe one that makes your face look like optimus prime.

The clothing route is probably the best option, some kind of a full-body deal that applies a “powered armor” syndrome when you’re wearing it in its (ON) version. What would we do about power, though? We could probably use fusion packs or plutonium batteries, but at what rate would the suit use power? Is there any way we could set it up so that the suit could be re-fueled without having to wield it, which would be kind of silly? Or do we just hand-wave it as some kind of super-tech so players don’t have to futz around with that?

solar panels?

We could go the fallout 3 method and go with "These suits haz so much powers they will never run out in our life time.

Mini Fusion reactors that use nano-particle acellorators to generate fuel, [size=12pt]However[/size] if the power generator was damaged to any heavy extent than it should release heavy radiation and bursts of flame. Balance and all that, cant expect such things to not have a weak point.

Clothing option would be awesome, if we could modify the suit to get a menu to select tools and diffrent activateables.

anyone ever read card’s near-future books? the ones about the US?
because they have a small exo-suit that wont last forever and just helps you move.

UPS would be a good option.

I’d like to see some customisation involed (rather than just finding a ready-to-use power suit in a lab, and walking off into the sunset), so perhaps players would be able to fit their suits with different kinds of power sources - solar, UPS, fuel, fusion/plutonium cells - with different noise levels/advantages.

It would also be cool if the weapons in a battle suit used up power proportionately to the damage they deal - players would be able to calibrate their ideal ratio of power consumption: damage.

UPS would be a good option.

I’d like to see some customisation involed (rather than just finding a ready-to-use power suit in a lab, and walking off into the sunset), so perhaps players would be able to fit their suits with different kinds of power sources - solar, UPS, fuel, fusion/plutonium cells - with different noise levels/advantages.

It would also be cool if the weapons in a battle suit used up power proportionately to the damage they deal - players would be able to calibrate their ideal ratio of power consumption: damage.[/quote]Yeah but what if you have the light amp goggles on.

Powered armour would already have telescopic/thermal imaging in the helmet. If it didn’t (i.e, early production model) you could modify it.
It would also have a body waste reclamation and filtration system-- it would filter your own piss and sweat like a stillsuit so you always have a sip of water. It wouldn’t be much, but still.

think clone troopers but stronger. stronger than even nulls.