Idea For Overabundance of Gear and Mods

deadeye
61 posts Member
edited June 2017
I don't know if this has been suggested before, but I just thought of an idea that could turn all gear into something useful, even if you already have thousands of pieces. It would be a new feature to the game that would introduce "Traps".

My idea is that you could take any piece of gear and craft it into a trap instead of using it for just gearing a character and could enhance it with mods. The traps would come in various forms and would either apply buffs and/or debuffs, whenever they were triggered.

The power, potency and effects of the trap would be determined primarily by the trap level and by the stats of the gear that was used to craft it and can be used as an offensive or defensive trap, which is determined at the point of creation.

For instance, if you used a set of Mk 3 Czerka stun cuffs to craft a defensive trap it would cause the trap to have a high chance (determined by trap potency) to stun a single enemy and/or apply a -60 Physical Damage/offense down debuff when it is triggered.

If it was used to craft an offensive trap instead, then it would have a high chance to apply a new buff "charged" and/or +60 Physical Damage/Offense Up buff to a single ally. This charge buff would enhance any player's next attack with a chance to stun an enemy even if they don't have a stun ability.

If you used a set of Mk 1 cuffs instead it would have a lower chance to apply stun and/or -6 tactics to a single enemy as defensive or apply charge and +6 tactics to a single ally.

If you enhanced the trap with a mod or mods it would also apply those values to the trap.

You can use multiple pieces of gear to craft better and more diverse traps. If you combined the two pieces of gear referenced above to create the trap then it would have a chance to apply all of the possible effects of the pieces used to craft it and would have the chance to stun up to 2 enemies.

Shield generators could apply protection or damage protection and add defensive up/down buffs. BioTech Implants could apply agility and crit chance up bonuses and add speed and evasion up/down, etc...

There would be a cap on the amount of pieces of gear you can use to create the trap, capping out at 6 pieces per level. So if you applied 6 pieces of gear to a trap you have the ability to upgrade the trap to a level 2 trap where you can apply 6 more pieces of gear and one more mod. The amount of times a trap could be leveled would also have a cap, possibly 3-5 maybe?

Additionally, characters would have a new slot where they could equip traps. The amount of trap slots available could also be determined by a player's level and would have a cap of 3-5. So say at level 10 a player (not character) unlocks their first trap slot and they can equip one trap before battle. At a higher level they unlock a new trap slot so they can equip 2 traps and so forth until they hit the cap.

You would only be able to use the trap one time, when it is detonated it is destroyed and you lose all the gear/mods used to craft it.

There would also be the addition of a new ability set that would determine the character's ability to use and combat against traps. This would include the basic ability to craft, the ability to upgrade a trap to a higher level, the type of trap available to craft, the speed at which you can set a trap, the ability to add stealth to a trap to make it hidden, the ability to detect a trap, which would give the ability to dodge a trap and the ability to manipulate a trap so that you could attack the trap and cause it to have reverse effects, such as causing it to buff your squad or inflicting the negative effect against the team that set the trap instead.

If you had a high enough trap speed, you would be able to place the trap before the round starts. If the trap is not enhanced with stealth it still has a small chance to be hidden during a player's turn where that player has a low detection skill level. However, it would only be hidden during that player's turn and if it cycles to the next opponent's move that had a valid detection skill level, the trap would not be hidden during that turn. Otherwise a stealthed trap cannot be detected unless the attacker has foresight.

If your trap speed is high enough, setting the trap would not count as a move and if it was low it would count. You would also determine the position of the trap when setting it by selecting an ally to place the trap in front of them. Then if that ally is attacked while the trap is set and it is not dodged it would set the trap off and cause the effect(s).

The trap effects would take precedence over the attack, so if the trap had stun and it is successfully applied, it would stun the attacker and stop their attack before it landed and/or apply whatever effect(s) to the attacker prior to landing the attack or buff your ally(ies) before it landed.

I feel like this would add new content to the game that is legit content, not just new toons and would add a new dynamic to battles as well as increase the fun factor and create use out of every piece of gear and mod that you receive in the game so we don't have to have stockpiles of gear that will never be used and low level mods that get sold.

I hope you take the time to read this devs @CG_Kozispoon @EA_Jesse and would appreciate any feedback from the community!


Replies

  • Sorry, but no... we have TOO LITTLE STUN CUFFS AND GUNS...
  • deadeye
    61 posts Member
    Sorry, but no... we have TOO LITTLE STUN CUFFS AND GUNS...

    Well you don't have to use Stun Cuffs and Guns, that is just a possibility of having a high powered trap. I'm sure you have an abundance of challenge gear sitting around doing nothing useful. I personally have 2732 Mk 4 Stun Gun Salvage pieces.
Sign In or Register to comment.