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TOXIKK Forum • View topic - New energy abilities
Page 1 of 1

New energy abilities

PostPosted: Thu Mar 12, 2015 6:16 pm
by Norsival
I'm not sure where Reakktor Studios is going with this game, but I really like the idea of instead of multiple classes, one that can do everything. So far what I've seen is vehicle summoning and repair (engineer class) and invisibility/ragdoll (sneaky class). So here are some suggestions for energy usage.
Engineer-style sensors
Fall damage reduction or stopping
Using energy to power improved vehicle abilities or other forms of transportation
And, finally, an improved melee attack- as of now the only thing I use the Ravaged for is mincing corpses to make sure they're actually corpses. Of course, this wouldn't work as well on classic- that would be less pure competition, and that would be bad.

Re: New energy abilities

PostPosted: Thu Mar 12, 2015 6:29 pm
by Chatouille
I hate your comparison to "classes" for an AFPS, but I have to say the idea of using some energy to negate fall damage is great. Could be one answer to that long discussion about the feign-death-no-fall-damage mechanic :D

Apart from that, I have no idea if they are going to use that energy for implementing more options, short buffs similar to UT adrenaline.

Re: New energy abilities

PostPosted: Mon Mar 16, 2015 12:45 pm
by stepotronic
Atm i am experimenting with energy based extensions like a jetpack (not jumpboots :p)