The idea is for a type of force resistant armor to counter different types of damage as well as stun. If you’ve ever heard of the Borg (Star Trek lol) that’s the basic premise. The premise is that the player’s armor is equipped with an additional layer of promethean ablation that, although somewhat weaker in many respects, provides added resistance to enemy fire for a short amount of time.
The ablation recognizes the specific damage output and ballistic signature (or some crap I made up. IDK… just sounds cool to me, sorry lol) of enemy fire upon impact and reduces the damage taken from enemy fire by a set, preconfigured percentage for every consecutive hit with the same weapon. That means that if some guy uses a grenade, you will take an initial hit of serious damage, but the second grenade will do a lot less damage.
The reason I came up with the idea was because I’m not fond of grenade spam. This might help against grenade spam a little. Say, if you take light damage and have enough health, your ablative armor mod provides damage resistance to the second grenade, so it’s somewhat weaker. That doesn’t mean you’re a whole lot stronger. I would imagine that a mod like this would need to make your overall shield strength a bit weaker. Anyway, thoughts?
EDIT: I thought it might be neat if your armor has damage output when your shields are weakened. I know it’s impossible, but it would be so neat if your armor would start to glow orange when you take damage. If you smack some guy with a melee or just get really too close, you do a little bit of extra damage, so if someone melees you, he/she will take a bit of damage maybe.
Idk, nice idea but with something like that a really good player who can avoid dying will slowly become invincible with that.
Perhaps since Kinetic bolts and the Knight blade deal more damage against vehicles the layer you get lets you deal more damage when you Spartan Charge or Ground pound a vehicle?
Or maybe you gain less damage from vehicles, damage reduction slightly higher than upgraded shields (but only against vehicle fire) and gain less damage when someone tries to splatter you?
Downside of this ability could be that you become a bright orange glowing target?
What balances this ability out? A reduced shield doesn’t sound like an effective offset as any secondary damage still incurs at a reduced amount…
At what rate is the incoming secondary damage negated? 15%, 25% 30%? If it’s a significant value, this would render pretty much anything other than power weapons to be of low consequence to this armor.
The damage output idea makes it even more dangerous in close quarters…
Since anything can work in Warzone, it could work in Warzone, but I have trouble seeing it work in Arena as a power up.
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> I don’t like it. I don’t like the entire idea.
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> What balances this ability out? A reduced shield doesn’t sound like an effective offset as any secondary damage still incurs at a reduced amount…
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> At what rate is the incoming secondary damage negated? 15%, 25% 30%? If it’s a significant value, this would render pretty much anything other than power weapons to be of low consequence to this armor.
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> The damage output idea makes it even more dangerous in close quarters…
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> Since anything can work in Warzone, it could work in Warzone, but I have trouble seeing it work in Arena as a power up.
I agree. In addition, if the value of the incoming secondary damage is too low, it will just be useless, and if it’s too high, this would be way to overpowered. An armour like this would be really hard to balance.
The idea of damage output in close quarters could possibly work as an idea of it’s own. Perhaps it’s resiliant to close quearters, while any sniper can one shot you? Just an idea.
Eh I don’t like it. My justification is look at the posts above mine. The concept is eh, and we have enough armor abilities as it is. Also wouldn’t this just be a more complicated version of upgraded sheilds?