Exo Skeleton Engineer


(tokamak) #1

This stuff isn’t sci-fi anymore. Mercs can be enabled to do much more than they currently are doing outside shooting.

Basically Exo is an engineer that, when his suit is primed will move very slow but is able to lift or move things with his super strength.


We need micro-objectives, like obstacles, turrets, depots and other ‘large’ objects that can be used to get leverage on a map. These objectives are currently either fixed parts of the map or they’re highly fragile.

I’d like to see objects that start out as a pile of construction materials (like in ETQW) and can then be fashioned into new objectives. Mercs can have different effects on these piles and engineers should even be able to chose what they’d create out of it.

And then we have mr exo skeleton guy who’s able to lift these large objects and place them wherever he likes.

For carryable objectives Exo can put the deployable in his back-loader which allows him to fire while carrying the objective (albeit at a slower pace)


Exo is able to push a broken EV forward. Slowly. This will help at moments where the EV is locked down in a meat-grinder and rather than having it repaired straight up you just need to move it slightly out of the bottle-neck.

I’m not sure what other things he’s able to do as the current status of the game doesn’t allow for much, but this dude would be a great example of a specialist merc that isn’t focussed on combat.


(ailmanki) #2

He could lift rhino around xD


(tokamak) #3

Two rhinos on his back.


(Szakalot) #4

Good ideas all around, but this is just not feasible. Do you really expect SD to have another 1.5 year in development? Graphics will get old, buzz will die; people will lose interest.

You have plenty of good ideas, but I feel like you don’t really consider whether they can be reasonably implemented in the game. Yes we need more maps, more types of objectives, balance issues regarding teamplay etc. but destructable maps + base building and building all kinds of stuff all over the map: i just don’t see that happening.


(tokamak) #5

You’re absolutely right. Like Locki already said: Ideas are cheap, execution is expensive.

However, I do think that there’s a difference between putting lot of effort in a single map and putting a lot of effort into a mechanic module that can be carried out over multiple maps and expanded incrementally.

This ‘construction module’ thing may require tons of development time and effort. But if it works then it will pay off by being applicable to any maps, current and future alike. Compared to that the development of unique maps is basically reinventing the wheel each time.

Because of that I’m just a huge fan of packaging ideas into prefabbed modules. It can make things exponentially easier.

And then well, there was a point in this alpha where I grossly underestimated SD. Whitechapel was a pretty lousy map at first and then they showed the way they started modifying it everywhere. So these days I rather ask too much than too little.