major Jet Pack problem

Post » Mon Dec 14, 2015 11:03 am

The problem is that it's the only power armor mod at the highest level (4 armorer, 4 science), and that the utility and sheer awesomness of the mighty jetpack makes all other torso mods undesireable. Are you willing to sacrifice a jetpack for a tesla damage field? I certainly am not.

The solution to this lack of variety in end-game power armor mods is to add a second mod designed to augment exploration that also requires 4 armorer, 4 science. I propose a new torso mod called "Jump Capacitors", which deplete the fusion core to charge up an awesome superjump.

Essential Features

- Holding down the jump key/button uses AP to charge a superjump.

- At max charge, the jump would be about 25% higher than the jetpack can reach.

- At max charge, the effect that normally triggers when you land from a large fall (stagger shockwave) will trigger as you blast off, and again when you land. If explosive vents are installed, these will also activate on both takeoff and landing.

- Charging up a jump depletes your fusion core significantly (5-10% per jump)

Wish List

- Use the effect that occurs when you shoot a power core in an enemy's power armor (fusion core glows, seemingly overheating) as the jump is charging to indicate that lots of energy is accumulating in the suit

- A unique effect on the legs (arcing electricity perhaps?) during the jump and during charging.

- unique animation for the charging and jumping

I think with these basic features, Jump Capacitors would be balanced similarly to the jetpack in that while you get a little less control of your flight path, you get more combat utility. A max charge could damage leg health if further balancing is required. Jump height could also be optimized for any balance issues. With this mod, you could have different power armor suits with different gameplay features, without the sometimes ugly jetpack on the back of your suit. I, for one, would put them on a flames X-01 suit (red eyes of course) in a heartbeat. Helljumper build? yes please.

Please post with your support if you think this is a good idea!!! I certainly do, and I hope this gets noticed and implemented.

User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Tue Dec 15, 2015 12:18 am

Well speaking as Helljumper, I can honestly say at this point I don't have a single Power Armor with a Jet Pack......usually I just take the extra strength option since so far the quest for junk is the main point of the game.

So I may have to mod one of my collection up just to see in the Jet Pack is all its cracked up to be.

User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Mon Dec 14, 2015 3:55 pm

It's a game changer, I just wish it wasn't the only option. You won't be disappointed with jetpack + explosive vents. It's really fun.

User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Mon Dec 14, 2015 8:52 am

Well I do happen to have a red flamed X-01 on the Power Armor Station awaiting its final configuration.

User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Mon Dec 14, 2015 6:32 pm

Voted yes, but not so much for your idea, as something needs to be done. I'd go for jet packs not taking up a mod slot, but you need to pre-load it with power cores. As it stands, if you can build it, not going for a jet pack is just nuts.

User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Mon Dec 14, 2015 4:52 pm

Exactly. My idea is just an example of something that could help the end-game power armor issue. This often happens in RPGs... there ends up being one item at the end of the game that is SO good, it beomes the only item that's used. It's one thing if it's a combat item because this is a single-player game and you can change difficulty, but it's quite another if it's an exploration item. IIRC, Bethesda has said in the past that they spend a lot of time balancing weapons so that this doesn't happen. Same approach would work for power armor mods as well.

User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Mon Dec 14, 2015 12:27 pm

I'd really love to see a npc use it as well. God knows it'd save lots of BoS lives bailing on their virtibird before some raider downs it.

User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Mon Dec 14, 2015 9:59 am

Since power armor make you immune to fall damage, they should just jump down and keep gunning. You can jump from the ship and keep walking as if nothing happened.

User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Mon Dec 14, 2015 9:27 am

Tesla could be beefed up, despite the awesomeness of jumping over minor obstacles tesla is too weak to be much use if you had a choice. Stealth I stopped using because your ap doesn't refill when in use. If you want to be predator skulking on rooftops you need jet pack and stealth.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Mon Dec 14, 2015 3:43 pm

Seems like a few people agree (myself included) that the issue could just be solved by making the jetpack go in it's own slot so other torso mods can be used with it. It could be separately loaded up with fusion cores, or perhaps flamer fuel or oil or some combination. Perhaps a craftable "jet pack fuel" item could be introduced.

User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Mon Dec 14, 2015 11:11 am

bump

User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Mon Dec 14, 2015 10:52 am

Ah I love this idea. I don't use any of the armor options when I have my jetpack equipped.

User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Mon Dec 14, 2015 1:47 pm

I just completed a no power armor play through and just for fun decided to build a jet pack and take it out for a spin - total game changer. I'm starting a new character and will use power armor in this next play.

Beth did power armor right in this game - totally different experience.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am


Return to Fallout 4