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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: July 11, 2014, 08:09:43 pm »Thanks. I'll certainly consider this, though the main issue is when the armour would exactly appear in the game, and therefore what are its competitors (Personal Armor, or Power Suit?).
I'm not that enthusiastic about stat enhancement through biochemical agents though. The reason is the same as for enhancing psionics: this is not related to what you're wearing, so you could just as well get high on a berzerker drug and wear a Power Suit. That's why I wanted to stick to purely engineering-related reasons for enhancing Accuracy and Reactions, and just handwave it somehow saying it wouldn't be possible of a heavy armour because of butts... uh, I mean, because of a sensor array that is integrated into the suit and doesn't allow for heavy plating.
For biochemical agents, I suppose you could handwave it as the chemicals have to be slowly and continuously administered by the suit's mechanisms as large doses would be overly hazardous.
But to stick with engineering reasons, the suits could be called the Electric Suit (the first one) and Jolt Suit (the second one.) They function by stimulating muscles using small (non-harmfull) doses of electricity that keep soldiers on edge, which leads to exhaustion after a while. Because of the accelerated exhaustion, it is not recommended that soldiers with the suit carry a heavy equipment load.
As for where they fit in, I think the Jolt Suit would make a nice compliment for the Advanced Synthsuit. Their armor values are similar (both are good but not strong enough to withstand the stronger weapons with any consistency), but they serve opposite purposes, one aiding sniper style soldiers and the other one aiding scouts. The Electric Suit could compliment the basic synthsuit if I tone down the armor.