Jonny Jacevicius · Lead FPS Systems DesignerYeah, absolutely. I mean, all of the above and more. And I can address those each individually. EMP, we certainly want to do. I think it would be best to bring that in when we start to bring in the aforementioned power system on the suit. Obviously, we've got ships that have EMP weaponry at the moment, and that interacts really well with the power systems on those ships. I think for now, if we wanted to introduce it early, it would just be affecting things like your FPS HUD, so you'd lose a lot of valuable information on there. But for it to really take effect, I think we need those power systems to come online for the actual suit. The concussion grenades: that immediately hooks into some of our actor features already. We have actor statuses that have concussive effects on them already, so that's something we can certainly look at doing. And then things like the standard grenades, like flashbangs and smokes and things like that, absolutely, there's no reason why we can't do those. Again, it's just a matter of time and priorities. And for things like smoke as well, we'd have to go to the graphics and the FX teams and see what they can accomplish on an FPS side. I know they've made those awesome gas clouds and stuff in space, so it can't be too hard, right?
Jared Huckaby · Host, CommunityYou touched on a good point. It's not just the weapon feature team or the weapon content team that makes these things. They'll take resources from audio, because each one of those will need to sound a certain way. They'll take resources from VFX, because they want them all to look a certain way. So it's not just entirely up to you to determine when those things go in. They have to fit into everybody's schedule before they can come out.
Jonny Jacevicius · Lead FPS Systems Designer100%. And I think you even mentioned radar grenades, and they are something we've even talked about as well. Because we have a concept of pinging, you might want to throw something out that's constantly pinging out, either making a signal on other people's radars or using a detection method. And that's the beauty with a lot of the systems we've got in-game at the moment: we can link this in on any kind of item that we build. And then down to our damage system as well, it's so versatile with what we can build. We can almost build some of these things modularly internally. So if we do want something that's an EMP, we use the electrical or electromagnetic kind of damage type, and then the game just kind of knows what to do at that point.
Chris Parry · Systems DesignerWe talked a bit about radar jamming as well, so I can see that being factored into that sort of thing too.
Jonny Jacevicius · Lead FPS Systems DesignerI'm so excited about the FPS devices actually coming in, because you can do so much fun stuff like that, and there's a lot of fun scenarios that we've talked about. If you want to be that guy that puts down something that's emitting a signal, and it's like, I'm scanning you, and it's like, oh, there's Jared, I'm going to sneak up on him, and I turn up, and it's just this little deployable thing on the floor, and you're four hours away, cruising through space somewhere, and I'll be like, ah, I'll get you next time.