|Voting Tokenshow details +||1VT (VT)||Expired|
Sale Dates- The dates when this option is available for purchase.
Goes On Sale: March 2, 2021 09:45
Sales End: March 7, 2021 23:55
Access- This option allows access to the following dates and times.
- April 2, 2020 - April 2, 2030
I’m not quite happy with how the Jet Packs mod turned out to be, and I’d like to rework and re-release the mod. I’ve already done some work in that direction:
- I have created a “cinematic” version of the Dynamic Deployment, but it requires lots of additional work in order function correctly.
- I have also created a Jet Jump ability, and it needs just a few finishing touches.
And here are some other things I’d like to address in this rework:
The Rocket Punch ability is no longer relevant, now that a proper tool for rocket punching exists in the SPARK Arsenal mod: the Heavy Strike Module. So I would rather remove the Rocket Punch ability outright, or rework it function differently; perhaps it could interact with Heavy Strike Module somehow.
Same goes for the Rocket Pound and Crater abilities. Perhaps, Crater can be something that you get to use with primary/dual melee, instead of the Jet Shot.
While SPARKs and MEC Troopers already support Dynamic Deployment, I would like to create a separate Jet Pack version for them, and make some special Jet Pack-related abilities for them.
I’ve even considered doing something completely crazy, such as transforming the SPARK into an attack jet so it can perform strafing runs against enemy targets.
Perhaps I could also kitbash a new Jet Pack model or two, and I might also add a new functionality for the Highlander to make it easier to add support for various armor torsos.
The problem with the mod is that there are a lot of cool abilities that can be used with Jet Packs, but putting them all together on the one item leads to icon bloat, and arguably makes the item overpowered.
The current version of the mod tries to address this by making light/medium and heavy armor get different abilities from Booster Jets, but I don’t like this solution, and I’d like to get rid of this confusing mechanic.
For now the best solution I have come up with is splitting the abilities between different types of Booster Jets, and making them randomly craftable in Proving Grounds, similarly to Experimental Ammo and Grenades.
I’d like to improve Emergency Evac and Icarus Jump abilities so they can be performed while carrying unconscious allies.