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Table of Contents
Highly interactive
Video Games
Entertainment medium of the future
Extraction
Helldivers 2
DEFCON (Game)
The Crew
Rebel Inc.
F1 Manager 2023
Stop Killing Games
Warbond Concept
Eagle Sweat
Armor & Armor Passive
Armor Passive: Democratic Targeting Implementation Chip
Communicates with the Eagle targeting system to avoid shooting at or dropping live munitions near the helldiver. Shots or munitions that would damage the helldiver are shot or dropped in the nearest safe spot instead.
Idea: Enable aggressive Eagle plays at the cost of accuracy for the shots that are diverted, which would especially affect single-drop stratagems like the 500kg. Probably very useful for low to medium skill players, but diminishes in use as players get better at 1) utilizing their mobility to get out of Eagle shots and 2) predicting where the beacon should be thrown. At higher levels, it can still be useful to get bailed out of getting blindsided by Eagle beacons from other players, and may find some high skill strategies that require throwing the beacon at one's own feet. Eagle does NOT account for player movement direction when selecting the nearest safe spot, but it DOES account for the -90% explosive damage when diving, so it may still kill players that don't dive away from it. And, obviously, it accounts only for divers wearing the armor, so a diverted 500kg may be dropped on the feet of someone else even though they are nowhere near the beacon.
Comes in Light (“Copilot”) and Heavy (“Autopilot”) armor only.
Booster
Combat-Focused Eagle Training
-65% call-in time for Eagle stratagems, +50% Eagle Rearm time. Eagle can be used near enemy air defense, but has to spend +30s in evasive maneuvres before it can be used again/sent home to rearm.
Idea: Speedy Eagles. Essentially increases helldiver Eagle accuracy but risks teamkills and the like. Pinpoint accuracy increases Eagle effectiveness, which is offset by lower DPS. Makes Eagles more potent, but is paid for by waiting longer. Rewards players who can maximize each Eagle use and know how to manage the rearm timer well. Maybe +50% is too long, I don't know.
Eagles in air defense is very situational and basically only helps against bots at this time. Idea is to enable basic Eagle access in air defense territory without being useful as a tool for sustained combat (like Strafing Runs or the such which can normally be used multiple times in quick succession). Some players depend on Eagles for Heavy or Anti-Tank damage, and this booster can enable that, even if only rudimentarily.
Thinking about making this the armor passive instead, as this is a pretty severe change to how Eagles play.
Primary Weapon
Cruiser
Fires explosive darts that stick to their target and explode after multiple seconds.
Idea: Darts deal no damage on their own. Capacity and handling of the Liberator Carbine, fire rate of a Grenade Launcher. Darts do not bounce and have no dropoff, fly somewhat slowly (compare to stim dart) and deal damage only after multiple seconds. Statistically, the damage numbers should be similar to the Liberator Carbine (ie. very low damage per shot), but should buy Area of Effect capabilities for sacrificing the ability to deal damage instantly. Also gets utility as dart can be shot into the ground. Darts stuck in fellow helldivers (or in your shield generator bubble if you're an unlucky fucker) should be pre-stimmed. Darts have a small light on their tail that blinks in blue and yellow and generate a beep noise to alert to their presence. These explosions are tiny and do not deal a lot of damage, but there are many and they deal AoE, so helldivers caught in them will be ragdolled. Ideally, using this gun should feel like using a Wasp Launcher that is weaker per shot but does not require a backpack, stationary reload and has better handling and more enjoyable ammo economy, and it's a dumbfire primary.
Secondary Weapon
Pelicaneer
Fires a salvo of three, high-powered autocannon rounds.
Idea: Long tube that fires a salvo with the damage values of the Pelican's autocannon. Reload time similar to Pelican's time between salvos, but is quite ammo-hungry (ie. one mag equates to one salvo of three shots).
