Darktrooper117 Posted June 10, 2016 Share Posted June 10, 2016 By now most of us are familiar with the Institute Power Armor concept art. So far, to my knowledge, nobody has taken the concept beyond that stage. (I am not including the X-92 Power Suit) I would like to help change this. For starters, these are the mechanics that I believe would make I.P.A. stand out from other models and make it fun to use while still feeling compatible with the lore: 1) I.P.A. Torso & Helmet *Structurally, the torso section is similar to Raider PA, extending upwards to completely encapsulate the region occupied by the helmet. This could be either the opaque, metal canopy from the concept art, or a transparent glass dome. I am currently uncertain if the torso hitbox can be adjusted accordingly, but for now I will assume it can. As the Institute has a more progressive outlook on warfare than its opponents, it makes sense that they would rather increase operator survivability by armoring the area around the head instead of adding more mass to the helmet itself, which limits rotation and visibility. *The helmet itself is quite minimalist and frail by comparison, existing within the armored bubble of the torso. The style is more akin to a clean room hood or flight helmet than other models, with a particular focus on sensory input. It offers boosts to Perception and Intelligence as a passive bonus, but can also be upgraded with an enhanced vision package that cycles between several modes as you press the "lamp" button in exchange for not having a built in spotlight. The Institute does not strike me as the type of organization that uses flashlights when it has access to night vision and scanning equipment. *Unique Installable Torso Mod: Tactical Relay - Replaces Jump with a short range teleport in the direction of aim, complete with relay animations at start and finish. It only has a range of around 5~8 meters but can be chained together several times depending on AP reserves, or used for shorter range motion by aiming for structures/enemies. The behavior of the teleport would not be limited to the ground, allowing for vertical traversal akin to a jet pack. Surrounded by a swarm of enemies? Aim directly up, relay, and get ready for impact landing! This reflects the Institute attitude of not relying on conventional means for rapid transit. 2) I.P.A. Arms & Legs *From a purely structural standpoint, the arms and legs are fairly similar to other models, with the small, rounded shoulder pads being the most visible difference. I'm definitely open to decorative suggestions. *Unique Installable Leg Mod: Cryogenic Vents - Instead of traditional Explosive Vents, the I.P.A. can vent coolant that has a high chance of freezing any enemy in range of an impact landing. The energy needed for maintaining equipment such as the Tactical Relay in a mobile form would require considerable cooling systems, so why not put the extra supply to good use? *Unique Installable Arm Mod: Synthetic Bracers - Aside from a nice boost to unarmed damage, adds a decent chance to send the target flying. This reflects the advanced nature of Institute material fabrication, and it would also just be fun to uppercut an enemy into the air! (Imagine using this mechanic in concert with Tactical Relay!) 3) Prototype Institute Rifle *As a little added fun, the I.P.A. can come packaged with a unique spin on the iconic Institute weapon, but taken to a new level of utility and lethality. *Projectile Variety: Instead of the usual blue lasers, this particular gun can be configured to fire the projectiles from the Alien Blaster or the Robobrain Mesmetron. These come in multiple modes ranging from automatic, semi, spread, and charge. The Mesmetron projectile has the option of either effecting the target's mind or dealing various damage types, or delivering a massive kinetic impact like Lorenzo's Artifact. *Automatic Lock-On: As the projectiles are slower moving than bullets or lasers, they have been bolstered by the ability to lock onto targets when aiming down the sight. 4) In-Game Deployment *Normally when a Courser dies, several Gen-1 synths relay in on its position. This never made sense to me, as they are too weak to stand chance against an opponent, survive long enough to gather intel, or retrieve the body. Coursers are almost never killed by natural hazards, so it would make more sense that the Institute might switch their tactics to something heavier in the face of new threats. A Gen-3 in I.P.A. would do nicely to that effect. *When the I.P.A. dies, it is almost always guaranteed to self-destruct, cleansing the area of enemies and ensuring that any survivors will have a difficult time piecing it back together. Cue maniacal laughter. There's likely more to this that needs to be fleshed out, but it's a start. Link to comment Share on other sites More sharing options...
NocteVagus Posted June 11, 2016 Share Posted June 11, 2016 | If I'm not mistaken, I believe flipdark95 is still working on a set of Institute PA: http://www.nexusmods.com/fallout4/images/15552/Though they're also working on quite a few other mods, so I'm not sure when it'll be realeased. Still some pretty interesting ideas OP. Definitely wouldn't mind seeing some of them come to fruition. | Link to comment Share on other sites More sharing options...
Darktrooper117 Posted June 11, 2016 Author Share Posted June 11, 2016 That's really cool! Thanks for the lead! Which ideas particularly interest you? Link to comment Share on other sites More sharing options...
flipdark95 Posted June 11, 2016 Share Posted June 11, 2016 So, I like a lot of these ideas. I do have the model lying around, but I do need to texture it, so while it is not my focus at the moment, I have plans on putting it into the game as a standalone power armor. And I like the idea of it having unique mods as well. Although I'm not that great with scripting new features for a weapon mod such as replacing jump with a short range teleport that can always be added in later, possibly by someone who knows how to do that rather than me. I also like the idea of cryogenic vents and synthetic bracers being mods for the arms and legs. And since I've had plans to make models of the vanilla power armor mods anyway to bring some visual change when you equip them, I can definitely make a variant of the explosive vents that has a chance of freezing enemies. Also I've had plans in the works for a Institute weapon pack anyway. Link to comment Share on other sites More sharing options...
Darktrooper117 Posted June 12, 2016 Author Share Posted June 12, 2016 Another Leg Mod idea: Sythetic Shocks. Reduces movement noise and improves sneak. A bunch of people I know avoid power armor purely for their hate of "KATHUNK KATHUNK KATHUNK KATHUNK." Link to comment Share on other sites More sharing options...
Nevercallmebyname Posted June 12, 2016 Share Posted June 12, 2016 I like the KATHUNK KATHUNK. in fact make it louder. cause the earth to shake as I walk!!!KATHUNK KATHUNK KATHUNK KATHUNK!! Link to comment Share on other sites More sharing options...
Courier07 Posted June 12, 2016 Share Posted June 12, 2016 You know, a recolored version of the Spartan suit to be white could fit the Institute scheme very well. http://www.nexusmods.com/fallout4/mods/9912/? Thoughts? Link to comment Share on other sites More sharing options...
Nevercallmebyname Posted June 12, 2016 Share Posted June 12, 2016 true but wouldn't we all proffer a new model to another repaint? Link to comment Share on other sites More sharing options...
Darktrooper117 Posted June 12, 2016 Author Share Posted June 12, 2016 I think that it may be possible to reverse-engineer the Blink spell Skyrim mod, see how it compares to the available functions in Fallout 4, deconstruct the Jetpack and Institute Relay scripts, assemble the pieces, and then voila! Tactical Relay Power Torso Mod!http://www.nexusmods.com/skyrim/mods/55997/? Link to comment Share on other sites More sharing options...
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