I quite enjoy how knowledgeable you are on Terminators. I have not considered any additional abilities for specific Chapters, if more than one is represented.shotfan wrote:Regarding Chapters, it would be interesting if the respective Terminator "Chapter-classes" had their unique traits represented. For Blood Angel it would be the risk of being hit by Red Thirst or Black Rage (like a forced rage mode that would make you stronger but also progressively mad, and will eventually "kill" you (representing your fall to insanity) unless you escape it by finishing the level); for Space Wolf it would be the heightened perception capacity; for Ultramarine, nothing.
I also do not have heard of Terminators using grenades, which i find weird. Why not take some grenades to CQC combat environment, like the space hulk?
As for Armour, by AP I meant "Armour Points" (armour equivalent of health) and by DR - "Damage Reduction" (how much recieved damage does the armour absorb). These stats are defined respectively in armour-actor DECORATE definition as "Armor.SaveAmount" and "Armour.SavePercent": https://zdoom.org/wiki/Classes:BlueArmor
Is teleport function of Tactical Dreadnought Armour planned as well? It could work as unlimited teleport beacons to the marked spot (one that could be also changed infinite number of times) on the level.
Terminators likely do not utilize grenades due to their preferred weaponry preventing them from being able to (firearm in one hand, melee weapon in the other).
Thanks for the link. I will be sure to give that a good, long read.
At will teleportation is a feature I want to implement as an escape tool. If you get trapped by Genestealers, why not teleport out of the corner, possibly killing one in the process?