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Rizlax Yazzax
Pro Hic Immortalis League of Infamy
0
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Posted - 2013.08.06 11:19:00 -
[1] - Quote
I posted this a couple months ago in Request/Feedback but realised it would generate more discussion here.
I believe there is great potential to utilize the inertial dampener beyond a descent system.
As of now it does its job perfectly. However, if skills/modules for the dampener were introduced to give different attributes upon activation/landing, it would add a new level to game-play.
Some ideas I have: Shield Recharge/Armor Repair - Restores a certain amount shield/armor to allies within (X) metres of impact site. Resupply - As above but with ammo resupply. EMP/Explosion - Upon hitting the ground, releases a contained EMP/Explosion to damage enemy units. Shockwave - Releases a non-lethal pulse that knocks back/stuns enemies for a short period (e.g 0.5-1 sec longer than landing recovery time) Scan - Upon activation (not impact) scans the ground below for enemies. Orbital Support - If squad lead, calls in an available OB on your position. I realise this would be suicide, but could be incredibly useful for clearing an entrenched objective or area. (I know in reality its impractical but I think its a cool idea)
As with weapons and other modules, the bonuses would increase with meta/skill level. Only one module could be active on a fitting (maybe introduce its own slot) to prevent over-powering. Limited "drift" would be required during freefall to allow some sort of aiming for activation.
Not only would the game be more interesting, I believe it would encourage more dropship play (as and when they become viable). With the ability to attack from above, mercs could more easily fight back against entrenched enemies at an objective or drop into friendly lines to offer needed assistance. WP would be awarded for successful module use in the same way as its counterpart (Explosion=Kill WP, Resupply=Nano WP etc.), With the DS pilot receiving a percentage (50%?).
Looking forward to your thoughts. |
dustwaffle
Gravity Prone EoN.
288
|
Posted - 2013.08.06 11:22:00 -
[2] - Quote
Rizlax Yazzax wrote:I posted this a couple months ago in Request/Feedback but realised it would generate more discussion here.
I believe there is great potential to utilize the inertial dampener beyond a descent system.
As of now it does its job perfectly. However, if skills/modules for the dampener were introduced to give different attributes upon activation/landing, it would add a new level to game-play.
Some ideas I have: Shield Recharge/Armor Repair - Restores a certain amount shield/armor to allies within (X) metres of impact site. Resupply - As above but with ammo resupply. EMP/Explosion - Upon hitting the ground, releases a contained EMP/Explosion to damage enemy units. Shockwave - Releases a non-lethal pulse that knocks back/stuns enemies for a short period (e.g 0.5-1 sec longer than landing recovery time) Scan - Upon activation (not impact) scans the ground below for enemies. Orbital Support - If squad lead, calls in an available OB on your position. I realise this would be suicide, but could be incredibly useful for clearing an entrenched objective or area. (I know in reality its impractical but I think its a cool idea)
As with weapons and other modules, the bonuses would increase with meta/skill level. Only one module could be active on a fitting (maybe introduce its own slot) to prevent over-powering. Limited "drift" would be required during freefall to allow some sort of aiming for activation.
Not only would the game be more interesting, I believe it would encourage more dropship play (as and when they become viable). With the ability to attack from above, mercs could more easily fight back against entrenched enemies at an objective or drop into friendly lines to offer needed assistance. WP would be awarded for successful module use in the same way as its counterpart (Explosion=Kill WP, Resupply=Nano WP etc.), With the DS pilot receiving a percentage (50%?).
Looking forward to your thoughts. DEATH FROM ABOVE!!
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Nocturnal Soul
Immortal Retribution
332
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Posted - 2013.08.06 11:24:00 -
[3] - Quote
i like the emp shock wave thing |
Rizlax Yazzax
Pro Hic Immortalis League of Infamy
3
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Posted - 2013.08.06 12:01:00 -
[4] - Quote
Bump. |
LT SHANKS
Amarr Templars Amarr Empire
373
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Posted - 2013.08.06 12:06:00 -
[5] - Quote
I am going to camp on top of towers and buildings, jump down to groups of reds, let my shock waves stun all in the area, and finally slice them all up with a pair of Nova Knives. |
Richard Hansaw
Sardaukar Merc Guild General Tso's Alliance
6
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Posted - 2013.08.06 12:32:00 -
[6] - Quote
I'd just like to activate them at will and not just die because the place wasn't tall enough, but I was too hurt. |
Rizlax Yazzax
Pro Hic Immortalis League of Infamy
3
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Posted - 2013.08.06 12:41:00 -
[7] - Quote
Richard Hansaw wrote:I'd just like to activate them at will and not just die because the place wasn't tall enough, but I was too hurt.
At will could work I guess, but could end up being OP. An entire team swarming objectives and letting off 16 EMP/Explosion/Repairs would be nigh unstoppable. A cool down/single use might help but I think it would stay better suited as a drop-assist system. |
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