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gargantuise aaron
Sanguine Knights
20
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Posted - 2013.08.11 00:20:00 -
[1] - Quote
So I'm thing this could work like an equipment you pull out and shoot at your enemy std 1 shot adv 2 shots and proto 3 shot It takes 1 shot to infect a suit The virus can randomly fire rifle disrupts hud by mis labeling ammo saying allys are enemies and vice versa and their is friendly fir while infected The only notice you get is when shot there's a uploading virus icob on bottom left The only way to stop the virus is nonohive or death |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
245
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Posted - 2013.08.11 00:36:00 -
[2] - Quote
I would say have allies see a biohazard icon over your head. They would then have to approach and hack you inorder to clear the virus. Is that guy really an enemy and trying to melee/knife me? Or is that an ally trying to hack the virus? This would also add another use for hacking skills and code breakers. But that's just my take on the idea. Other then that, I like it! Scouts would have yet another value on the battlefield as they could start inflicting mass confusion while there allies infiltrate and kill during the mayhem!
`Sigh. Just another fun game of DUST. |
Lillica Deathdealer
Mango and Friends
75
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Posted - 2013.08.11 01:01:00 -
[3] - Quote
not sure about the entire idea, but I support E-war messing up hud. As an amarr guy, I can just imagine being told my laser wont overheat for another 20 "shots"... oops, that caldari scout I was trolling earlier was actually trolling me x.x |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
245
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Posted - 2013.08.11 01:05:00 -
[4] - Quote
Lillica Deathdealer wrote:not sure about the entire idea, but I support E-war messing up hud. As an amarr guy, I can just imagine being told my laser wont overheat for another 20 "shots"... oops, that caldari scout I was trolling earlier was actually trolling me x.x
lol that would be awesome lol
`Sigh. Just another fun game of DUST. |
gargantuise aaron
Sanguine Knights
21
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Posted - 2013.08.11 02:04:00 -
[5] - Quote
ALPHA DECRIPTER wrote:I would say have allies see a biohazard icon over your head. They would then have to approach and hack you inorder to clear the virus. Is that guy really an enemy and trying to melee/knife me? Or is that an ally trying to hack the virus? This would also add another use for hacking skills and code breakers. But that's just my take on the idea. Other then that, I like it! Scouts would have yet another value on the battlefield as they could start inflicting mass confusion while there allies infiltrate and kill during the mayhem!
`Sigh. Just another fun game of DUST . I think that's would work great It should also display bad armor /shield readings |
gargantuise aaron
Sanguine Knights
21
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Posted - 2013.08.11 02:21:00 -
[6] - Quote
25 wp for infect another 50 wp when they kill their teamate, 25 wp when they assist killing a teammate they get no wp and lose no wp and your team sees the infected logo above their head |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
248
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Posted - 2013.08.11 03:35:00 -
[7] - Quote
this has got me amped lol
ppl that defend MD will start to hate it when they own allies start blowing them up XD
Let's take this little badass a step further and give it an AV variant(after vehicles are balanced AND fixed of course).
The AV variant will do what the bugs are currently doing now lol. Mods stop working and small turrets have a significantly slower tracking speed. If you have passengers then it would be wise to have one jump out and use the tank for cover while hacking it back to normal. Friendly fire would not be effected vs vehicles as that would be going a bit too far lol.
Players can now scar off vehicles without ever dealing ANY shield/armor damage as it would be beyond foolish to stick around with that much of a gimp. Might even slow the flow of taxis (no free LAV really helped with this so thnx CCP).
Infecting an instillation with either type would reduce the time needed to hack it.
This little guy has a bunch of potential lol.
`Sigh. Just another fun game of DUST . |
gargantuise aaron
Sanguine Knights
22
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Posted - 2013.08.11 03:45:00 -
[8] - Quote
Let's keep commenting till someone important sees this! Lol but it has potential, it would be best used in lonewolfers, they wouldn't have a chanceto see their team icons change, especially an enemy sniper |
gargantuise aaron
Sanguine Knights
22
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Posted - 2013.08.11 03:47:00 -
[9] - Quote
Also dropsuits and vehicles would have to be a different module |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
249
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Posted - 2013.08.11 03:47:00 -
[10] - Quote
gargantuise aaron wrote:Let's keep commenting till someone important sees this! Lol but it has potential, it would be best used in lonewolfers, they wouldn't have a chanceto see their team icons change, especially an enemy sniper
Infect a sniper instead of killing them so they kill off there teammates? OMG awesome!!!! (still amped)
`Sigh. Just another fun game of DUST . |
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gargantuise aaron
Sanguine Knights
23
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Posted - 2013.08.11 03:56:00 -
[11] - Quote
And if they try this and decide its o.p. just make it. A 75% chance of success and/or countermeasures like a firewall -12% chance of success |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
249
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Posted - 2013.08.11 04:03:00 -
[12] - Quote
gargantuise aaron wrote:And if they try this and decide its o.p. just make it. A 75% chance of success and/or countermeasures like a firewall -12% chance of success
Firewall would be mod? Skill? both?
Either way I'm fine with it as all items should be able to be countered.
`Sigh. Just another fun game of DUST . |
gargantuise aaron
Sanguine Knights
24
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Posted - 2013.08.11 04:09:00 -
[13] - Quote
I'm thinking dropsuit core skill maybe level 5 gives a total 17% chanve of non infection |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
66
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Posted - 2013.08.11 05:22:00 -
[14] - Quote
+1 for this idea. However the icon that shows the infected player that she/he is infected should be shown 10 seconds after they are infected. That way the infected player cant realize they are infected straight away and assume the player that infected them is probably close by and easily turn around and kill the retreating enemy that infected him/her with a virus. (scouts might have trouble if infected players were instantly notified that they were infected). |
gargantuise aaron
Sanguine Knights
25
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Posted - 2013.08.11 05:30:00 -
[15] - Quote
The victim wont get notified, other people's scanners pick it up and show them but not the man who's infected. |
DJINN leukoplast
Hellstorm Inc League of Infamy
983
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Posted - 2013.08.11 05:40:00 -
[16] - Quote
This is a pretty neat idea, in KZ2 we had the saboteur class, which when activated made you look like a freindly player to the enemies (used a random name from the enemy roster to fake), and made for some interesting gameplay.
There would have to be some way to tell if a freindly is really a freindly, and if an enemy was really en enemy, which would be sort of subtle, but not too subtle. This way it could be spotted, but in the heat of battle would be harder to notice. |
Powerh8er
DIOS EX. Top Men.
41
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Posted - 2013.08.11 05:41:00 -
[17] - Quote
Having random blueberries on team is pandemic enough. |
gargantuise aaron
Sanguine Knights
26
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Posted - 2013.08.11 06:29:00 -
[18] - Quote
Well sticking together and probably having a team use michs would be the number 1 ways to tell what's to tell if something is going wrong with your displays, also reading through roster before match but id like to see this happen it'll provide unique gameplay and if all else fails remove it |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1137
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Posted - 2013.08.11 06:59:00 -
[19] - Quote
gargantuise aaron wrote:So I'm thing this could work like an equipment you pull out and shoot at your enemy std 1 shot adv 2 shots and proto 3 shot It takes 1 shot to infect a suit The virus can randomly fire rifle disrupts hud by mis labeling ammo saying allys are enemies and vice versa and their is friendly fir while infected The only notice you get is when shot there's a uploading virus icob on bottom left The only way to stop the virus is nonohive or death
I think EWAR HUD Disruption Scripts would be a more in keeping lore idea.
Basically a deployable asset with variations like stable, flux, and standard, which projects an area of HUD disruption which messes with mini maps, ammo counts, armour and shield info, and or general player information.
Annoying as hell but that is what EWAR is all about. |
gargantuise aaron
Sanguine Knights
26
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Posted - 2013.08.11 07:07:00 -
[20] - Quote
Like a grenade? Or dropable equipment ? |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1140
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Posted - 2013.08.11 07:10:00 -
[21] - Quote
gargantuise aaron wrote:Like a grenade? Or dropable equipment ? I was thinking perhaps a combination of both.
EMP nades would not damage targets but it could disorient the target, and or mess with their mini maps generating multiple red dots all over the place.
Jammers could be deployable equipment with can be used to affect things/. Like how long it takes to hack something, blinds mini maps, and so on so forth. |
Trey Hardin
REAPERS REPUBLIC
17
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Posted - 2013.08.11 07:46:00 -
[22] - Quote
True Adamance wrote:gargantuise aaron wrote:Like a grenade? Or dropable equipment ? I was thinking perhaps a combination of both. EMP nades would not damage targets but it could disorient the target, and or mess with their mini maps generating multiple red dots all over the place. Jammers could be deployable equipment with can be used to affect things/. Like how long it takes to hack something, blinds mini maps, and so on so forth. This is a greate idea but I feel that once the AR brigade starts to kill each other they will throw a tantrum until ccp nerfs it or removes it. And +1 to OP |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1149
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Posted - 2013.08.11 10:24:00 -
[23] - Quote
Trey Hardin wrote:True Adamance wrote:gargantuise aaron wrote:Like a grenade? Or dropable equipment ? I was thinking perhaps a combination of both. EMP nades would not damage targets but it could disorient the target, and or mess with their mini maps generating multiple red dots all over the place. Jammers could be deployable equipment with can be used to affect things/. Like how long it takes to hack something, blinds mini maps, and so on so forth. This is a greate idea but I feel that once the AR brigade starts to kill each other they will throw a tantrum until ccp nerfs it or removes it. And +1 to OP One Day people are going to have to HTFU and realise that the AR is as good a weapon as you make it. if you use it well you use it well but there will always be a hard counter to the gun. Lasers are my hard counter, and when the EWAR **** comes out deception and misdirection will be my hard counters to AR players. |
gargantuise aaron
Sanguine Knights
34
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Posted - 2013.08.12 03:27:00 -
[24] - Quote
Any new ideas for this? |
lithkul devant
Legions of Infinite Dominion
20
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Posted - 2013.08.12 05:01:00 -
[25] - Quote
Alright...you've said that 1 hit to get the infection going and all that it will do, what about the countermeasures against it? If I'm in a heavy suit and some light, zaps me with this, am I supposed to just wait for someone to come up to me in enemy territory that is on my team and start up a hack? The game just does not provide enough safe grounds where I could get this taken care of to have it as a permanent debuff till death or someone hacking, I mean how pissed off would someone be in their proto suit if it got hacked by the milita varient of this device?
This weapon/skill should have to be as strong or stronger then the suit it is being used against for full effect, or that the 1 hit hack can only happen if the shields are down and they are at 75% or lower armor health for full effect. For my understanding of the shields they reflect or block any damage coming your way or negative effects. This also should be on a timed cooldown, roughly 20-40 seconds on full effect, remember the suits would have an anti virus and is hooked up to the MCC which probably has a whole new layer of anti hacker defenses to it. For a partial effect, possibly 5-10 seconds.
The Eve philosphy is that better suits and better gear get more points and can do more, so overcoming the technical barrier would be on the hacker's side, since a milita grade hack should be no where near how good a proto's anti virus and anti hack software is as can be noted by the CPU. A counter skill should be in use as well as a skill for this, it could even be one that currently exsists.
However, I also feel that while you get a 1 hit to infect like a real virus you should have stages to how infected someone is, going back to if the is a permanent debuff till you die or even if this is a timed event only, though it can stack. Hack lvl 1 your mini map dissappears and markers identifying friend and foe are random. Hack lvl 2 your shield and armor repairers no longer work properly. Hack lvl 3 charge up times for weapons are misleading, prone to over heat, for guns that do not have heat, ammo counts are incorrect your gun can suddenly jam or be unable to fire. Hack lvl 4 you are now giving away all your team mates that you can see locations to the enemy and are now spreading the virus to any that are within range enemy and foe alike. Hack lvl 5 Everyone is now marked as an enemy, you are now an enemy to everyone on the field of battle, virus has a long range of infection, including effecting vehicles, all munitions you now used are virused, shields are super charged, but armor is constantly drained until you die or cured (somehow), when you die, it is a 15 m radius all those affected are virused lvl 2.
I know this is not perfect, but I was trying to go along the path of thought about how a virus affects a computer and how it would work with a dropsuit, the lvl 5 hack I tried to make it equivalent to a hard drive overheating then exploding or crashing. Well I said my piece now everyone tear away at it. |
gargantuise aaron
Sanguine Knights
34
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Posted - 2013.08.12 05:15:00 -
[26] - Quote
I like your take on this, you've convinced me on only proto infects prot and all tgat but my taje in this was more espionage yours is sorta just boom haha erbody either way I want hud ,mad and labels disrupted |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
254
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Posted - 2013.08.12 14:18:00 -
[27] - Quote
Infector variants: (Default) Infector - Affects HUD and activates friendly fire. No affect vs vehicles/instillations. AV Infector - Disables active modules and object can be hacked quicker. No affect vs infantry. Tactical Infector - Reduce Hacking and tracking speeds. Works on vehicles/instillations AND infantry.
Each tier could have an Infect chance (higher tier = high infect chance). Add firewall skill as mentioned earlier to reduce your chance of being infected. Shields with at least 50% HP should add 25% to firewall, making it much harder to infect shielded targets.
MLT = 50% infect (Shields would make infection impossible due to there 50% firewall) STD = 75% infect ADV = 125% infect PRO = 200% infect
Saboteur = +5% infect chance per point (with proto that would cap out at 225%) and allows use of infector.
Fire wall = +25% infect resist per point. (Hold hack button while crouched to counter hack) Maxed out would mean that you could completely avoid infection by anything under proto and at proto you could still have a 25% chance of not being infected so long as your shields are up.
Prerequisites:
Upgrades => Core(1) => Drop Suit Firewall Vehicle command(4) => Vehicle Firewall Upgrades => Core => Hacking(3) => Saboteur
This encourages scouts to go for it as they would most likely grab hacking anyway while at the same time forcing players to dump a butt-load of SP just for STD. If you find yourself getting infected a lot then just start speccing into a firewall to reduce chance of infection.
Yes? No? Maybe?
`Sigh. Just another fun game of DUST. |
RINON114
B.S.A.A. General Tso's Alliance
438
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Posted - 2013.08.12 14:30:00 -
[28] - Quote
True Adamance wrote:gargantuise aaron wrote:Like a grenade? Or dropable equipment ? I was thinking perhaps a combination of both. EMP nades would not damage targets but it could disorient the target, and or mess with their mini maps generating multiple red dots all over the place. Jammers could be deployable equipment with can be used to affect things/. Like how long it takes to hack something, blinds mini maps, and so on so forth. I re-watched a presentation today from fanfest that said jammers will be player owned installations and not equipment. I can't remember the title but it was abuut 15 minutes long. |
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