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Thread Statistics | Show CCP posts - 1 post(s) |
Quill Killian
Better Hide R Die
237
|
Posted - 2013.08.12 06:52:00 -
[1] - Quote
CCP, et al.:
In real life, how far a vehicle GÇö be it ground, aerial, underwater or spaceborne GÇö can go is dictated by how much fuel it carries or can generate on its own accord.
So, with this in mind, why not implement such a system in Dust 514? Here's how I envision it would work:
All vehicles would come with a base amount of fuel, TBD by the Dust 514 development team with, of course, input provided by players, especially those who have skilled into vehicles.
A fuel skill would be added into the vehicle skill tree. Instead of boosting the skill by percentage per level, it would instead provide a boost of, say, 25 fuel units per level. The skill would add to the base level of fuel that a vehicle has, and would be a skill that would need to be leveled for each type of vehicle (much like what folks have to do with each type of weapon they specialize into).
Each vehicle could travel an "x" amount of distance per fuel unit, again TBD by the devs with player input.
In this scenario, supply depots could also serve double duty as refueling depots. It'd simply be a matter of devs coding them to include fuel among the supplies that are restocked when players and/or vehicles are near them. The depots would dispense the largest amount of fuel and, thus, would be highly prized and protected.
Nanohives could also serve as fuel dispensers, albeit on a much smaller scale than supply depots. Perhaps the devs could create another specialty nanohive, one that focuses on providing fuel, up to a maximum of a third of that given by a supply depot.
In exchange for this fuel system, one that would make vehicle use much more strategic than, say, the "murder taxis" we see careening around the battlefield now, CCP would buff the shielding and armor systems aboard vehicles, or provide some other compensating component or two.
I am a non-vehicle user, aside from the occasional "free" LAV to get me from Point A to Point B, so I am writing this based on general observations of Dust 514, with no particular animus toward vehicle users GÇö many of which, by the way, I count as my allies in Dust 514.
My goal is to ensure that the use of vehicles GÇö LAVs, HAVs, dropships and the upcoming fighter jets, speed bikes and so on GÇö is strategic in nature, while also preserving them as the "equation changers" they're meant to be, particularly with HAVs. That's why in the points above, I specifically noted that vehicles should be buffed in exchange for the implementation of a fuel system.
So, that sums things up. What do folks think? Is it doable? Not doable? If yes or no, then why? |
Frank Olson Usul
DUST University Ivy League
2
|
Posted - 2013.08.12 06:55:00 -
[2] - Quote
Sci-Fi fusion-plasma whatever engines don't need fuel. True story ;) |
Logi Bro
Greatness Achieved Through Training EoN.
2027
|
Posted - 2013.08.12 06:57:00 -
[3] - Quote
I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. |
ladwar
Dead Six Initiative Lokun Listamenn
1120
|
Posted - 2013.08.12 06:59:00 -
[4] - Quote
Frank Olson Usul wrote:Sci-Fi fusion-plasma whatever engines don't need fuel. True story ;) time to refuel the nuclear power generator.... cause it gets 7 feet for the fuel tank |
Minor Treat
The Enclave Syndicate Dark Taboo
41
|
Posted - 2013.08.12 07:10:00 -
[5] - Quote
i like the idea heck maybe even fuel station which people can hijack over through hacking. might be cool and at abit more incentive to ambush people more often while keeping spam vehicles under control (murder Taxi's) |
dustwaffle
Gravity Prone EoN.
310
|
Posted - 2013.08.12 07:14:00 -
[6] - Quote
Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Nah, you don't need fuel to regular ships. Capacitor works in the same way 'energy' or 'mana' in equivalent games does. The more capacitor you have the longer you can keep you local armor reps running etc.
Only capital ships required fuel to jump since they can't use normal stargates to get to another system. |
Torneido Achura
The Suicide Kingz
7
|
Posted - 2013.08.12 07:19:00 -
[7] - Quote
Mmm.. maybe AAA baterries? |
Quill Killian
Better Hide R Die
238
|
Posted - 2013.08.12 10:02:00 -
[8] - Quote
Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally.
Hmm. I don't play EvE, so I wouldn't know ... but if CCP implemented such a system there, I bet the odds of it coming to Dust 514 in one form or another is relatively good. Or, as CCP would say, SoonTM.
|
Jason Pearson
Seraphim Auxiliaries
2442
|
Posted - 2013.08.12 10:05:00 -
[9] - Quote
Only if Dropsuits require power cells to operate.
King of the Forums // Seraphim <3 Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
294
|
Posted - 2013.08.12 10:05:00 -
[10] - Quote
Fuel... so they won't even bother to drive past the redline?
Sorry, don't like the idea. Replace "fuel" with "ammo" and I'm on board by the way. |
|
Takahiro Kashuken
Red Star. EoN.
827
|
Posted - 2013.08.12 10:43:00 -
[11] - Quote
Nope
Anyway im running a mini fusion reactor that can last for 1000years |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
85
|
Posted - 2013.08.12 11:23:00 -
[12] - Quote
the nerf demands gets more ridiculos by the day
a skirmish match lasts around 20 minutes , i think cars these days can go more than 20 min without refueling |
Niuvo
The Phoenix Federation
327
|
Posted - 2013.08.12 11:27:00 -
[13] - Quote
I think there shield/armor is their "fuel". |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1173
|
Posted - 2013.08.12 11:35:00 -
[14] - Quote
Capacitors like in EVE would be amazing on vehicles. Do you make a cap stable tank constantly able to cycle its mods or one that uses it cap for brief prodigious module use? |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3061
|
Posted - 2013.08.12 11:51:00 -
[15] - Quote
Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea.
I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5.
Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners?
Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable.
Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance. |
Billi Gene
The Southern Legion
246
|
Posted - 2013.08.12 12:08:00 -
[16] - Quote
Mobius Wyvern wrote:Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea. I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5. Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners? Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable. Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance.
yeah it really seems like an ideal way to balance it all out, stronger tank and stronger AV, all within bounds created by the opposing sides tactics.
energy neutralizing grenades, mines and a energy neut version of the remote repper, along with webber versions creates the tank trapper mindset, countered directly by tanks now trying damned hard to steer clear of any situation that allows infantry to get that close.
a balance sweep on turret and module cpu/pg would allow a. low meta turrets and strong passive tank, b. cap stable tank with the highest meta turrets fit-able or c. high meta turrets with temp active tank for glass cannon hit and run.
balancing so that version a. can only fit 3x small turrets would be a doozy, as far as cpu/pg balancing goes.
/just_an_idea |
KingBlade82
The Phoenix Federation
160
|
Posted - 2013.08.12 12:40:00 -
[17] - Quote
No |
Billi Gene
The Southern Legion
247
|
Posted - 2013.08.12 12:52:00 -
[18] - Quote
nou...whynot?> |
bethany valvetino
Dead Six Initiative Lokun Listamenn
74
|
Posted - 2013.08.12 12:56:00 -
[19] - Quote
Quill Killian wrote:CCP, et al.:
In real life, how far a vehicle GÇö be it ground, aerial, underwater or spaceborne GÇö can go is dictated by how much fuel it carries or can generate on its own accord.
So, with this in mind, why not implement such a system in Dust 514? Here's how I envision it would work:
All vehicles would come with a base amount of fuel, TBD by the Dust 514 development team with, of course, input provided by players, especially those who have skilled into vehicles.
A fuel skill would be added into the vehicle skill tree. Instead of boosting the skill by percentage per level, it would instead provide a boost of, say, 25 fuel units per level. The skill would add to the base level of fuel that a vehicle has, and would be a skill that would need to be leveled for each type of vehicle (much like what folks have to do with each type of weapon they specialize into).
Each vehicle could travel an "x" amount of distance per fuel unit, again TBD by the devs with player input.
In this scenario, supply depots could also serve double duty as refueling depots. It'd simply be a matter of devs coding them to include fuel among the supplies that are restocked when players and/or vehicles are near them. The depots would dispense the largest amount of fuel and, thus, would be highly prized and protected.
Nanohives could also serve as fuel dispensers, albeit on a much smaller scale than supply depots. Perhaps the devs could create another specialty nanohive, one that focuses on providing fuel, up to a maximum of a third of that given by a supply depot.
In exchange for this fuel system, one that would make vehicle use much more strategic than, say, the "murder taxis" we see careening around the battlefield now, CCP would buff the shielding and armor systems aboard vehicles, or provide some other compensating component or two.
I am a non-vehicle user, aside from the occasional "free" LAV to get me from Point A to Point B, so I am writing this based on general observations of Dust 514, with no particular animus toward vehicle users GÇö many of which, by the way, I count as my allies in Dust 514.
My goal is to ensure that the use of vehicles GÇö LAVs, HAVs, dropships and the upcoming fighter jets, speed bikes and so on GÇö is strategic in nature, while also preserving them as the "equation changers" they're meant to be, particularly with HAVs. That's why in the points above, I specifically noted that vehicles should be buffed in exchange for the implementation of a fuel system.
So, that sums things up. What do folks think? Is it doable? Not doable? If yes or no, then why?
Might I ask you to do some research before you both to post again?
As do ground based craft (even though it sounds like a V8 oil burning lump of metal on your LAV, sadly... It's not.)
Had you done that little bit of research, you would know this and know that eve side, Cap (energy) warfare is very important, with ships designed to do nothing but reduce the cap of hostile ships.
You can't run out of something you never had...
|
bethany valvetino
Dead Six Initiative Lokun Listamenn
74
|
Posted - 2013.08.12 12:59:00 -
[20] - Quote
Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally.
Truth |
|
RedRebelCork
Ahrendee Mercenaries EoN.
323
|
Posted - 2013.08.12 13:01:00 -
[21] - Quote
Ammo limits make more sense. |
Shouper of BHD
Better Hide R Die
280
|
Posted - 2013.08.12 13:02:00 -
[22] - Quote
Jremmedy and I were passing this and a few others related to it around and we would have to agree, but if I can suggest, instead of a depot, have it be the upcoming drone installation (BTW, if your hostile to it and your vehicle goes to close your dead, they are AV, but if your friendly you can go to it unharmed), by parking next to it you regain fuel at a +10% rate, 1 pulse every 1.5 seconds (total of 15 seconds). remove armor heal from depots and put them on the Drone installation, have a module that recharges fuel on other vehicles like a triage (fuel doesn`t have to be a gas but any source of power) and if vehicles 1 day have ammo allow vehicle ammo resupply here. (and also had ammo supply from vehicle to vehicle and vehicle to infantry).
also the skills should be connected to vehicle maneuvering since that skill is so expensive or make a new skill which is vehicle compartments storage or something that's a 3x skill which gives +5% of ammo/fuel capacity per lv, the skills also give STD modules at lv1, ADV =lv3 and PRO at lv5, the modules available would be fuel tanks and ammo boxes in the low power slots. |
Henchmen21
Planet Express LLC
73
|
Posted - 2013.08.12 13:05:00 -
[23] - Quote
Billi Gene wrote:Mobius Wyvern wrote:Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea. I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5. Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners? Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable. Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance. yeah it really seems like an ideal way to balance it all out, stronger tank and stronger AV, all within bounds created by the opposing sides tactics. energy neutralizing grenades, mines and a energy neut version of the remote repper, along with webber versions creates the tank trapper mindset, countered directly by tanks now trying damned hard to steer clear of any situation that allows infantry to get that close. a balance sweep on turret and module cpu/pg would allow a. low meta turrets and strong passive tank, b. cap stable tank with the highest meta turrets fit-able or c. high meta turrets with temp active tank for glass cannon hit and run. balancing so that version a. can only fit 3x small turrets would be a doozy, as far as cpu/pg balancing goes. /just_an_idea
So you get 4 things to take out a tank and the tank gets to steer clear of infantry. Guess what tanks already have to do that as it is. If you get all that energy neutralizing and webbing I want smart bombs to kill infantry with in a 50-75m radius.
|
Spkr4theDead
Namtar Elite Gallente Federation
355
|
Posted - 2013.08.12 13:24:00 -
[24] - Quote
THE TRAINSPOTTER wrote:the nerf demands gets more ridiculos by the day
I know right? |
Spkr4theDead
Namtar Elite Gallente Federation
355
|
Posted - 2013.08.12 13:25:00 -
[25] - Quote
When you accept having to refuel your dropsuit's fuel, I'll accept having to refuel my vehicle. Until then, no deal. |
Shouper of BHD
Better Hide R Die
280
|
Posted - 2013.08.12 13:44:00 -
[26] - Quote
Spkr4theDead wrote:When you accept having to refuel your dropsuit's fuel, I'll accept having to refuel my vehicle. Until then, no deal.
I like the idea when it comes in the long run, I don`t expect this any time soon of course considering A) they got balance to do and B) they got content to add then they would get o things like this and for that reason I support this idea. |
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CCP Logibro
C C P C C P Alliance
391
|
Posted - 2013.08.12 13:53:00 -
[27] - Quote
Moved to Feedback/Requests CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
|
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3063
|
Posted - 2013.08.12 14:09:00 -
[28] - Quote
Henchmen21 wrote:Billi Gene wrote:Mobius Wyvern wrote:Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea. I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5. Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners? Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable. Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance. yeah it really seems like an ideal way to balance it all out, stronger tank and stronger AV, all within bounds created by the opposing sides tactics. energy neutralizing grenades, mines and a energy neut version of the remote repper, along with webber versions creates the tank trapper mindset, countered directly by tanks now trying damned hard to steer clear of any situation that allows infantry to get that close. a balance sweep on turret and module cpu/pg would allow a. low meta turrets and strong passive tank, b. cap stable tank with the highest meta turrets fit-able or c. high meta turrets with temp active tank for glass cannon hit and run. balancing so that version a. can only fit 3x small turrets would be a doozy, as far as cpu/pg balancing goes. /just_an_idea So you get 4 things to take out a tank and the tank gets to steer clear of infantry. Guess what tanks already have to do that as it is. If you get all that energy neutralizing and webbing I want smart bombs to kill infantry with in a 50-75m radius. The question is: are you using your secondary gun slots, or trying to solo-tank to avoid secondary gunners "stealing your kills"?
Most of the AV that gets you in the game right now is coming at you from long range.
Cap draining devices could be a grenade, for instance, requiring the player to get well within range of your small turrets to successfully use it, and it might take several of them to drain you out completely.
So with this proposal, having someone get you in their sights with a Breach Forge at 400 meters is no longer an instant death sentence, because you can have your hardeners always active. |
Henchmen21
Planet Express LLC
74
|
Posted - 2013.08.12 16:05:00 -
[29] - Quote
Mobius Wyvern wrote:Henchmen21 wrote:Billi Gene wrote:Mobius Wyvern wrote:Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea. I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5. Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners? Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable. Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance. yeah it really seems like an ideal way to balance it all out, stronger tank and stronger AV, all within bounds created by the opposing sides tactics. energy neutralizing grenades, mines and a energy neut version of the remote repper, along with webber versions creates the tank trapper mindset, countered directly by tanks now trying damned hard to steer clear of any situation that allows infantry to get that close. a balance sweep on turret and module cpu/pg would allow a. low meta turrets and strong passive tank, b. cap stable tank with the highest meta turrets fit-able or c. high meta turrets with temp active tank for glass cannon hit and run. balancing so that version a. can only fit 3x small turrets would be a doozy, as far as cpu/pg balancing goes. /just_an_idea So you get 4 things to take out a tank and the tank gets to steer clear of infantry. Guess what tanks already have to do that as it is. If you get all that energy neutralizing and webbing I want smart bombs to kill infantry with in a 50-75m radius. The question is: are you using your secondary gun slots, or trying to solo-tank to avoid secondary gunners "stealing your kills"? Most of the AV that gets you in the game right now is coming at you from long range. Cap draining devices could be a grenade, for instance, requiring the player to get well within range of your small turrets to successfully use it, and it might take several of them to drain you out completely. So with this proposal, having someone get you in their sights with a Breach Forge at 400 meters is no longer an instant death sentence, because you can have your hardeners always active.
Cant really redline a blaster tank, least not if you are going to be useful. |
Ren Ratner
Infinite Raiders
46
|
Posted - 2013.08.12 17:50:00 -
[30] - Quote
True Adamance wrote:Capacitors like in EVE would be amazing on vehicles. Do you make a cap stable tank constantly able to cycle its mods or one that uses it cap for brief prodigious module use?
I would prefer this so much over current module functionality. |
|
Vox Ameliora
Syndicate Cascade
1
|
Posted - 2013.08.12 17:59:00 -
[31] - Quote
Question: How would, say, a dropship refuel from a Supply Depot without having to descend to the battlefield when it is most vulnerable? |
RINON114
B.S.A.A. General Tso's Alliance
439
|
Posted - 2013.08.12 18:27:00 -
[32] - Quote
I like this idea, would be cool to make vehicles explode in a larger ball of fiery death if they have more fuel too.
Given the disposable nature of our clone bodies, the lore could simply state that tanks aren't made with current fusion reactor technology because it's not cost effective to miniaturise and put into tanks for such short engagements where loss of life is of no concern, so why should battlefield equipment? |
Billi Gene
The Southern Legion
253
|
Posted - 2013.08.12 18:59:00 -
[33] - Quote
Henchmen21 wrote:Billi Gene wrote:Mobius Wyvern wrote:Logi Bro wrote:I'm pretty sure in EvE their equivalent is the capacitor. It gets depleted from using on-board systems from what I've heard, although I don't play EvE personally. Yes, that's the idea. I made a post in Feedback about how I hope vehicle capacitors can come in for 1.5. Imagine being able to make your vehicle cap stable and perma-run your resistance hardeners? Now, AVers, before you panic, imagine getting a grenade or mine you can use the drain energy from vehicles to make them vulnerable. Now, suddenly, you have both superior vehicles and more tools for AVers brought in at the same time, and the subsequent vehicle buff is automatically kept in balance. yeah it really seems like an ideal way to balance it all out, stronger tank and stronger AV, all within bounds created by the opposing sides tactics. energy neutralizing grenades, mines and a energy neut version of the remote repper, along with webber versions creates the tank trapper mindset, countered directly by tanks now trying damned hard to steer clear of any situation that allows infantry to get that close. a balance sweep on turret and module cpu/pg would allow a. low meta turrets and strong passive tank, b. cap stable tank with the highest meta turrets fit-able or c. high meta turrets with temp active tank for glass cannon hit and run. balancing so that version a. can only fit 3x small turrets would be a doozy, as far as cpu/pg balancing goes. /just_an_idea So you get 4 things to take out a tank and the tank gets to steer clear of infantry. Guess what tanks already have to do that as it is. If you get all that energy neutralizing and webbing I want smart bombs to kill infantry with in a 50-75m radius.
look at the larger fittings questions being asked of the infantry: this moves the choice of fittings down towards specific fittings for specific tank models (presuming that slot layouts would diversify across a broader range of tanks). even with out a larger range of tanks, AV would have to consider the set up of the tank in order for an answer on how to take it out. Energy neuts would be ineffective against a passive tank with high resists and large EHP, but would be devastating against an Active tank, where cap is being used to keep reppers/boosters and possibly active resists cycling-drain that cap and you have a sitting duck.
My tanker alt is still fairly new and I am still fumbling around with the system, Currently testing out various fittings, but my favorite playstyle revolves around 3x active armor hardeners and 120mm plates with a single repper. It's a bit of a micro-management nightmare, but it does allow me to make incursions into infantry heavy areas and tank ALOT of damage, then get out and wait for my repper to cycle.
I also am trying to work up to a massive EHP passive tank, but the alt needs more SP i suspect, hopefully i'll be deep enough to start down the shield tank route soon and try that out.
I'm not interested in invinci-tanks, I am interested in the illusion of an invinci-tank. There is a difference... |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3071
|
Posted - 2013.08.12 19:04:00 -
[34] - Quote
Henchmen21 wrote: Cant really redline a blaster tank, least not if you are going to be useful.
Well then you have nothing to worry about!
Get some guys from your Corp to fill your turrets, get on audio with each other, and coordinate targets to ensure your vehicle stays safe.
Your hardeners will handle attacks from range, and your secondary gunners will handle infantry that get too close.
Also, when I was talking about the idea of a grenade or mine for cap drain, I'm not talking on the same level as our current AV nades. They would be un-guided like Flux Grenades, and you'd need to toss several to drain out a vehicle completely. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
576
|
Posted - 2013.08.12 19:06:00 -
[35] - Quote
I think this is a terrible idea intended to nerf LAVs. What about dropships, which are already in a very bad place? On top of that, this would increase the number of redline tanks (why go into the field and waste fuel?), which further screws dropships. |
Galm Fae
Guardian Solutions DARKSTAR ARMY
58
|
Posted - 2013.08.12 19:06:00 -
[36] - Quote
This is the worst idea since the Vietnam War. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3071
|
Posted - 2013.08.12 19:08:00 -
[37] - Quote
Galm Fae wrote:This is the worst idea since the Vietnam War. However, the general concept can be applied to having active modules run off of a continuously recharging capacitor, which I think is an excellent idea. |
Avinash Decker
Seykal Expeditionary Group Minmatar Republic
64
|
Posted - 2013.08.12 19:54:00 -
[38] - Quote
Matches only last about 5 - 20 mins it would be more of a non factor than anything else, unless the tank would run out of fuel every 5 mins . If it persistent out of matches this would create more stuff that vehicle users would have to worry about than adding anything worthwhile.
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Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
403
|
Posted - 2013.08.12 19:56:00 -
[39] - Quote
RINON114 wrote:I like this idea, would be cool to make vehicles explode in a larger ball of fiery death if they have more fuel too.
Given the disposable nature of our clone bodies, the lore could simply state that tanks aren't made with current fusion reactor technology because it's not cost effective to miniaturise and put into tanks for such short engagements where loss of life is of no concern, so why should battlefield equipment?
Dude, hover cars that regular people get have them. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
403
|
Posted - 2013.08.12 19:58:00 -
[40] - Quote
Mobius Wyvern wrote:Galm Fae wrote:This is the worst idea since the Vietnam War. However, the general concept can be applied to having active modules run off of a continuously recharging capacitor, which I think is an excellent idea.
I could use a Myrmidon tripple rep fit to smash people, sitting still for 12 minutes lol |
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