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Iron Wolf Saber
Den of Swords
7221
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Posted - 2013.08.13 22:14:00 -
[1] - Quote
Remove Adv and Proto Suits, replace standard slot layout with prototype levels. Make fitting scale with skill level of the suit command, give individual suits in each command category its own bonus set and role. Standardize Vehicle modules so they are in the Standard, Advanced, and Prototype layers instead of meta 1,3,4 and give them similar treatment to the hulls, Prototype slot layout but increasing fitting with skill level command and localize the bonuses to the hull allowing multiple tanks to have different roles in the same class. |
Iron Wolf Saber
Den of Swords
7224
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Posted - 2013.08.13 23:25:00 -
[2] - Quote
but I already have 6 million SP in vehicles...
Secondly I am not the one running around with a sledgehammer to the entire vehicle concept. |
Iron Wolf Saber
Den of Swords
7234
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Posted - 2013.08.14 00:04:00 -
[3] - Quote
WTB Skill Book
Clarity V, because you know not everyone can read my mind and its one of my weakest traits. |
Iron Wolf Saber
Den of Swords
7252
|
Posted - 2013.08.14 03:40:00 -
[4] - Quote
Wilson Ribeiro wrote:I don't like the idea of tiercide i worked to have the proto gear i have now and taking that away would be the most scumbagging thing the developers could do to the old players. I know there is a real ordeal to mantain the new players in the game. but that why we have the academy. What they have to do is to make matches have based on the player WP, that way vets would not pick on blueberries.
Well there is no talks about it yet but under my model Proto-suits wouldn't get nerfed at all. All suits would revert to the proto-suit slot layout and at max skill the current fittings. The Command Skill for those suits increases the base fitting significantly so a rookie may only be able to fit 1 proto module if he is skilled for it and nothing else with a bunch of empty slots. However, if he skills up he should be able to achieve a mix of advanced and proto of today are able to. Suits themselves will get localized bonuses, 2 from base, and specialist get 2 more for their own goals/roles. This allows Type I and Type II of any suit class/specialization with widely different roles and goals.
As for color schemes though... go back to traditional? (Blue/Grey Caldari, Green White/Grey Gallente, Red/Orange/Brown Minmatar, Gold/Yellow/Red Amarr.) and sell the black as spec ops paint jobs when they bring them back? |
Iron Wolf Saber
Den of Swords
7252
|
Posted - 2013.08.14 04:07:00 -
[5] - Quote
gbghg wrote: The rage on principle in there would be pretty funny to read, why not get nova to post it? Would help remove some of the pointless stigma, though tbh you have said some pretty stupid things in vehicle threads, but then we all have.
/me cracks knuckles.
Okay then. The plan calls for nuke it from orbit deal aka clean slate and lets pretend most of the previous things didn't exist.
Capacitor will be brought in as a slow vehicle draining stamina, all vehicles have default 'speed' booster and uses the sprint button commonly found on infantry to control it, current and new afterburner and nitrous modules will alter the amount of speed or capacitor drain. Few other functions could also be brought in such as built in tracking enhancers also draining capacitors when using the 'sprint' on the aiming stick instead however this is something I wouldn't mess with too much.
New Skills will be brought in along with capacitor assisting modules.
New Line of capacitor consuming modules will be brought in, they are the most efficient in their functions but run the serious risk of draining capacitor resulting in a massive vulnerability. Cooldown based modules will be retained as well to create variety and other options, these are the most efficient per second of operation however their down time makes them less efficient than the capacitor consuming variants.
The overall design goal behind capacitor is to prevent extremely long endurance times and punishment for pushing the vehicle too hard away from support where capping out becomes a serious issue as it hurts the vehicle's ability to fight, defend, heal and run away.
Ammo Concept will be brought in, to avoid the conundrum Eve online has with a lot of things, all ammo is stored locally to the module itself. For example an Expanded Cap Injector carries 15 batteries vs the standard Cap Injector carrying 12. Various modules will have various types of ammo which ordains its consumption behavior, fuel for example is drained at a constant rate while active while charges will be as per use. Not all modules will have ammo variants.
Weapons will not be enjoying the capacitor freedoms and will be straining the cap on its own, Lasers being the most consumptious (however lasers have no ammo) followed by hybrids (which offers the highest efficiency in ammo and cap input to damage output), projectiles will not consume capacitor (but is extremely inefficient on ammo consumption) such. Small turrets not used by the pilot will have capacitor partitions and thus will never overdrain on pilot's own capacitor but total capacitor is lowered.
Small Turrets will have a massive stockpile of ammo and will be meant to be fired over long periods of combat. Larger Turrets will have a smaller stockpile of ammo and will restrict the HAV engagement window, this will hopefully encourage HAVs from playing king of the hill too long, making shots count, putting shells where they're needed, and staying close to infantry support that can help replenish their stock. Short range weaponry will traditionally have more ammo reserves than Long range weaponry to separate the brawler from the sniper in terms of play.
New module can be brought in on both weapon variants (expanded missile launcher) or increasing the ammo count directly (armored magazine) as well as new turret skills that can increase magazine, and reserves size.
Overall Design behind ammo is a new way of having modules to things that can potentially be very powerful when used up and close as well as provide a 'gap' between fire breathing to attack the dragon. A reloading tank can be an easy target for a hostile tank fully loaded already. This may call for a reload button however or a quick select reload all from the module window. As well as for reloading animations.
Fitting Expansion New tools are going to be added for vehicle fitting.
Tool 1. UAC - This allows a player to shift who gets to control what modules when applicable, for example in a drop ship giving players control of active weapon upgrades or a passenger control of logistics.
Tool 2. Module "Racking" This allows the fitter to create two groups of modules that when one activates they all activate and deactivate at the same time. If the times are mismatched and there is one module still active when told to shut off the default input will be to shut off. When in game a pilot can easily activate an entire rack which are defaulted straight up or straight down on the module wheel
Tool 3. Hot Buttons First off remove the swap seat button and goto a means of boarding by location relevance, this matters most on the LAV less on the DS and HAV as the first one in are going to the pilots and the next two always gunners. From here you can then map a controller button to a module or module rack for quick activation and deactivation.
Auto-activators Some of the new modules automatically activate when conditions are met. They have long reload times or low endurance overall and can be easily defeated in a single window of opportunity if overwhelmed. Chaff and Flares, Pulse Jamming, and Automatic Capacitor Injectors come to mind.
Resupplying Current supply depots can resupply any vehicle's ammo stock albeit slowly, new vehicle depots can do the job more efficiently. Other possible new structures/equipment is also available to help keep vehicles happy. |
Iron Wolf Saber
Den of Swords
7252
|
Posted - 2013.08.14 04:08:00 -
[6] - Quote
Post 2 |
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