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Bojo The Mighty
Zanzibar Concept
1574
|
Posted - 2013.08.26 19:10:00 -
[1] - Quote
Electronics
Electronics is a very diverse field. From the Electronics skills you can delve into Scanning, CPU Upgrades, and Hacking Modules.
Engineering
You get PG upgrades. That's it.
The field of Engineering is not a promising one. A merc can say, "I'm an electrician!" and be an asset to the team because they can be packing Hacking Modules and Scanning Gear. If a merc says, "I'm an engineer!" well they might as well be a box of peeps because all they have are some selfish PG Upgrades.
To add interesting stuff to Engineering, think of things and the relation to energy. Our dropsuits have limited power (PG), it's a factor to us. Vehicles have limited power, it's a factor to them as well. It's a factor to everything actually! Today's military would be thrown back in time if they had their power cut off (electricity).
The Potential
Think of the usefulness an engineer could prove when your power is on the line:
- Boosting Shield Recharges
- Disabling Enemy Resources
- Boosting Efficacy of Friendly Resources
Basically, if we open up Engineering we open up potential logis or saboteurs. We would also make the engineering skills not suck. |
Fire of Prometheus
DUST University Ivy League
190
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Posted - 2013.08.26 19:25:00 -
[2] - Quote
The saboteur would be good for scouts, perhaps a specialized class for scouts called saboteur? |
Bojo The Mighty
Zanzibar Concept
1575
|
Posted - 2013.08.26 19:30:00 -
[3] - Quote
Fire of Prometheus wrote:The saboteur would be good for scouts, perhaps a specialized class for scouts called saboteur? Basically I had in mind a scout with a piece of equipment that disables whatever enemy resources are in its radius.
You set it down and the local enemy Supply depot refuses to dispense, all enemy equipment is short circuited and destroyed, and the local CRU refuses to spawn. Vehicles can not activate their modules (active only) infantry shields take much longer to regenerate.
On the logi side of things you have the complete opposite. You have a piece of equipment that makes local nanohives dispense more ammo, same with local supply depot, infantry shields regenerate much faster, Vehicle modules are improved (efficacy boost).
That's the idea |
Monkey MAC
killer taxi company General Tso's Alliance
17
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Posted - 2013.08.26 19:34:00 -
[4] - Quote
Bojo The Mighty wrote:Electronics Electronics is a very diverse field. From the Electronics skills you can delve into Scanning, CPU Upgrades, and Hacking Modules. Engineering You get PG upgrades. That's it. The field of Engineering is not a promising one. A merc can say, "I'm an electrician!" and be an asset to the team because they can be packing Hacking Modules and Scanning Gear. If a merc says, "I'm an engineer!" well they might as well be a box of peeps because all they have are some selfish PG Upgrades. To add interesting stuff to Engineering, think of things and the relation to energy. Our dropsuits have limited power (PG), it's a factor to us. Vehicles have limited power, it's a factor to them as well. It's a factor to everything actually! Today's military would be thrown back in time if they had their power cut off (electricity).
The PotentialThink of the usefulness an engineer could prove when your power is on the line: - Boosting Shield Recharges
- Disabling Enemy Resources
- Boosting Efficacy of Friendly Resources
Basically, if we open up Engineering we open up potential logis or saboteurs. We would also make the engineering skills not suck.
Engineers are usually vechile repair specalists, however something for logis that improves there squad via a passive module!!
Swarm Logic Outboard:
A passive module designed by mimnatar engineers to passively improve their squad without sacrificing there attack potential, the outboard works by sharing the processing of the swarm based nanites and mechanics.
Effects:
Improved SL tracking (once launched) Improved Armour repair module Improved Repair Tool Improved nanohive (improvement stays after leaving as long it was deployed in radius)
Any thoughts or specific numbers would be appreciated!!
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Beren Hurin
The Vanguardians
1238
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Posted - 2013.08.26 19:52:00 -
[5] - Quote
-reduced PG for specific equipment trees. -Increased effectiveness for PG modules. -decreased cooldown on turrets while driving/riding vehicle. |
Bojo The Mighty
Zanzibar Concept
1576
|
Posted - 2013.08.26 19:54:00 -
[6] - Quote
Beren Hurin wrote:-reduced PG for specific equipment trees. -Increased effectiveness for PG modules. -decreased cooldown on turrets while driving/riding vehicle. is that an add on to the post above or a general thing or what? |
ladwar
Dead Six Initiative Lokun Listamenn
1288
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Posted - 2013.08.26 19:55:00 -
[7] - Quote
STFU at least your does what it should do. |
Bojo The Mighty
Zanzibar Concept
1576
|
Posted - 2013.08.26 19:56:00 -
[8] - Quote
ladwar wrote:STFU at least your does what it should do. LOL yes I am well aware of the PG downfall in Vehicles
I am comparing Infantry Electronics vs Infantry Engineering, not Vehicle to Infantry. |
G Torq
ALTA B2O
208
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Posted - 2013.08.26 20:00:00 -
[9] - Quote
Bojo, you thinking WHEY too simple here..
Engineers lay out traps, builds bridges, changes the layout of the theatre they operate in.
Need some EQ, that lets us adapt the field to our immediate needs, all based around some engineering skills :p |
Smooth Assassin
Condotta Rouvenor Gallente Federation
86
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Posted - 2013.08.26 21:09:00 -
[10] - Quote
Bojo The Mighty wrote:Electronics Electronics is a very diverse field. From the Electronics skills you can delve into Scanning, CPU Upgrades, and Hacking Modules. Engineering You get PG upgrades. That's it. The field of Engineering is not a promising one. A merc can say, "I'm an electrician!" and be an asset to the team because they can be packing Hacking Modules and Scanning Gear. If a merc says, "I'm an engineer!" well they might as well be a box of peeps because all they have are some selfish PG Upgrades. To add interesting stuff to Engineering, think of things and the relation to energy. Our dropsuits have limited power (PG), it's a factor to us. Vehicles have limited power, it's a factor to them as well. It's a factor to everything actually! Today's military would be thrown back in time if they had their power cut off (electricity).
The PotentialThink of the usefulness an engineer could prove when your power is on the line: - Boosting Shield Recharges
- Disabling Enemy Resources
- Boosting Efficacy of Friendly Resources
Basically, if we open up Engineering we open up potential logis or saboteurs. We would also make the engineering skills not suck. Scouts should have a bit more cos they need special personal skill to use them for example nova knifing. |
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Forlorn Destrier
Bullet Cluster
1464
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Posted - 2013.08.26 22:19:00 -
[11] - Quote
Bojo The Mighty wrote:Electronics Electronics is a very diverse field. From the Electronics skills you can delve into Scanning, CPU Upgrades, and Hacking Modules. Engineering You get PG upgrades. That's it. The field of Engineering is not a promising one. A merc can say, "I'm an electrician!" and be an asset to the team because they can be packing Hacking Modules and Scanning Gear. If a merc says, "I'm an engineer!" well they might as well be a box of peeps because all they have are some selfish PG Upgrades. To add interesting stuff to Engineering, think of things and the relation to energy. Our dropsuits have limited power (PG), it's a factor to us. Vehicles have limited power, it's a factor to them as well. It's a factor to everything actually! Today's military would be thrown back in time if they had their power cut off (electricity).
The PotentialThink of the usefulness an engineer could prove when your power is on the line: - Boosting Shield Recharges
- Disabling Enemy Resources
- Boosting Efficacy of Friendly Resources
Basically, if we open up Engineering we open up potential logis or saboteurs. We would also make the engineering skills not suck.
If I recall correctly, the original goal was to implement a capacitor (like in Eve) for the suits that dictate your power needs. Should CCP do this, it would open a new category of skills for the "engineer" in us all. |
Lillica Deathdealer
Mango and Friends
245
|
Posted - 2013.08.26 23:58:00 -
[12] - Quote
This is an excellent thought. I'm not sure if I remember correctly, but aren't shield skills categorized under engineering in Eve? I think this should absolutely carry over into dust. Granted the lack of a capacitor makes some things harder to play with. Certainly, this could factor into boosting weapon types like nova knives and lasers that appear heavily reliant on energy. I can imagine an amarr combat logi carrying an equipment that augments laser weaponry by granting a higher initial damage level for the heat to build from, or enabling overloads beyond the weapon's normal capabilities. Of course, this is just an example. |
Bojo The Mighty
Zanzibar Concept
1582
|
Posted - 2013.08.27 03:16:00 -
[13] - Quote
Lillica Deathdealer wrote:This is an excellent thought. I'm not sure if I remember correctly, but aren't shield skills categorized under engineering in Eve? I think this should absolutely carry over into dust. Granted the lack of a capacitor makes some things harder to play with. Certainly, this could factor into boosting weapon types like nova knives and lasers that appear heavily reliant on energy. I can imagine an amarr combat logi carrying an equipment that augments laser weaponry by granting a higher initial damage level for the heat to build from, or enabling overloads beyond the weapon's normal capabilities. Of course, this is just an example. yeah I noticed scrambler rifles have insane high PG. 11 for standard. So it seems like there could be an engineering module that relates to high PG weapons. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1646
|
Posted - 2013.08.27 03:38:00 -
[14] - Quote
Making Engineering the gateway skill to the upcoming eWar modules (or at least some of them depending on type) sounds like a good fit to me
0.02 ISK Cross |
Bojo The Mighty
Zanzibar Concept
1582
|
Posted - 2013.08.27 03:52:00 -
[15] - Quote
Cross Atu wrote:Making Engineering the gateway skill to the upcoming eWar modules (or at least some of them depending on type) sounds like a good fit to me 0.02 ISK Cross actually I figured that eWar belonged to Electronic skills. I want to call this, Engineering Warfare, or eWar. |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
80
|
Posted - 2013.08.27 05:26:00 -
[16] - Quote
Fire of Prometheus wrote:The saboteur would be good for scouts, perhaps a specialized class for scouts called saboteur?
Like that idea.
A scout that can use a piece of equipment that: prevents one or more enemies from being able to fire weapons AND making enemy grenades not detonate.
both effects occurring within a certain range of the saboteur scout. (scout cant use weapons while using that piece of weapon saboteur equipment)
saboteur equipment would have a cooldown period and only stay active for 4 to 6 seconds before cooldown commences.
saboteur equipment alerts nearby allies (when active) that the enemies effected by the saboteur scout cant fire.
saboteur equipment would have a delay of 4 seconds before actually activating
saboteur equipment alerts nearby allies (during the 4 seconds delay of activation) that a allied scout is about to sabotage all the enemies weapons within range (I have not specified a range for this equipment, please discuss among yourselves)
thus allies will be ready when the saboteur scout does activate his equipment to sabotage enemy weapons (because they were warned by the game mechanics and given time to prepare)
Gives teams another tactic in matches.
maybe this equipment should be only accessible by scouts so they have more advantages than they currently do against other dropsuits.
scout would get WP for kill assists. maybe 30 WP instead of 25.
perhaps create 2 variants: one that works against vehicles and one that works against infantry |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
80
|
Posted - 2013.08.27 05:28:00 -
[17] - Quote
Lillica Deathdealer wrote:This is an excellent thought. I'm not sure if I remember correctly, but aren't shield skills categorized under engineering in Eve? I think this should absolutely carry over into dust. Granted the lack of a capacitor makes some things harder to play with. Certainly, this could factor into boosting weapon types like nova knives and lasers that appear heavily reliant on energy. I can imagine an amarr combat logi carrying an equipment that augments laser weaponry by granting a higher initial damage level for the heat to build from, or enabling overloads beyond the weapon's normal capabilities. Of course, this is just an example.
like those ideas. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
334
|
Posted - 2013.08.27 09:15:00 -
[18] - Quote
Rep station: Reps all allies within range including vehicles and instillations (uses rep tool beams). Item has a preset amount of nanites (like a hive) and is destroyed once the nanites are depleted. ALT veriants could effect max deployed (but you can never hold more then one) and even allow for shield repts.
I would place one under a supply depot to keep it alive AND rep players/vehicles that approach it for some quick triage. (Sure triage hives work but they don't rep the depot or vehicles.)
Place one behind down before hopping on a turret to insure you are able to stay alive.
Logis can throw out some real reps but placing one down and switching to a rep tool.
`Sigh. Just another fun game of DUST. |
Bojo The Mighty
Zanzibar Concept
1587
|
Posted - 2013.08.27 18:35:00 -
[19] - Quote
Ok let's not get carried away with super specifics.
But yes, Infantry engineering should be applicable to map related objects, such as installations, null cannons, and possibly in the future, interactive nodes on maps (drawbridges, pipes, etc.)
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