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Bojo The Mighty
Zanzibar Concept
1574
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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. |
Bojo The Mighty
Zanzibar Concept
1575
|
Posted - 2013.08.26 19:30:00 -
[2] - 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 |
Bojo The Mighty
Zanzibar Concept
1576
|
Posted - 2013.08.26 19:54:00 -
[3] - 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? |
Bojo The Mighty
Zanzibar Concept
1576
|
Posted - 2013.08.26 19:56:00 -
[4] - 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. |
Bojo The Mighty
Zanzibar Concept
1582
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Posted - 2013.08.27 03:16:00 -
[5] - 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. |
Bojo The Mighty
Zanzibar Concept
1582
|
Posted - 2013.08.27 03:52:00 -
[6] - 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. |
Bojo The Mighty
Zanzibar Concept
1587
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Posted - 2013.08.27 18:35:00 -
[7] - 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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