Since this is pretty much the post they gave us internally, I'm pasting my posts from there (Snipped a bit due to NDA stuff though)
Regarding Vehicle power level:
My own view is that the prohibitive cost makes them way too unattractive.
One of the reasons vehicles are not 'fun' is because unlike a dropsuit... You can't really die in them without it being a huge deal and taking up several matches of earnings to even pay for it. In a game where the whole point is basically chaos and lots of things dying, saying "No, you can't die if you want to use this effectively" seems a bit dumb. I think that all vehicles should be relatively cheap and disposable, so that dying in them is no bigger deal than dying in a dropsuit.
I don't feel that vehicles should drastically change the battlefield simply by being there. The battlefield should be drastically changed by the knowledge and skill of the people playing. This tends to come into play when the question "How powerful should turrets be?" comes up. Personally, I'd like to see small turrets be doing around the same damage as their relative infantry weapon equivalents, or as much as possible. Large turrets would be a bit higher in the damage range. I had Tiel Syysch (One of the most level-headed, knowledgeable dudes I know) crunch the numbers for a few days on where to put turret damages. Now, I don't expect you guys to use these numbers, but this is the sort of range/area that they'd be great in, IMO.
Linky.As far as what you guys actually posted;
One thing that I'm super super cautious about is what you mean when you say "Long Cooldowns" on active modules. As a vehicle dude, nothing would irk me more than to have the game pretty much tell me "Here, be useless for a couple minutes as you need to go hide for all your stuff to recharge." I can almost promise the common tactic would be to simple drive/fly around until your stuff went on cooldown, flee to a safe place, and then recall the vehicle and call a new one to shorten the cooldown, if it was anywhere near that long.
IMO, a "long cooldown" should never be anything more than 30-40s. The way I'd personally approach making active modules more situationally useful is making their affects more powerful, but active for only a shorter time, with a mediocre cooldown compared to making them active for a decent time with a mediocre effect, with a super long cooldown
Turrets having ammo is a wonderful thing as it prevents senseless spamming and makes accuracy more important. Awesome change here guys! I think there to be a way for ships to 'restock' their ammo without having to recall it and call another of the same vehicle. Maybe a built-in nanohive that is very slow, and disables turrets while refilling them, or something? I'm not sold on a "Bigger ammo bay module" or needing to hang out at a supply depot (Especially with dropships)
On the topic of roles and such, We've bugged Wolfman about this to no end, but I'll throw it here anyways : Logistics modules simply need to be turrets, instead of pilot controlled modules. The use of these modules currently ranges from simply impractical to use, to downright impossible to use, as you look at them on each vehicle. The only vehicle that can even use them with good practicality is an HAV, because they are the only vehicle where the aiming/LOS is not dictated by movement controls. You could spend weeks/months reworking these module systems and making their aiming & locking functionality much more practical, or you could transfer this function to a series of turrets, and eliminate all of the 'ease of use' concerns pretty much by the sheer viture of how turrets work compared to vehicle controls. The only concern not addressed here is the seriously lacking range of these modules, which could honestly use a pretty big buff.
Now... Art becomes a concern. It is my honest belief that you guys could just rotate the 'turret' part of a blaster turret 90 degrees in each direction and then just slap two of them together side-by-side. You guys have done stuff like that before (*wink* MCC turrets *wink*) and I think this would look cool enough to pass until a real art asset could be drawn up. This only becomes a problem with the 'large' variants of remote-assist modules, because there's really no way I can think of to combine existing turrets to make them look different/cool enough to pass. I don't think this is an issue, if the current logistics vehicles were given proper bonuses (Oh god, PLEASE give them a range bonus)
Something to consider would even be changing up how these modules function entirely, so that they repair a flat amount that is percentage based on total buffer (Making completely passive tanks a possibility, with help) or possibly based from modifying/boosting a vehicle's native regen ability rather than a flat rate. This would eliminate the need for multiple modules to perform the same function, but could come at the risk of making some stuff extremely powerful. (If this happens, some sort of stacking penalty would need to be enacted so that multiple repair modules can't make a buffer fit completely invincible)