Sana Rayya
WASTELAND JUNK REMOVAL
195
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Posted - 2013.09.16 13:51:00 -
[1] - Quote
The OP is complaining that every individual uplink/nanohive can be deployed "for free" by changing to suits fitted with each type at a supply depot, reaching the max active limit of each gear type without dying (ignoring the fact that it is still possible to be killed while doing this, particularly since most supply depots are not in areas where this tactic would be especially useful in yielding WP, and hence requires most logis to field equipment further away from the depot).
There is a simple fix for this. Make it so you can no longer change suits at a supply depot. They would act like undepleting ammo nanohives only, refreshing ammuntion/grenades/explosives but not nanohives/uplinks/armor/shield etc. Therefore anything you bring on a suit to the battlefield will be lost when you die, and the only option for "saving" that suit is surviving the match. After all, if players can't swap suits to change equipment, why should they be allowed to swap suits to change to different weapons when the circumstances necessitate it?
If this is employed then the vehicle recall system must also be disabled. It would not be fair to allow for vehicle recall in a world where suit recall is impossible; you must either survive the match with the vehicle or lose it through destruction. Vehicle decay should be disabled as well - if you choose not to use a vehicle that you called in, you should be able to park it in a safe area and assuming it is unmolested by blueberry theft/redberry hacking/destruction, it should be allowed to survive the match (albeit while occupying a vehicle quota slot).
Equipment will still survive past one's death which is as it should be, and will not "pop" if further equipment is dropped, since players will be eating a significant and unavoidable loss of ISK to field this equipment. If you are a vehicle user and call in multiple vehicles for your squadmates to use, does the first get blown up when you call in the second? Equipment should be the same.
I think any type of "cap" on equipment is not only detrimental to support play, but would be too complex to implement. For instance, if you only had access to suits with one equipment slot, does this mean your active equipment cap would be lower than that of a player with four slots? If you have access to both, does that mean your equipment cap is reduced when you switch from the 4-slot suit to a 3-slot or 1-slot suit?
And for a player with four slots, can you guess what the max amount of active deployables will be for that player? It's higher than you may think - 21 pieces. You can achieve this by using Boundless Proximity Explosives (6), Boundless Remote Explosives (5), 'Skinjuice' Boundless Remote Explosives (5), and F49 Proximity Explosives (5), and replenishing at a pre-deployed nanohive to achieve the max actives per explosive type.
Will the 21 pc limit only apply to explosives? Will other droppables have their own cap based on slot allowance? Say 9 each for nanohives/drop uplinks if you have four slots, or 7 each if you have three slots? Three if you only have one slot?
Personally I don't think there's anything wrong with the way that supply depots work, or with how vehicle deployment/recall works (though it would be nice to only allow vehicle recall at a supply depot, or if a supply depot was in possession, to better mimic suit recall). If changes had to be implemented then I think the supply depot/vehicle recall change should be the only ones employed. |
Sana Rayya
WASTELAND JUNK REMOVAL
196
|
Posted - 2013.09.16 15:45:00 -
[2] - Quote
As I said, I don't think there's anything wrong with how supply depots presently work. But, if the OP wants to change things to limit support players specifically, then that kind of change should also affect other players - in this case, a nerf to the supply depot mechanic (and the vehicle recall mechanic). I pointed this out as a way of saying the solution might make things worse than they already are.
Alternatively, what if changing suits at a supply depot consumed a fitting (but did not cost you a death)? As a logi would you still be spamming those expensive nanohives if you lost them every time you switched suits? |
Sana Rayya
WASTELAND JUNK REMOVAL
196
|
Posted - 2013.09.16 17:26:00 -
[3] - Quote
Kaze Eyrou wrote: I created duplicates of the same suit 10 times and used Militia Drop Uplinks as my test. I dropped the equipment and swapped to the next suit and the Drop Uplinks went away as I deployed them. I could not replicate the bug. Could you be more specific or post a video of the bug?
As I understand it, this is what the OP means:
You make a suit with a Militia Drop Uplink, Drop Uplink, and Stable Drop Uplink. You switch to that suit at a supply depot and drop one of each type (the max active number for each of these uplink types).
You have another suit with a R-9 Drop Uplink, a N-11/A Flux Drop Uplink, and a P13 Quantum Drop Uplink. You switch to this suit and drop two of each type (the max active). Now you have 9 uplinks out total.
Repeat this with the protoype and AUR uplinks and you can have up to ~28 uplinks out simultaneously, by switching suits at the supply depot. You can also do this with nanohives to have up to ~25 nanohives out simultaneously.
This isn't really "infinite" in the sense that you can never exceed the ~28 or ~25 unit cap, but is infinite in the sense that you can keep replenishing them indefinitely so long as you have the supply depot in your possession. |