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Monkey MAC
killer taxi company General Tso's Alliance
326
|
Posted - 2013.09.09 09:29:00 -
[1] - Quote
So with 1.4 squad centric gameplay has become increasidy important, but we are still missing squad Interplay (When 2 or more squads start working together), now I understand we still have only 16v16 matches at the moment, but squad Interplay is important, below are a few Ideas for some such modules!!
Comms Module With the changes to passiv scanning, everyman and his dog are using active scanners, why because active scan results are only shared inside a squad, now this is good because it encourages squadding up, so you can have a guy with a scanner!! But there is also a problem, scouts (who need buffing) don't really want to be taking up a space in your squad, but you still need their active scanner results, so how about a comms module, that sits in your high slot.
The way it works is that if we have a scout and his scanner, outside a squad, and a logi inside a squad, each have a comms module equipped, now for the radius lets say 25/50/100m for each tier respectively, now if the scout and the logi are 50m away using a standard module you will get a signal from the scout (just, literally one step and you loose connection) now the scout gets warpoints for scanning, and a few bonus for transmitting to the logi's squad. Logi gets to give scanner results to his squad without scanning himself!!
Now drawbacks include it only mm being useful while your in range and the further away you are, the worse the signal, so at 50m range for the standard module, results are unrealible, they have a margin of error, but a proto module at the same distance will have full strength and have no martin of error (except prehaps, from the scan results)
More ideas will be posted as they appear, your thoughts and mm ideas would be appreciated!!
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Monkey MAC
killer taxi company General Tso's Alliance
326
|
Posted - 2013.09.09 09:29:00 -
[2] - Quote
Reserved |
Monkey MAC
killer taxi company General Tso's Alliance
326
|
Posted - 2013.09.09 09:33:00 -
[3] - Quote
Reserved |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1835
|
Posted - 2013.09.09 09:36:00 -
[4] - Quote
Monkey MAC wrote:So with 1.4 squad centric gameplay has become increasidy important, but we are still missing squad Interplay (When 2 or more squads start working together), now I understand we still have only 16v16 matches at the moment, but squad Interplay is important, below are a few Ideas for some such modules!!
Comms Module With the changes to passiv scanning, everyman and his dog are using active scanners, why because active scan results are only shared inside a squad, now this is good because it encourages squadding up, so you can have a guy with a scanner!! But there is also a problem, scouts (who need buffing) don't really want to be taking up a space in your squad, but you still need their active scanner results, so how about a comms module, that sits in your high slot.
The way it works is that if we have a scout and his scanner, outside a squad, and a logi inside a squad, each have a comms module equipped, now for the radius lets say 25/50/100m for each tier respectively, now if the scout and the logi are 50m away using a standard module you will get a signal from the scout (just, literally one step and you loose connection) now the scout gets warpoints for scanning, and a few bonus for transmitting to the logi's squad. Logi gets to give scanner results to his squad without scanning himself!!
Now drawbacks include it only mm being useful while your in range and the further away you are, the worse the signal, so at 50m range for the standard module, results are unrealible, they have a margin of error, but a proto module at the same distance will have full strength and have no martin of error (except prehaps, from the scan results)
More ideas will be posted as they appear, your thoughts and mm ideas would be appreciated!!
Warfare Link Modules from EWAR to Squad Buff Modules. |
Monkey MAC
killer taxi company General Tso's Alliance
326
|
Posted - 2013.09.09 09:42:00 -
[5] - Quote
True Adamance wrote:Monkey MAC wrote:So with 1.4 squad centric gameplay has become increasidy important, but we are still missing squad Interplay (When 2 or more squads start working together), now I understand we still have only 16v16 matches at the moment, but squad Interplay is important, below are a few Ideas for some such modules!!
Comms Module With the changes to passiv scanning, everyman and his dog are using active scanners, why because active scan results are only shared inside a squad, now this is good because it encourages squadding up, so you can have a guy with a scanner!! But there is also a problem, scouts (who need buffing) don't really want to be taking up a space in your squad, but you still need their active scanner results, so how about a comms module, that sits in your high slot.
The way it works is that if we have a scout and his scanner, outside a squad, and a logi inside a squad, each have a comms module equipped, now for the radius lets say 25/50/100m for each tier respectively, now if the scout and the logi are 50m away using a standard module you will get a signal from the scout (just, literally one step and you loose connection) now the scout gets warpoints for scanning, and a few bonus for transmitting to the logi's squad. Logi gets to give scanner results to his squad without scanning himself!!
Now drawbacks include it only mm being useful while your in range and the further away you are, the worse the signal, so at 50m range for the standard module, results are unrealible, they have a margin of error, but a proto module at the same distance will have full strength and have no martin of error (except prehaps, from the scan results)
More ideas will be posted as they appear, your thoughts and mm ideas would be appreciated!!
Warfare Link Modules from EWAR to Squad Buff Modules.
Sorry you might have to explain that a little more!! |
Monkey MAC
killer taxi company General Tso's Alliance
329
|
Posted - 2013.09.09 11:00:00 -
[6] - Quote
Bumping |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
193
|
Posted - 2013.09.09 11:04:00 -
[7] - Quote
LOL @ flame bait.
I would like the active scanning to show up for all players on our team, squads be damned. You have a device, why cant it upload to tacnet? My smartphone is better than that.
Passive dropsuit scanning shouldn't show up.. i agree with that. |
Beren Hurin
The Vanguardians
1473
|
Posted - 2013.09.09 11:06:00 -
[8] - Quote
I thought this was going to be a complaint about the Gallente AR? You should keep in mind, that theoretically, it should be easily outrangeable by a number of other light weapons eventually. Its DPS will be dropping off in a lot of conflict eventually, not because of actual stat changes, but because it will be engageing outside of the 50m mark where it starts at around 50% effectiveness. |
Monkey MAC
killer taxi company General Tso's Alliance
329
|
Posted - 2013.09.09 11:08:00 -
[9] - Quote
KGB Sleep wrote:LOL @ flame bait.
I would like the active scanning to show up for all players on our team, squads be damned. You have a device, why cant it upload to tacnet? My smartphone is better than that.
Passive dropsuit scanning shouldn't show up.. i agree with that.
You see though it adds an extra layer of tactics and diversity to squad layout, its been done to improve the use of scouts for scouting, and 1.5 will give WP for it too, but my adding in a comms module, you also get better squad interplay, which is important to the MMO aspect we are aiming for! K |
Monkey MAC
killer taxi company General Tso's Alliance
329
|
Posted - 2013.09.09 11:11:00 -
[10] - Quote
Beren Hurin wrote:I thought this was going to be a complaint about the Gallente AR? You should keep in mind, that theoretically, it should be easily outrangeable by a number of other light weapons eventually. Its DPS will be dropping off in a lot of conflict eventually, not because of actual stat changes, but because it will be engageing outside of the 50m mark where it starts at around 50% effectiveness.
Sorry to burst your bubble like that, but people don't look at threads labelled "Squad Interplay, how and why?", however if you want a logical discussion about the current state of ars inwill be happy to do so on another thread!! |
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KalOfTheRathi
Black Phoenix Mercenaries
678
|
Posted - 2013.09.09 11:23:00 -
[11] - Quote
Looks like nobody cares about your idea.
But, like a good Troll you know that a AR thread will get a response.
Sucks to be you. |
Monkey MAC
killer taxi company General Tso's Alliance
329
|
Posted - 2013.09.09 11:26:00 -
[12] - Quote
KalOfTheRathi wrote:Looks like nobody cares about your idea. But, like a good Troll you know that a AR thread will get a response. Sucks to be you.
Oh well I guess people are too busy arguing all the time!! What are you're thoughts?? |
Coleman Gray
GunFall Mobilization Covert Intervention
653
|
Posted - 2013.09.09 11:45:00 -
[13] - Quote
Active scanners are not squad based only by the way |
Rogatien Merc
Red Star. EoN.
1084
|
Posted - 2013.09.09 11:48:00 -
[14] - Quote
Coleman Gray wrote:Active scanners are not squad based only by the way Are they broken? Cuz ... Wolfman says dey r :-) |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
198
|
Posted - 2013.09.09 11:50:00 -
[15] - Quote
Monkey MAC wrote:KGB Sleep wrote:LOL @ flame bait.
I would like the active scanning to show up for all players on our team, squads be damned. You have a device, why cant it upload to tacnet? My smartphone is better than that.
Passive dropsuit scanning shouldn't show up.. i agree with that. You see though it adds an extra layer of tactics and diversity to squad layout, its been done to improve the use of scouts for scouting, and 1.5 will give WP for it too, but my adding in a comms module, you also get better squad interplay, which is important to the MMO aspect we are aiming for!
I'm good with it adding value for scouts, but **** give them an EWAR bonus to their suits to really make it pop.
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Monkey MAC
killer taxi company General Tso's Alliance
330
|
Posted - 2013.09.09 11:54:00 -
[16] - Quote
KGB Sleep wrote:Monkey MAC wrote:KGB Sleep wrote:LOL @ flame bait.
I would like the active scanning to show up for all players on our team, squads be damned. You have a device, why cant it upload to tacnet? My smartphone is better than that.
Passive dropsuit scanning shouldn't show up.. i agree with that. You see though it adds an extra layer of tactics and diversity to squad layout, its been done to improve the use of scouts for scouting, and 1.5 will give WP for it too, but my adding in a comms module, you also get better squad interplay, which is important to the MMO aspect we are aiming for! I'm good with it adding value for scouts, but **** give them an EWAR bonus to their suits to really make it pop.
Most definitely, this part of ewarfare, I mean by definition you could have a jammer that screws with active scanners with a radius, logistic and scout class need more roles than, just shotgun runner and medic, its important that they have a wide range of abilties that benefit from outside a squad!! |
Vin Mora
Sanguis Defense Syndicate
134
|
Posted - 2013.09.09 12:02:00 -
[17] - Quote
Rogatien Merc wrote:Coleman Gray wrote:Active scanners are not squad based only by the way Are they broken? Cuz ... Wolfman says dey r :-) Active Scanners (Infantry) reslults have always been team shared. |
Monkey MAC
killer taxi company General Tso's Alliance
331
|
Posted - 2013.09.09 12:06:00 -
[18] - Quote
Vin Mora wrote:Rogatien Merc wrote:Coleman Gray wrote:Active scanners are not squad based only by the way Are they broken? Cuz ... Wolfman says dey r :-) Active Scanners (Infantry) reslults have always been team shared.
Really I thought it was downgraded to squad in .4?? |
Vrain Matari
ZionTCD
863
|
Posted - 2013.09.09 12:10:00 -
[19] - Quote
Monkey MAC wrote:True Adamance wrote:Monkey MAC wrote:So with 1.4 squad centric gameplay has become increasidy important, but we are still missing squad Interplay (When 2 or more squads start working together), now I understand we still have only 16v16 matches at the moment, but squad Interplay is important, below are a few Ideas for some such modules!!
Comms Module With the changes to passiv scanning, everyman and his dog are using active scanners, why because active scan results are only shared inside a squad, now this is good because it encourages squadding up, so you can have a guy with a scanner!! But there is also a problem, scouts (who need buffing) don't really want to be taking up a space in your squad, but you still need their active scanner results, so how about a comms module, that sits in your high slot.
The way it works is that if we have a scout and his scanner, outside a squad, and a logi inside a squad, each have a comms module equipped, now for the radius lets say 25/50/100m for each tier respectively, now if the scout and the logi are 50m away using a standard module you will get a signal from the scout (just, literally one step and you loose connection) now the scout gets warpoints for scanning, and a few bonus for transmitting to the logi's squad. Logi gets to give scanner results to his squad without scanning himself!!
Now drawbacks include it only mm being useful while your in range and the further away you are, the worse the signal, so at 50m range for the standard module, results are unrealible, they have a margin of error, but a proto module at the same distance will have full strength and have no martin of error (except prehaps, from the scan results)
More ideas will be posted as they appear, your thoughts and mm ideas would be appreciated!!
Warfare Link Modules from EWAR to Squad Buff Modules. Sorry you might have to explain that a little more!! Lol at the title bro ;)
'Warfare Link" modules are from EVE, but basically they allow the squad, wing and/or fleet leads to apply bonuses to all pilots under their command.
To gain this ability the need to train skills and dedicate a hislot to a 'command module'.
This has evolved into a fine art in EVE, google will get you lots of info and guides.
There was talk of a connand suit for DUST, and this is what most of us EVE vets imagined it would operate like. |
Monkey MAC
killer taxi company General Tso's Alliance
331
|
Posted - 2013.09.09 12:19:00 -
[20] - Quote
Vrain Matari wrote:Monkey MAC wrote:True Adamance wrote:Monkey MAC wrote:So with 1.4 squad centric gameplay has become increasidy important, but we are still missing squad Interplay (When 2 or more squads start working together), now I understand we still have only 16v16 matches at the moment, but squad Interplay is important, below are a few Ideas for some such modules!!
Comms Module With the changes to passiv scanning, everyman and his dog are using active scanners, why because active scan results are only shared inside a squad, now this is good because it encourages squadding up, so you can have a guy with a scanner!! But there is also a problem, scouts (who need buffing) don't really want to be taking up a space in your squad, but you still need their active scanner results, so how about a comms module, that sits in your high slot.
The way it works is that if we have a scout and his scanner, outside a squad, and a logi inside a squad, each have a comms module equipped, now for the radius lets say 25/50/100m for each tier respectively, now if the scout and the logi are 50m away using a standard module you will get a signal from the scout (just, literally one step and you loose connection) now the scout gets warpoints for scanning, and a few bonus for transmitting to the logi's squad. Logi gets to give scanner results to his squad without scanning himself!!
Now drawbacks include it only mm being useful while your in range and the further away you are, the worse the signal, so at 50m range for the standard module, results are unrealible, they have a margin of error, but a proto module at the same distance will have full strength and have no martin of error (except prehaps, from the scan results)
More ideas will be posted as they appear, your thoughts and mm ideas would be appreciated!!
Warfare Link Modules from EWAR to Squad Buff Modules. Sorry you might have to explain that a little more!! Lol at the title bro ;) 'Warfare Link" modules are from EVE, but basically they allow the squad, wing and/or fleet leads to apply bonuses to all pilots under their command. To gain this ability the need to train skills and dedicate a hislot to a 'command module'. This has evolved into a fine art in EVE, google will get you lots of info and guides. There was talk of a connand suit for DUST, and this is what most of us EVE vets imagined it would operate like. I think the commander role should be a whole different board game, and could even affect the bombadier module, but these warfare link modules I would expect to be something a squad lead equips to improve HIS squad not the whole team!! |
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Beren Hurin
The Vanguardians
1474
|
Posted - 2013.09.09 12:20:00 -
[21] - Quote
What you should call it is a 're-trans' short for 'retransmission' module. That is, if it were a good idea. I'm not so sure it is. What I think you are suggesting then is a system where you are putting all of your scanning dependence on one person? I'm not sure many would buy into this. Especially if they were jammable. |
Monkey MAC
killer taxi company General Tso's Alliance
331
|
Posted - 2013.09.09 12:25:00 -
[22] - Quote
Beren Hurin wrote:What you should call it is a 're-trans' short for 'retransmission' module. That is, if it were a good idea. I'm not so sure it is. What I think you are suggesting then is a system where you are putting all of your scanning dependence on one person? I'm not sure many would buy into this. Especially if they were jammable.
You dont have to rely on 1 person you could have a squad full of scanners, sharing there results and if there squaded you give 2-3 a comms module to bypass jamming for all but the scanner who is being jammed, what it would be is the strength of the jamming gets stronger the closer you are, you have to practically be walking with the squad in order to completly jam them!! |
Monkey MAC
killer taxi company General Tso's Alliance
331
|
Posted - 2013.09.09 13:40:00 -
[23] - Quote
I wonder if the name yeilds better results? |
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