Synbot
Expert Intervention Caldari State
211
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Posted - 2013.10.02 00:05:00 -
[1] - Quote
The owner of the vehicle could be able to put active and passive modules on a turret, and the turret operator can activate (active) modules when he/she so pleases. Just like how a pilot can.
Active modules could be something like increased damage for a short period of time, or reduced heat build-up, increased RoF, etc.
I think this would make it more fun for turret operators, and bring more depth to this game. |
Zat Earthshatter
Ghosts Of Ourselves
364
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Posted - 2013.10.02 09:27:00 -
[3] - Quote
Godin Thekiller wrote:It's called rigging, and is coming SOONtm Rigging is mostly inactive as far as we know, and that comes from EVE experience. OP may need to be more clear, but he's suggesting one of two things: >A: Sub-fitting(rigging) system for turret/passenger slots that is more in-depth than EVE-style rigs, such as individual Tracking Computers, scanning equipment, or even smaller variants of RR. Of course, OP would also be expanding the system to vehicle weapons as current known plans are to release rigging for infantry weapons. >B: The simple ability for the owner to assign active module usage to turret slots, so that your gunner can alleviate your workload.
Either suggestion would be great for vehicles as a whole. A would allow your gunners to decide when they needed an extra tracking or damage boost, switch optics on the fly, or even project a shield to protect their body from a sniper round or two. B would make Spider-Tanking much more feasible, as the pilots would no longer have to aim their entire vehicle at the ally to rep. This comes at the cost of requiring more dedicated players to successfully Spider-Tank. Same applies for damage/tracking boosts.
Considering OP's description, I am going to assume option A for the purposes of this thread. The remainder of my post will be focused on Turret-mounted active modules, and unique suggestions for said purpose. >Each turret slot - including the pilot-controlled main gun - would have a sub-ring of rigging slots governed by the weapon type and meta level. Militia would only have one slot, while a Prototype turret could have more gadgets than Sam Fisher. A Railgun may have more active slots than a Blaster, but fewer passive. >If Calibration were added, I would suggest a per-turret basis. Vehicle-wide calibration limits would limit tactical options, as a gunner may be unable to locate a cloaked target that only shows up on your Large Turret's thermal scope rig. >Some rigs should require extra PG/CPU from the main vehicle, but this amount should be very small and come with an overall vehicle fitting buff to compensate. >Damage/RoF/Tracking rigs only affect the turret they are applied to.
Now for my favorite part: suggestions of individual items.
Slot Layout >Optical Scopes: scopes that let you see the battlefield more clearly, but don't offer significant tactical advantages. Optics replace your standard zoom-in button for usage. Every turret has an Optical slot, and only one Optical slot. >Radiation: scopes and transceivers that use wavelengths invisible to the naked eye, like IR and coded TACNET transmissions. Can have multiple slots (with limits), but only one active module from this slot can be used at a time. >Secondary Function: An extra attachment to the weapon. Multiple slots depending on type, can be anything from gyroscopes to RR and even secondary attack and defense functions. >Internal Mod: Upgrades inside the weapon itself to boost certain aspects. Similar to current turret upgrades, so ignoring this section.
Scopes. Allotments: Each turret can only have one Optical scope and one Radiation-class Scope. Can operate at the same time for a dual-band effect. >Magnification/sniper (Optical): self-explanatory. May boost range due to precision aiming ability. >NV (Optical): Night-Vision >IR (Radiation): scope that identifies infrared radiation given off by other lifeforms and machines. Signatures can be masked by facility heat sources, and some cloaks hide IR, but not EM >EM (Radiation): When Thermal doesn't cut it, EM highlights RF waves given off by electrified devices. Shields are insanely bright on EM scopes, but a clone down to armor is almost invisible. Some cloaks can hide EM, but not IR. >TACNET (Radiation): high-bandwidth TACNET signal highlights "spotted" enemies through your scope. Can identify scanned targets invisible to other scopes, but reliant on other players to receive enemy locations. Good for close infantry support and Active Scanner assistance.
Transceivers Allotments: All Transceiver-class modules take up a Radiation slot, without using up a Scope allotment. Transceiver mods in the same turret mount as a Radiation Scope will alter the R-scope's effects when used simultaneously. All transceivers appear bright on matching enemy Radiation Scopes when used. >TACNET Scanner: acts the same as the current Active Scanner, reporting enemies in range to TACNET. mounting and using alongside a TACNET Scope will flood the screen with static due to the high-energy pulse with the same source IFF code. >IR Beam: Wide-beam IR laser that illuminates the aimed-at area on IR Scopes. Friendly lock-on munitions such as Swarm Launchers can also lock-on to the illuminated spot. Acts like a flashlight for an IR scope user, with varied versatility therein. >EM Beam: Radio dish that shows enemy locations to the using vehicle only, and only for second-long pulses. EM scopes see a sonar-like wave that highlights potential threats. >Flashlight: self-explanatory. Good against enemies that use Radiation Scopes a lot on nighttime maps.
Secondary Functions Allotments: One per vehicle. Activated by the "grenade-throw" button, as it is currently unused on a turret. >RR: midway between a Light Vehicle RR and a Repair Gun. >Gunner Shield: Very short-duration shield used to prevent a single sniper from killing the gunner. Long cooldown lets the sniper kill gunner if they linger though. >Smoke Grenade: Screens an area visually. May have IR or EM variants. >Jammer: Depending on type, either scrambles lock-ons or disrupts active scanning for a given wavelength.
Final note: After I included EM scanning, I remembered the ECM system of EVE. Maybe there should be racial scanner types here too? |