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Nguruthos IX
PEN 15 CLUB
1893
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Posted - 2013.10.02 00:26:00 -
[1] - Quote
Show of hands.
"Do you think vehicles should have eve-like capacitors and if so, would you be willing to wait an indefinite amount of time for it? " Do you think dust would better for it and is it worth the wait?
A- yes I want capacitors and it is worth pushing back vehicle rework till complete. B- Yes I want caps but its not worth the wait. C- I think dust is better off without caps, the cooldown system is better.
Please also include if you are a vehicle pilot or not, and which vehicles you use.
Ps: this thread is not about what you think the dev team could pull off or what you think they WILL do. Strictly hypothetical what should they do? |
Nguruthos IX
PEN 15 CLUB
1894
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Posted - 2013.10.02 00:36:00 -
[2] - Quote
Synbot wrote:I want caps for vehicles and dropsuits.
Active modules for dropsuits.
For the record I absolutely agree with all three.
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Nguruthos IX
PEN 15 CLUB
1912
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Posted - 2013.10.02 02:40:00 -
[3] - Quote
wat |
Nguruthos IX
PEN 15 CLUB
1912
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Posted - 2013.10.02 02:47:00 -
[4] - Quote
Operative 1171 Aajli wrote:A
I use all vehicles.
I want capacitors mainly to hinder vehicles using the weapon meant for another races vehicles. Particularly with tanks this would make it so that a Caldari tank with a rail turret would matter. A Gallente tank with a blaster would be able to fire longer before overheating. An Amarr tank would field a laser more efficiently and a Minmatar could get more close up bang with a projectile turret.
Also, this would make a big difference in the use of active vs. passive modules relative to the power of the turret. Just like in EVE you would have to choose between active defense vs. firing a proto turret. When you are on the offense you are weakened on defense and vice versa.
This would decide whether a tanker lives or dies. Make the tank powerful so long as you can manage the cap. If it burns out you dead baby!
Wow, this is a really great point. So in some ways, it helps the balancing by making it easier, even if building the system is more complicated |
Nguruthos IX
PEN 15 CLUB
1913
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Posted - 2013.10.02 02:51:00 -
[5] - Quote
Godin Thekiller wrote:I'd rather not have yet even another way to hinder vehicles even more, unless it's not that bad. Plus, how would you fit repairers and boosters into it? those are the things (other than nitro and afterburners) that take up the most cap, so what would it be? turrets? you want turrets to have ammo, overheat, and then cap? No, that's stupid.
The way cap works is that you can fit all the things your PG/CPU can fit, except you can only draw so much energy to power certain things at a time.
OR you can't run full modules for too long before losing power.
So you might divert energy from defenses to put out more DPS, or divert power from weapons to increase your defense. Or run both for a short window and leave. It's a resource management thing |
Nguruthos IX
PEN 15 CLUB
1913
|
Posted - 2013.10.02 02:54:00 -
[6] - Quote
Varjac Theobroma Montenegro wrote:Would someone please explain capacitors to me?
Thanks,
Somebody below should be more qualified to describe it better than I have. I'll give it a shot though.
Imagine you have a battery at 100% 'energy'. This battery recharges itself over time or when not used. Imagine you have several modules which, when turned on, draw from that energy
You might have modules A,B,C,D,E,F
It could be the case that running A+B brings you to 1% remaining cap so you cannot run anything alongside A+B. But perhaps C,D,E,F all use less so you can run them all at once and have 20% remaining.
Or you might turn on A, and still have cap left for E and F. |
Nguruthos IX
PEN 15 CLUB
1916
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Posted - 2013.10.02 03:11:00 -
[7] - Quote
Vell0cet wrote:Varjac Theobroma Montenegro wrote:Would someone please explain capacitors to me?
Thanks, Capacitors work like stamina. Think of it like a battery that is constantly recharging itself. Some modules are passive and don't draw down the power, and other modules use power when they're switched on. So if I run the scanner constantly it will drain the battery down to like 80% where the drain and recharge reach an equilibrium. Some modules may completely drain the battery when running non-stop (a powerful armor repper for example), so you have to use it in bursts (like your sprint button and stamina regen). When your cap is empty all active modules are switched off until the cap recharges back enough to turn them on again (just like you can't sprint until some of your stamina recharges back). This allows drivers/pilots to manage which modules they want to run, when they want to run them, instead of having to wait out really long cooldowns.
So depending on what you are doing you may either be recharging toward full cap, keeping it stable (or charging/draining so slowly the difference is not noticeable), OR draining your cap at some rate.
Do passives in eve affect cap at all? And aren't there ways to get more or less cap on your ship with some other trade offs. Like using a certain race might have higher recharge rate but lower overall cap, whereas another race might have tons of cap and little recharge? |
Nguruthos IX
PEN 15 CLUB
1916
|
Posted - 2013.10.02 03:16:00 -
[8] - Quote
Operative 1171 Aajli wrote:Vell0cet wrote:Godin Thekiller wrote:I'd rather not have yet even another way to hinder vehicles even more, unless it's not that bad. Plus, how would you fit repairers and boosters into it? those are the things (other than nitro and afterburners) that take up the most cap, so what would it be? turrets? you want turrets to have ammo, overheat, and then cap? No, that's stupid. Scanners, uplinks, prop mods, remote reps, active hardeners, webs, ewar... there are a ton of things that can be added that use cap. It would help set this game on a level way above the competition, and probably draw in a fair number of EVE pilots too. Yes. Imagine ewar in this game. Jammers, webbers, scrams, Freakin' Nosferatus!. Why does a tank need to be shot and killed to be valid game balance? In EVE you can jam the opponent out of scanning and firing, drain his cap, scram him to a halt!
Whoa, Dude.
You just like, solved the AV / vehicle / weapon balance and things being OP!
If there were other ways to kill things than nuking them down with high direct damage then...gasp This game would have depth and less weapon damage inflation ruining everything! |
Nguruthos IX
PEN 15 CLUB
1917
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Posted - 2013.10.02 03:21:00 -
[9] - Quote
Godin Thekiller wrote:I'd like to see vampires, and neuts as EWAR, but they should instead lower the time active time lasts. cap is good for EVE, because it's long time engagements. But it would be horrible for Dust because it's mid-short time. A legitimate concern
But how long is the average tank / dropship doing things in a game?
You may be right but we know vehicles will be getting more HP, sans LAV. Couple days ago IRC some DEV mentioned considering a good buff to heavy suits.
If time-to-kill goes up just a little more in this game, which might not be a bad thing. Then caps might be able to fit that window. |
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