|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Operative 1171 Aajli
Bragian Order Amarr Empire
473
|
Posted - 2013.10.02 02:36:00 -
[1] - Quote
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! |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:10:00 -
[2] - Quote
Nguruthos IX wrote: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
Its how EVE works. Just apply it to DUST. |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:14:00 -
[3] - Quote
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! |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:19:00 -
[4] - Quote
Nguruthos IX wrote: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?
It's about energy management. Certain races have cap for certain things. Some ships have more cap for certain things. It's mainly handled by what bonuses the particular ship has. There is also restrictions on certain mods. A covert ops cloaking device takes up 99% cap which means it can't possibly work on a ship. However, the covert ops frigate et al can fit it due to an innate bonus of -99% to cap requirements.
Amarr ships have a reduced penalty to energy drain for lasers.
It could be the same simple formula for fitting racial turrets. |
|
|
|