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Vrain Matari
ZionTCD
1009
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Posted - 2013.10.02 03:58:00 -
[31] - Quote
I'd say yes. And I think Wolfman's philosophy of active/passive modules and cooldowns is a crude approximation to capacitor dynamics.
In fact, if i was a conspiracy-minded merc, i'd believe ol' Wolfie was preparing the ground, or at the very least testing the waters. |
Skihids
Bullet Cluster
2211
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Posted - 2013.10.02 04:19:00 -
[32] - Quote
Endurance is too complicated for players to figure out and deal with.
I want dropsuits to go to active modules. When a merc wants to run he activates his booster module via the command wheel, then he can run until it times out or he deactivates it. Then he waits until it cools down before he can run again.
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PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
65
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Posted - 2013.10.02 11:44:00 -
[33] - Quote
A |
Cosgar
ParagonX
5587
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Posted - 2013.10.02 11:50:00 -
[34] - Quote
Nguruthos IX wrote: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. TTK would have to go up for any and all indirect combat to be viable. Why use a webifier when you can can just shoot them? |
Vyzion Eyri
The Southern Legion The Umbra Combine
1371
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Posted - 2013.10.02 12:13:00 -
[35] - Quote
Would love to have a dropship named Mosquito with a cap-draining module, and land on a railgun-sniping HAV and drain its juice before deploying a squad of forge gunners to end its miserable, bloodless existence.
Anyway, yes to cap. Currently module management on my Prometheus is pretty simple, and I run four active modules (+- a scanner/DCU occasionally). Two hardeners I simply rotate, and my shield repper for shield damage, armour repper for armour damage.
Now, if I couldn't always rotate those hardeners to keep one active at all times because I'm draining my cap... then things start getting exciting.
But one thing we need with capacitors is to increase map sizes and player count + vehicle limits per game. Without the ability to keep one hardener pulsing at all times it will become difficult to survive, but bigger maps can help with that. I'm not a fan of a base HP increase, tbh. |
knight of 6
SVER True Blood Public Disorder.
317
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Posted - 2013.10.02 13:46:00 -
[36] - Quote
B.
the capacitor opens a lot of doors for unique items and weapons
however, is the audience ready for them? I'd say no. you have to remember the new and unfamiliar to eve player base. the capacitor is a very cool and complicated idea but it would need to have a reason to exist beyond pilots. we currently have no active dropsuit modules so adding a capacitor(cap) to them would be pointless.adding a cap to vehicles would be cool and all but it's also one more thing to manage.
combat takes longer in EvE and you aren't burdened by things like aiming or not hitting rock and falling off cliffs. this frees up time to manage your cap and manually fly. in dust you are afforded no such luxury and I wonder how effective it would really be to try and manage a cap for a 20 second kill.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2611
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Posted - 2013.10.02 14:03:00 -
[37] - Quote
C:
I like them as a mechanic in theory, but I think they'd wind up not implemented as well as you might hope.
They also have the potential to be a big SP-sink.
Even assuming they just added them as a mechanic without any skill-tree shenanigans, it would present some issues balancing things I'd think (Missile turrets vs. Projectile vs. Blaster vs. Laser, etc.) since they've had issues balancing things as-is and we don't even have all the turret or race types present.
At best, they could try adding something like that after all the racial vehicles, turret types, and so on are in. Until then, it's "cooldowns" and "ammo" I guess. |
Vell0cet
Royal Uhlans Amarr Empire
372
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Posted - 2013.10.02 14:21:00 -
[38] - Quote
knight of 6 wrote:B.
the capacitor opens a lot of doors for unique items and weapons
however, is the audience ready for them? I'd say no. you have to remember the new and unfamiliar to eve player base. the capacitor is a very cool and complicated idea but it would need to have a reason to exist beyond pilots. we currently have no active dropsuit modules so adding a capacitor(cap) to them would be pointless.adding a cap to vehicles would be cool and all but it's also one more thing to manage.
combat takes longer in EvE and you aren't burdened by things like aiming or not hitting rock and falling off cliffs. this frees up time to manage your cap and manually fly. in dust you are afforded no such luxury and I wonder how effective it would really be to try and manage a cap for a 20 second kill.
Capacitors work nearly identically to sprinting/jumping/melee and stamina. It's really not that complicated of an idea or all that hard for players to wrap their heads around. Managing a half-dozen long cooldowns sounds like a lot more work, plus this gives vehicle users more flexibility, and we might start to see longer engagements. |
Killar-12
The Corporate Raiders Top Men.
1322
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Posted - 2013.10.02 14:27:00 -
[39] - Quote
B
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Hexen Trickster
Industrial removal service
90
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Posted - 2013.10.02 15:31:00 -
[40] - Quote
Id have to go with no cap. This is ment to be a different audience and a tad simpler.
they just need to streamline the mod activation |
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