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Nguruthos IX
PEN 15 CLUB
1893
|
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? |
Synbot
Expert Intervention Caldari State
213
|
Posted - 2013.10.02 00:34:00 -
[2] - Quote
I want caps for vehicles and dropsuits.
Active modules for dropsuits. |
Nguruthos IX
PEN 15 CLUB
1894
|
Posted - 2013.10.02 00:36:00 -
[3] - Quote
Synbot wrote:I want caps for vehicles and dropsuits.
Active modules for dropsuits.
For the record I absolutely agree with all three.
|
Operative 1171 Aajli
Bragian Order Amarr Empire
473
|
Posted - 2013.10.02 02:36:00 -
[4] - 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! |
Vin Vicious
Capital Acquisitions LLC Public Disorder.
528
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Posted - 2013.10.02 02:38:00 -
[5] - Quote
Yes |
Nguruthos IX
PEN 15 CLUB
1912
|
Posted - 2013.10.02 02:40:00 -
[6] - Quote
wat |
Godin Thekiller
Hellstorm Inc League of Infamy
1033
|
Posted - 2013.10.02 02:44:00 -
[7] - Quote
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. |
Vell0cet
Royal Uhlans Amarr Empire
362
|
Posted - 2013.10.02 02:45:00 -
[8] - Quote
A.
I posted the same poll here. |
GET ATMESON
Dem Durrty Boyz Public Disorder.
137
|
Posted - 2013.10.02 02:47:00 -
[9] - Quote
B |
Nguruthos IX
PEN 15 CLUB
1912
|
Posted - 2013.10.02 02:47:00 -
[10] - 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 |
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Varjac Theobroma Montenegro
M.T.A.C Assault Operations Command
3
|
Posted - 2013.10.02 02:49:00 -
[11] - Quote
Would someone please explain capacitors to me?
Thanks, |
Nguruthos IX
PEN 15 CLUB
1913
|
Posted - 2013.10.02 02:51:00 -
[12] - 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 |
Vell0cet
Royal Uhlans Amarr Empire
364
|
Posted - 2013.10.02 02:52:00 -
[13] - 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. 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. |
Nguruthos IX
PEN 15 CLUB
1913
|
Posted - 2013.10.02 02:54:00 -
[14] - 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. |
Vell0cet
Royal Uhlans Amarr Empire
364
|
Posted - 2013.10.02 03:08:00 -
[15] - Quote
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. I think it also opens the door for making some of the modules more powerful than they currently are, since there would be a cost to using them. |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:10:00 -
[16] - 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. |
Nguruthos IX
PEN 15 CLUB
1916
|
Posted - 2013.10.02 03:11:00 -
[17] - 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? |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:14:00 -
[18] - 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! |
Godin Thekiller
Hellstorm Inc League of Infamy
1033
|
Posted - 2013.10.02 03:14:00 -
[19] - 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.
But they aren't things that would need to use up a lot of cap. A scanner doesn't use much power. a hardener doesn't use that much power. None of those things use that much power (other than the remote repps). So you just want to make them suck up power just cause? That makes no sense.
Also, vehicles don't use those silly things called drop uplinks. |
Nguruthos IX
PEN 15 CLUB
1916
|
Posted - 2013.10.02 03:16:00 -
[20] - 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! |
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Godin Thekiller
Hellstorm Inc League of Infamy
1033
|
Posted - 2013.10.02 03:17:00 -
[21] - Quote
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. |
Godin Thekiller
Hellstorm Inc League of Infamy
1033
|
Posted - 2013.10.02 03:19:00 -
[22] - Quote
Nguruthos IX wrote: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!
I said that a long time ago. humph. |
Operative 1171 Aajli
Bragian Order Amarr Empire
477
|
Posted - 2013.10.02 03:19:00 -
[23] - 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. |
Vell0cet
Royal Uhlans Amarr Empire
364
|
Posted - 2013.10.02 03:21:00 -
[24] - 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? Passive mods don't use cap, but they tend to be weaker than the active versions. So a passive hardener will resist significantly less damage than an active one.
There are several modules that affect cap. There are rechargers that increase your recharge rate, batteries that increase the size of your cap pool, boosters which take a kind of "battery ammo" called cap boosters that instantly inject a certain amount of cap in, and then there are energy vampire modules that suck the power from enemy ships to boost your own cap as well as remote energy transporters that let you give some of your cap to a friendly ship.
There are some differences in cap use for the different races. Amarr ships tend to have very strong cap because lasers will suck them dry.
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Nguruthos IX
PEN 15 CLUB
1917
|
Posted - 2013.10.02 03:21:00 -
[25] - 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. |
Vell0cet
Royal Uhlans Amarr Empire
364
|
Posted - 2013.10.02 03:40:00 -
[26] - Quote
Godin Thekiller 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. But they aren't things that would need to use up a lot of cap. A scanner doesn't use much power. a hardener doesn't use that much power. None of those things use that much power (other than the remote repps). So you just want to make them suck up power just cause? That makes no sense. Also, vehicles don't use those silly things called drop uplinks. Active hardeners would probably use a significant amount of cap, and would mean there is a smaller pool for repping, but a higher resistances (at the expense of being more vulnerable to cap warfare). Webbers would probably use significant cap. Mobile CRUs might use a decent amount as well. I could see a pilot start taking fire and turn off his CRU to save more cap for reps for example.
I'd like to see pilots/tankers have more flexibility in how they handle themselves on the battlefield. This should result in a buff for skilled vehicle users. It would also add a level of flexibility in fitting. You could maybe have a fit that supported running a weaker repper full time, at the expense of less buffer/resistances. This means you could tank low level damage constantly, but go down quickly if ganged up on. Or tank high burst damage at the expense of quickly burning through your cap. If supported by a teammate with remote cap transfer vehicle, you could make a nasty team.
The more freedom/flexibility built into the system will make the game more dynamic and interesting. I think it will also open the door for buffing vehicles since there will be cap costs to using the most powerful stuff. It also allows for a pilot/tanker to react more quickly. Right now, if you pop your reps when you first take damage, you burn a long cooldown on potentially just a little bit of damage, wasting most of it. With cap, you could pulse your repper, repair just the damage and still have plenty more cap to react to the next barrage of fire that may come 30 seconds later. |
hackerzilla
Defenders of the Helghast Dream
307
|
Posted - 2013.10.02 03:43:00 -
[27] - Quote
B
partial pilot (on an alt) |
Gods Architect
SVER True Blood Public Disorder.
607
|
Posted - 2013.10.02 03:49:00 -
[28] - Quote
I can see this working. Hell it might end the tankers mouths |
Jason Pearson
Animus Securities
2981
|
Posted - 2013.10.02 03:50:00 -
[29] - Quote
Need more information to make an informed decision, I don't play EVE so I still need to read more about how the capacitor works. I probably won't though, as we're looking to CCP to get it done and I'm pretty sure a Capacitor won't require you to purchase more aurum.. so it'll never happen :)
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
550
|
Posted - 2013.10.02 03:53:00 -
[30] - Quote
That's a weird formulation of the question. By waiting for capacitor mechanic you are losing nothing - in the meantime using the old mechanics for vehicles.
I would say + 1 for capacitor because you can build other game mechanics around it. |
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Vrain Matari
ZionTCD
1009
|
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
|
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
|
Posted - 2013.10.02 11:44:00 -
[33] - Quote
A |
Cosgar
ParagonX
5587
|
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
|
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
|
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
|
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
|
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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