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![RedZer0 MK1 RedZer0 MK1](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
RedZer0 MK1
Opus Arcana Covert Intervention
72
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Posted - 2013.10.14 15:05:00 -
[1] - Quote
I have been thinking of what the pilot suit could do. Trying to figure out a reason to put modules on it, to actually fit it. So, to the question for CCP.
Is it possible to add module stats from a pilot suit to a vehicle? Example, say I fit complex shield extenders to my pilot suit, can the total hp be passed onto my vehicle (possibly multiplied 100% per suit level)
Also, upon writing this I realized a issue, modules with percents in them would be OP or crippling to use. So any thing with a percent increase/decrease could apply the stats straight to the vehicle, no multiplying. |
![Forlorn Destrier Forlorn Destrier](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Forlorn Destrier
Bullet Cluster
1970
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Posted - 2013.10.14 15:07:00 -
[2] - Quote
I imagine that we will see new modules that give bonuses to a pilot's ability to pilot the vehicle, as well. |
![Takahiro Kashuken Takahiro Kashuken](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Takahiro Kashuken
Red Star. EoN.
1356
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Posted - 2013.10.14 15:26:00 -
[3] - Quote
No matter what it does infantry will cry OP |
![DUST Fiend DUST Fiend](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
DUST Fiend
OSG Planetary Operations Covert Intervention
6961
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.10.14 15:29:00 -
[4] - Quote
Whatever it is, I demand a respec
![Cool](https://forums.dust514.com/Images/Emoticons/ccp_cool.png)
I think 1% boost to PG/CPU per level in Pilot suit should be the base bonus, and then pilot specific modules that increase things like passive resists, torque, speed, damage, tracking, etc.
Pilot suits should be worthless outside of their vehicle.
In retrospect, you wouldn't be able to tie a PG/CPU bonus to a suit because your fits would be invalid before hopping in. Hmmm ::shrugs:: |
![Sylwester Dziewiecki Sylwester Dziewiecki](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Sylwester Dziewiecki
Beyond Hypothetical Box
192
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Posted - 2013.10.14 15:40:00 -
[5] - Quote
RedZer0 MK1 wrote:I have been thinking of what the pilot suit could do. Trying to figure out a reason to put modules on it, to actually fit it. So, to the question for CCP.
Is it possible to add module stats from a pilot suit to a vehicle? Example, say I fit complex shield extenders to my pilot suit, can the total hp be passed onto my vehicle (possibly multiplied 100% per suit level)
Also, upon writing this I realized a issue, modules with percents in them would be OP or crippling to use. So any thing with a percent increase/decrease could apply the stats straight to the vehicle, no multiplying. Thats just unrealistic.. CCP will give us bonus to ammo re-supply or something like that. |
![MINA Longstrike MINA Longstrike](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
MINA Longstrike
One Shot Killahz
9
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.10.15 03:12:00 -
[6] - Quote
DUST Fiend wrote:Whatever it is, I demand a respec ![Cool](https://forums.dust514.com/Images/Emoticons/ccp_cool.png) I think 1% boost to PG/CPU per level in Pilot suit should be the base bonus, and then pilot specific modules that increase things like passive resists, torque, speed, damage, tracking, etc. Pilot suits should be worthless outside of their vehicle. In retrospect, you wouldn't be able to tie a PG/CPU bonus to a suit because your fits would be invalid before hopping in. Hmmm ::shrugs::
Ammo regeneration for whatever turret the pilot suit is in? |
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