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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Robert JD Niewiadomski
 NULLIMPEX INC
 
 621
 
 
      | Posted - 2013.10.16 14:12:00 -
          [1] - Quote 
 When armor deteriorates, your dropsuit gets lighter. So you should be able to run faster...
 
 When your armor deteriorates further, your dropsuit should start to malfunction:
 weapons jam - ROF/DPS drops
 servos loose torque - speed drops, unable to jump
 scanners loose range/precision
 HUD starts to flicker
 comms begin to gain jitter
 
 The same should be experienced with vehicles.
 
 This effect could be countered with new core engineering skills for dropsuits and vehs upgrades skills trees
 
 Just to add more immersion when core games becomes stable...
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        |  Joel II X
 AHPA
 
 34
 
 
      | Posted - 2013.10.16 14:17:00 -
          [2] - Quote 
 That's like saying: "If you have 100 HP out of 500, you can't do stuff properly so you might as well be dead if a red sees you and you can't find a logi to repair you."
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        |  General Erick
 Onslaught Inc
 RISE of LEGION
 
 159
 
 
      | Posted - 2013.10.16 14:55:00 -
          [3] - Quote 
 This is an interesting idea but you should be able to go to a SD to get repairs as well.
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        |  X7 lion
 Swamp Marines
 Kleenex Inc.
 
 35
 
 
      | Posted - 2013.10.16 18:59:00 -
          [4] - Quote 
 this would be pointless, mostly because a drop suit is not mechanical for the most part, its a suit not a exoskeleton, its like sayn i couldn't move my arm to well if my sleeve was ripped
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        |  Robert JD Niewiadomski
 NULLIMPEX INC
 
 623
 
 
      | Posted - 2013.10.16 21:08:00 -
          [5] - Quote 
 
 X7 lion wrote:Dropsuits come with servos. Here:this would be pointless, mostly because a drop suit is not mechanical for the most part, its a suit not a exoskeleton, its like sayn i couldn't move my arm to well if my sleeve was ripped  http://dust514.com/universe/dropsuits/
 
 Imagine animating heavy dropsuit without any. Your clone's heart would burst out of your chest through your nose from the enormous strain...
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        |  Robert JD Niewiadomski
 NULLIMPEX INC
 
 623
 
 
      | Posted - 2013.10.16 21:15:00 -
          [6] - Quote 
 
 Joel II X wrote:Who said it would be assessed by % left of armor? It would rather be fixed level of HP, below which you would start to notice any deterioration.That's like saying: "If you have 100 HP out of 500, you can't do stuff properly so you might as well be dead if a red sees you and you can't find a logi to repair you." 
 And you would gain in speed (as your armor gets lighter and lighter) above that level up to full armor. Repairing would reverse those effects. And repairing module (if any equipped) would be the last to break. Meaning your HP dropped to zero
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        |  Vyzion Eyri
 The Southern Legion
 The Umbra Combine
 
 1486
 
 
      | Posted - 2013.10.16 21:20:00 -
          [7] - Quote 
 
 Robert JD Niewiadomski wrote:When armor deteriorates, your dropsuit gets lighter. So you should be able to run faster...
 When your armor deteriorates further, your dropsuit should start to malfunction:
 weapons jam - ROF/DPS drops
 servos loose torque - speed drops, unable to jump
 scanners loose range/precision
 HUD starts to flicker
 comms begin to gain jitter
 
 The same should be experienced with vehicles.
 
 This effect could be countered with new core engineering skills for dropsuits and vehs upgrades skills trees
 
 Just to add more immersion when core games becomes stable...
 
 But a sniper can take out 90% armour and shields with 1 bullet, surely that doesn't make us much lighter. How exactly does 1 bullet cause 90% of armour to deteriorate, anyway? It's an inconsistency, and if we apply it to your suggestion, then it's like saying if you shoot at someone's feet, they run faster, because currently no matter where we shoot, the dropsuit takes armour damage as a whole.
 
 To rectify this perhaps different effects depending on where you're being shot. They can already give extra WP for headshots, so why not throw in weapon jams if you're shot in the arms?
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        |  True Adamance
 PIE Inc.
 Praetoria Imperialis Excubitoris
 
 3178
 
 
      | Posted - 2013.10.16 21:24:00 -
          [8] - Quote 
 
 Robert JD Niewiadomski wrote:X7 lion wrote:this would be pointless, mostly because a drop suit is not mechanical for the most part, its a suit not a exoskeleton, its like sayn i couldn't move my arm to well if my sleeve was ripped  Dropsuits come with servos. Here:http://dust514.com/universe/dropsuits/ Imagine animating heavy dropsuit without any. Your clone's heart would burst out of your chest through your nose from the enormous strain... I was sure that heavy clones had two spines.... wasn't that a lore tid bit?
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        |  Lynn Beck
 Granite Mercenary Division
 
 146
 
 
      | Posted - 2013.10.16 21:43:00 -
          [9] - Quote 
 In order to implement this without being utterly pointless, we'd need a 'bio-integrity' hp bar. Falling from super heights would deal damage directly to BI and your hp in this bar would be around 70-100(about 3 ar bullets)
 If this was applied to armor, then having a light frame take one ar bullet through armor and be gimped. A heavy wouldn't have to worry because its armor is so high a 24% armor threshold would be gimping 200 armor. Or if it was a fixed Hp, then it would obviously have to be less than 70hp to accommodate the minnie light. Which would be pointless amount to a heavy.
 I might add nice idea, but adding a 3rd hp bar should be less of a priority than making the 2 we have now work correctly.
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        |  Robert JD Niewiadomski
 NULLIMPEX INC
 
 623
 
 
      | Posted - 2013.10.16 21:52:00 -
          [10] - Quote 
 A side note. EVE ships loose modules and weapons and performance drops along with HP loss during battles... Your ship begins to *cough* "pass the smoke"
  
 Yes i know, "DUST IS NOT EVE" blah blah blah
  Relax... | 
      
      
        |  Lynn Beck
 Granite Mercenary Division
 
 147
 
 
      | Posted - 2013.10.16 21:58:00 -
          [11] - Quote 
 But they don't lose a turret at 24% armor correct? Only when it dips into structure does this happen.
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        |  Robert JD Niewiadomski
 NULLIMPEX INC
 
 623
 
 
      | Posted - 2013.10.16 22:22:00 -
          [12] - Quote 
 I would prefer fixed level of HP left, equal for all dropsuits (ok maybe different but just a little) than % of total armor left...
 And dropsuits have only Armor and Shields. No Structure. I think the armor is simultaneously the structure in dropsuits. So the fixed armor HP left "buffer" making up for structure damage and dropsuit malfunctions.
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        |  deepfried salad gilliam
 Sanguine Knights
 
 73
 
 
      | Posted - 2013.10.17 02:04:00 -
          [13] - Quote 
 
 Robert JD Niewiadomski wrote:Joel II X wrote:That's like saying: "If you have 100 HP out of 500, you can't do stuff properly so you might as well be dead if a red sees you and you can't find a logi to repair you." Who said it would be assessed by % left of armor? It would rather be fixed level of HP, below which you would start to notice any deterioration. And you would gain in speed (as your armor gets lighter and lighter) above that level up to full armor. Repairing would reverse those effects. And repairing module (if any equipped) would be the last to break. Meaning your HP dropped to zero   Then scouts would be perma crippled, especially caldari when we get em
 
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        |  Fizzer94
 L.O.T.I.S.
 Public Disorder.
 
 482
 
 
      | Posted - 2013.10.17 02:29:00 -
          [14] - Quote 
 
 Robert JD Niewiadomski wrote:I would prefer fixed level of HP left, equal for all dropsuits (ok maybe different but just a little) than % of total armor left...And dropsuits have only Armor and Shields. No Structure. I think the armor is simultaneously the structure in dropsuits. So the fixed armor HP left "buffer" making up for structure damage and dropsuit malfunctions.
 The suit isn't the structure. The clone is, and the clone doesn't have any HP because these weapons are so powerfulpowerful.
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