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Cat Merc
Ahrendee Mercenaries EoN.
4188
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Posted - 2013.11.08 18:15:00 -
[1] - Quote
Note: This thread has been written as a google doc since before even 1.3, I just decided to release it as is. I wanted to continue it, but I simply donGÇÖt have nearly enough time as I had before to write long threads with lots of stats and stuff.
I think infantry combat would become far more interesting with active modules. For those that don't know, there are passive modules and active modules. Passive modules always work, you don't have to do anything with them once you put them on your suit. Active modules are like equipment, you have to actually activate them to make them work. Once you do, they work for a few seconds and then turn off and start a cool down.
First of all, the UI and controls need some changes so we could actually switch them on. I suggest removing grenades from L2 and putting them as equipable items (Like equipment) on the R2 button. This will free L2 for another radial menu, where you will have all of your active modules. This will also allow for more than one grenade slot in the future, and makes sense since you might want to not use a grenade for a better module, making L2 unused.
Active modules IMHO should be more expensive CPU/PG wise, and should be more powerful in short bursts, but if you use passive modules and count the cool down on active modules, the passive modules will work better overtime. So passive modules are better for sustained combat. Active modules are better for skirmishers, bursts of combat.
Now that we can actually activate them, here are some ideas: The numbers will be stuff like 1/2/3, which mean Standard/Advanced/Prototype.
Cat Merc wrote:Armor modules:
I will try to be VERY careful not to step on the toes of the remote armor repairer. ##NOTE: This was made way before 1.6, and now that remote reps were buffed a lot, itGÇÖs not even a thing to worry about.
As I said, passive modules will be better overtime, I did the math to make sure this stays true. Light Active Armor Repairer: Amount repaired per pulse: 5/10/15 Pulse interval: 2 seconds Number of pulses: 5 Cooldown: 15 seconds
Heavy Active Armor Repairer: Amount repaired per pulse: 20/30/50 Pulse interval: sec3 onds Number of pulses: 5 Cooldown: 45 seconds
Burst Active Armor Repairer: This one activates AFTER the pulse interval is done Amount repaired per pulse: 125/150/200 Pulse interval: 5 seconds Number of pulses: 1 Cooldown: 80 seconds
Quick Active Armor Repairer: Amount repaired per pulse: 20/30/50 Pulse interval: 1 second Number of pulses: 3 Cooldown: 80 seconds
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Zero Notion
Wraith Company
271
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Posted - 2013.11.08 18:20:00 -
[2] - Quote
We should expand the augmentation slot and get actual boosters; they're in Eve already and who doesn't want to see a PCP-fueled heavy on the field? Basically the boosters help with their combat, so it'd fit perfectly. |
Awry Barux
Shining Flame Amarr Empire
297
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Posted - 2013.11.08 18:23:00 -
[3] - Quote
Yes! So very yes to this idea. I would love to be able to pop an active heatsink on a SCR. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
593
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Posted - 2013.11.08 18:33:00 -
[4] - Quote
+1. Been toying with the same idea except with scouts getting more (since E-War stuff fits best in the active mod slots).
Krom Ganesh wrote:Kagehoshi, could I get your opinion on an idea I had? New Dropsuit slot type Active Module Slot - Modules that go into this slot work like active modules on vehicles (Active time & cooldown time) - Used to fit Cloaking, E-War, etc. - Each suit is given one - Scouts get more --- Amount each scout suit has is dependent on the suit's tier and race - Scouts get an additional Class Bonus that decreases fitting costs of all active modules (Could out right replace if scouts also got a ~25% decrease to scan profile) - Scouts get an additional Racial Bonus that improves the performance of an active module relevant to their race --- For example, Gallente Scout could get a bonus that decreases Cloaking cooldown time ORRather than suits getting bonuses to active mod performance, the active mods themselves could list when they are most effective based on frame race, size, and spec(maybe) (as more suits are added, this would deserve its own tab in the info pane). For example, Cloak: User is invisible for yadda yadda ya. Effectiveness: Light +++ Med ++ Heavy + Gal ++ Cal + Amarr + Min + This sort of system would allow certain frames and races to be better at using mods without have a confusing system of racial/frame bonuses. Other active mod ideas: Tacnet disruptor - Causes tacnet to only display static and removes IFF (enemy and ally names don't appear and reticule doesn't change colors) Kinetic Overclock - Causes movement and sprint speed to be boosted by some percentage An active mod to temporarily boost damage (most effective with meds?) An active mod to temporarily reduce damage (most effective with heavies?) Overwatch - Boosts passive scan range and scan precision by some percentage and transmits enemy locations to allies (could also cause user to appear as if scanned to anyone within the user's range) (gal light most effective) An active mod that will very quickly restore shields and armor (need some very strong setbacks such as requiring uninterrupted activation time or a high cooldown time) |
Cat Merc
Ahrendee Mercenaries EoN.
4194
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Posted - 2013.11.08 19:24:00 -
[5] - Quote
Any other opinions?
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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The-Errorist
349
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Posted - 2013.11.11 11:36:00 -
[6] - Quote
Here's a thread I made about making damage mods active modules. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1967
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Posted - 2013.11.11 12:22:00 -
[7] - Quote
So essentially bring the "waves of opportunity" model they're applying to vehicles to infantry?
Could work, but also could make combat too sporadic. It'd be funny to see though, when everyone in a gun fight backs off when their actives are cooling down, like gentlemen agreeing to cease a petty argument.
But yeah, I don't know whether this will work unless battle sizes increased to something like 32v32, because I think like in EVE, on a massive scale the variance of modules balances out.
"When nothing is going your way, go out of your way to do nothing."
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Cat Merc
Ahrendee Mercenaries EoN.
4291
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Posted - 2013.11.11 12:30:00 -
[8] - Quote
Vyzion Eyri wrote:So essentially bring the "waves of opportunity" model they're applying to vehicles to infantry?
Could work, but also could make combat too sporadic. It'd be funny to see though, when everyone in a gun fight backs off when their actives are cooling down, like gentlemen agreeing to cease a petty argument.
But yeah, I don't know whether this will work unless battle sizes increased to something like 32v32, because I think like in EVE, on a massive scale the variance of modules balances out. Yes though I didn't have waves of combat in mind when I wrote this. This was way before CCP explained their idea. Which is one reason why I like the vehicle changes so much.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4497
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Posted - 2013.11.17 12:04:00 -
[9] - Quote
murrow
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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TechMechMeds
Swamp Marines Kleenex Inc.
1442
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Posted - 2013.11.17 12:31:00 -
[10] - Quote
Vyzion Eyri wrote:So essentially bring the "waves of opportunity" model they're applying to vehicles to infantry?
Could work, but also could make combat too sporadic. It'd be funny to see though, when everyone in a gun fight backs off when their actives are cooling down, like gentlemen agreeing to cease a petty argument.
But yeah, I don't know whether this will work unless battle sizes increased to something like 32v32, because I think like in EVE, on a massive scale the variance of modules balances out.
This would totally bring a more mmo aspect to the game, bring more versatility and raise ttk while also slightly negating nade spam, its pure win.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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TechMechMeds
Swamp Marines Kleenex Inc.
1442
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Posted - 2013.11.17 12:33:00 -
[11] - Quote
Cat, keep bumping everyday, its against forum rules to bump other peoples threads apparently, let's get this recognised, it would be a massive step towards mmofps.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Cat Merc
Ahrendee Mercenaries EoN.
4500
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Posted - 2013.11.17 12:41:00 -
[12] - Quote
TechMechMeds wrote:Cat, keep bumping everyday, its against forum rules to bump other peoples threads apparently, let's get this recognised, it would be a massive step towards mmofps. \o/
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4557
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Posted - 2013.11.19 14:01:00 -
[13] - Quote
meow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
4557
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Posted - 2013.11.19 14:27:00 -
[14] - Quote
Added sister thread.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Vyzion Eyri
The Southern Legion The Umbra Combine
2079
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Posted - 2013.11.19 21:02:00 -
[15] - Quote
Actually I read your thread on conditions for active modules to automatically activate, and I think this should be how they work for dropsuits.
Keep vehicle active modules how they are, and instead of active modules for dropsuits call them reactive modules.
After a certain amount of damage, reactive repair modules kick in. When you start firing a weapon, reactive damage modifier kicks in. When a grenade lands near by, reactive explosive dampener kicks in.
The reactive armour plating we have now should be like this. When your armour takes damage, THEN the plate kicks in with a high armour regeneration for a few seconds, then goes on cool down, but still provides armour HP as a permanent boost.
"When nothing is going your way, go out of your way to do nothing."
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Severus Smith
Caldari State
430
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Posted - 2013.11.20 19:56:00 -
[16] - Quote
I really like this, and was actually working on a long post about implementing a Capacitor system and having Active, Reactive, Passive, and Regular modules.
Active: You click a button and these modules activate. Provide big bonuses but eat up large amounts of Capacitor. Ex: Gyro-stabilizers that increase hybrid weapon RoF by 20% for X time or Invulnerability Fields that increase damage resistance by 50% for X time.
Reactive: Activate under specific circumstances. Ex: Shield / Armor Repairers that activate when you have taken damage or Kinetic mods that activate when you sprint and increase sprint speed by 25%.
Passive: Always on and always draining your Capacitor. Small bonuses but use small amounts of Capacitor. Ex: Passive Shield / Armor Repairers that always heal small amounts of HP/s or Passive Hardeners that increase damage resistance by a small amount.
Regular: Like current modules. Provides a bonus without using Capacitor. Ex: CPU / PG modules, Shield Extenders, Armor Plates, etc...
This would allow for a wide variety of fits for each suit.
- An Active built Heavy would be horrifying with 20% increased RoF while taking half damage, but only for a few seconds. - A Reactive built Heavy could initially repair some good damage during engagements but would eventually run out of power after a short while. - A Passive built Heavy would repair / shrug off some damage indefinitely until hit with an EWAR weapon that depletes Capacitor. - A Regular built Heavy can't repair, but has a huge Buffer and isn't vulnerable to anti-Capacitor EWAR. - A mix of some of the above.
So many different fits for one suit. Oh the customization possibilities. |
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