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Vulpes Dolosus
SVER True Blood Public Disorder.
277
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Posted - 2013.11.18 21:41:00 -
[1] - Quote
Watch this video. [1:30] This was my inspiration for this piece of equipment.
Dropships have a problem... ok severalGǪ ok a lot, but for now, we're going to look at one of them: tactical effectiveness, specifically extractions.
Currently, to perform an extraction under fire, a teammate must call for a dropship, explain to the pilot where they are, and stay alive long enough for the dropship get there. All the while, the dropship must find them on the ground, dive in carefully, land gently without squishing anyone, all while dodging buildings and AV. It's a delicate and tedious operation and isn't practiced much on the battlefield.
But what if we could streamline it? That's what I'm hoping this module will do. In the video of the real life version, a soldier is tethered to a line on a balloon and an aircraft comes and snatches the line, pulling in the soldier in. It's fast, it's simple, it's effective, and I think CCP can make it futuristic and effective.
Here's what I want it to do: the device uses an equipment slot and is thrown down in an open area with a clear view of the sky (I assume it can be coded to malfunction if not in an accessible space). When it is thrown down, it lights a beacon straight into they sky for the pilot to see. On the ground, the device uses a repair-tool-like tether (for show) when mercs are within its range, allowing them free range of motion to shoot, etc, and to leave the effective range and be immediately re-locked when back in range. Up in the air, when a dropship flies through the beacon, the device locks onto the ships and pulls all the mercs away with it into the dropship's passenger seats (max of six, if there are fewer seats, or flying an ADS, only those the device attached first will be pulled).
There are numerous benefits to this:
-The auto-teathering allows merc to drop it away from battle, allowing them to time extractions while engaging hostiles -The locks are non-restricting, allowing mercs to defend themselves until extraction -The beam is easy to see for dropship pilots to see and fly through, meaning little communication is needed between ground forces and pilots -The maneuver can be executed at high speeds, meaning low danger for the dropships against AV and allowing quick relocation to the desired objective
Possibilities for variations: -Number of players picked up could be tiered (2 for STD, 4 for ADV, 6 for PRO) -Range radius of lock could be tiered (4m STD, 6m ADV, 8m PRO) -Triage varient (ADV/PRO, 2 locks, heals 10-20/15-25 armour/ sec, very low heal rate to avoid abuse)
That's all I've got. I'd like to read what you guys think. Also, any other quirky, niche equipment people musing about? I'd like to hear them.
Thanks for reading, and Fly Safe. o7
Dropship Specialist: AKA Clinically Insane
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Kallas Hallytyr
Skullbreakers
140
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Posted - 2013.11.18 22:07:00 -
[2] - Quote
I really like it. Maybe an addition to increase time for the dropship, however, as I don't think it should be able to just fly straight through the pick-up zone without at least slowing down. Perhaps tied to the tier you could have a lock-on time for the dropship: Standard: 3 seconds Advanced: 2 seconds Prototype: 1 second
This means that there's still a minimal amount of hovering and promotes the use of the better ones because then you get extraction faster. I definitely like the device, because it also gives the dropship pilot a better way to connect with their squad. You could even add a WP award for the pilot, an extraction award if you will maybe +15 WP for each friendly who was previously under fire (ie, had taken damage within X seconds prior to pick-up.)
There could even be variants that repair, restock or similar helpful actions upon pick-up (though they could also be straight up vehicle modules that do so when passengers are in the vehicle.)
Anyway, like the idea. |
Gabriella Grey
The Neutral Zone
91
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Posted - 2013.11.18 22:15:00 -
[3] - Quote
I like the application, and it could be interesting for in game mechanics. Perhaps even having a dust skyhook version be reeled in by a second party that is siting in the ship. |
MRBH1997
Knights Of Ender Public Disorder.
26
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Posted - 2013.11.18 22:19:00 -
[4] - Quote
Vulpes Dolosus wrote:Watch this video. [1:30] This was my inspiration for this piece of equipment. Dropships have a problem... ok severalGǪ ok a lot, but for now, we're going to look at one of them: tactical effectiveness, specifically extractions. Currently, to perform an extraction under fire, a teammate must call for a dropship, explain to the pilot where they are, and stay alive long enough for the dropship get there. All the while, the dropship must find them on the ground, dive in carefully, land gently without squishing anyone, all while dodging buildings and AV. It's a delicate and tedious operation and isn't practiced much on the battlefield. But what if we could streamline it? That's what I'm hoping this module will do. In the video of the real life version, a soldier is tethered to a line on a balloon and an aircraft comes and snatches the line, pulling in the soldier in. It's fast, it's simple, it's effective, and I think CCP can make it futuristic and effective. Here's what I want it to do: the device uses an equipment slot and is thrown down in an open area with a clear view of the sky (I assume it can be coded to malfunction if not in an accessible space). When it is thrown down, it lights a beacon straight into they sky for the pilot to see. On the ground, the device uses a repair-tool-like tether (for show) when mercs are within its range, allowing them free range of motion to shoot, etc, and to leave the effective range and be immediately re-locked when back in range. Up in the air, when a dropship flies through the beacon, the device locks onto the ships and pulls all the mercs away with it into the dropship's passenger seats (max of six, if there are fewer seats, or flying an ADS, only those the device attached first will be pulled). There are numerous benefits to this: -The auto-teathering allows merc to drop it away from battle, allowing them to time extractions while engaging hostiles -The locks are non-restricting, allowing mercs to defend themselves until extraction -The beam is easy to see for dropship pilots to see and fly through, meaning little communication is needed between ground forces and pilots -The maneuver can be executed at high speeds, meaning low danger for the dropships against AV and allowing quick relocation to the desired objective Possibilities for variations: -Number of players picked up could be tiered (2 for STD, 4 for ADV, 6 for PRO) -Range radius of lock could be tiered (4m STD, 6m ADV, 8m PRO) -Triage varient (ADV/PRO, 2 locks, heals 10-20/15-25 armour/ sec, very low heal rate to avoid abuse) That's all I've got. I'd like to read what you guys think. Also, any other quirky, niche equipment people musing about? I'd like to hear them. Thanks for reading, and Fly Safe. o7 I like it all but for when it comes to dropping off infantry a dropship should be able to deploy ropes for mercs to slide down for easy drop offs so a ship doesn't have to land. It should be the control for opening bay doors.
CEO of Knights of Ender, Pro Jack of All Traits
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Vulpes Dolosus
SVER True Blood Public Disorder.
280
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Posted - 2013.11.18 22:24:00 -
[5] - Quote
MRBH1997 wrote:Vulpes Dolosus wrote:Freaking long OP I like it all but for when it comes to dropping off infantry a dropship should be able to deploy ropes for mercs to slide down for easy drop offs so a ship doesn't have to land. It should be the control for opening bay doors. Nah man, there's nothing like hot dropping a squad at full speed. I once hole-in-one-ed a squad mate into the new large socket Alpha-objective silo at a moderate speed and altitude.
What's the point of having 'drop'suits if you can't rain down six bloodthirsty merc on you enemies?
Dropship Specialist: AKA Clinically Insane
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MRBH1997
Knights Of Ender Public Disorder.
27
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Posted - 2013.11.18 22:29:00 -
[6] - Quote
Vulpes Dolosus wrote:MRBH1997 wrote:Vulpes Dolosus wrote:Freaking long OP I like it all but for when it comes to dropping off infantry a dropship should be able to deploy ropes for mercs to slide down for easy drop offs so a ship doesn't have to land. It should be the control for opening bay doors. Nah man, there's nothing like hot dropping a squad at full speed. I once hole-in-one-ed a squad mate into the new large socket Alpha-objective silo at a moderate speed and altitude. What's the point of having 'drop'suits if you can't rain down six bloodthirsty merc on you enemies? True but it'd be easier having that rope for more precision drop offs on smaller harder to hit areas like ledges and other hard to hit in a inertia dampener matter areas. I do love timing my squad mates perfectly though when having them jump out.
CEO of Knights of Ender, Pro Jack of All Traits
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Gabriella Grey
The Neutral Zone
91
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Posted - 2013.11.18 22:34:00 -
[7] - Quote
Man you have to learn to do the sling shot. To do it you have to pull hard back, while giving a count down for the jump. With that you can pretty much shoot your troops at objectives, while they use their dampeners. You haven't lived until you have done it! |
Texs Red
DUST University Ivy League
58
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Posted - 2013.11.18 22:37:00 -
[8] - Quote
I really like this idea, +1 from me!
I don't think there should be a long on time but maybe a reel time (time from pick up to entering dropship).
Perhaps another idea is for the module to create a temporary shield to protect the squad during hook up, otherwise as soon as people notice it they will start spamming grenades or other AoE attacks. The shield would last maybe 5 seconds and to offset this you only get 1 use and can only be restored at a supply depot. |
Quil Evrything
DUST University Ivy League
406
|
Posted - 2013.11.18 22:50:00 -
[9] - Quote
Vulpes Dolosus wrote:
Currently, to perform an extraction under fire, a teammate must call for a dropship, explain to the pilot where they are, and stay alive long enough for the dropship get there. All the while, the dropship must find them on the ground, dive in carefully, land gently without squishing anyone,
False. You do NOT have to actually land. You just need to be close enough, and moving slowly enough, for the teammate to get a 'Press O to enter' prompt.
Nice idea though |
Vulpes Dolosus
SVER True Blood Public Disorder.
282
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Posted - 2013.11.18 23:23:00 -
[10] - Quote
Definitely something I'll have to work on next time we squad up
Texs Red wrote:I really like this idea, +1 from me!
I don't think there should be a long on time but maybe a reel time (time from pick up to entering dropship).
Perhaps another idea is for the module to create a temporary shield to protect the squad during hook up, otherwise as soon as people notice it they will start spamming grenades or other AoE attacks. The shield would last maybe 5 seconds and to offset this you only get 1 use and can only be restored at a supply depot.
I like the reel idea, which is one of the best things about this. Could you imagine being pulled off the ground into the air behind a dropship? The physics of coding something that complex would be difficult, I'd imagine, but I'd be so cool all the same.
Quil Evrything wrote:Vulpes Dolosus wrote:
Currently, to perform an extraction under fire, a teammate must call for a dropship, explain to the pilot where they are, and stay alive long enough for the dropship get there. All the while, the dropship must find them on the ground, dive in carefully, land gently without squishing anyone,
False. You do NOT have to actually land. You just need to be close enough, and moving slowly enough, for the teammate to get a 'Press O to enter' prompt. Nice idea though
Eh, splitting hairs. It would be best to land as to avoid drifting away from teammates or accidentally squishing them, especially in the heat of combat.
Thanks for the support! Hopefully a Dev takes a look at this...[
Dropship Specialist: AKA Clinically Insane
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Draco Cerberus
Hell's Gate Inc
512
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Posted - 2013.11.19 00:32:00 -
[11] - Quote
+1 Like a ladder for a helicopter, we should have thought of this sooner.
One Universe...with friendly fire and Open World Game Play for all!
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2013.11.19 02:49:00 -
[12] - Quote
Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? |
Vulpes Dolosus
SVER True Blood Public Disorder.
286
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Posted - 2013.11.19 04:32:00 -
[13] - Quote
Roger Cordill wrote:Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? What is with you guys and your primitive ways? You make the Minmatar look modern.
Watch this and then tell me "ropes" are a cool idea.
Dropship Specialist: AKA Clinically Insane
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Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
4
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Posted - 2013.11.19 04:43:00 -
[14] - Quote
Vulpes Dolosus wrote:Roger Cordill wrote:Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? What is with you guys and your primitive ways? You make the Minmatar look modern. Watch this and then tell me "ropes" are a cool idea.
Yea, that's what I had in mind. Like it just shoots you out of the DS at a higher speed, but the pilot has to turn on the module for it to work. |
Jadek Menaheim
Xer Cloud Consortium
400
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Posted - 2013.11.19 04:53:00 -
[15] - Quote
And after watching that, all I could think of was wanting this to play with each extraction. Lucius Fox knows sky hooks.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Jadek Menaheim
Xer Cloud Consortium
400
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Posted - 2013.11.19 05:03:00 -
[16] - Quote
Legitimate questions. -Is there a reel in time or is the extraction process instantaneous like a reverse drop-uplink? -How does the skyhook system account for dropship pilots 'accidently' whipping tethered mercs into building or tall obstructions? -Does a collision affect mercs?
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
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Vulpes Dolosus
SVER True Blood Public Disorder.
287
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Posted - 2013.11.19 05:07:00 -
[17] - Quote
Roger Cordill wrote:Vulpes Dolosus wrote:Roger Cordill wrote:Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? What is with you guys and your primitive ways? You make the Minmatar look modern. Watch this and then tell me "ropes" are a cool idea. Yea, that's what I had in mind. Like it just shoots you out of the DS at a higher speed, but the pilot has to turn on the module for it to work. How about this: when you open your module wheel (R2), at the very bottom (6-o-****), there's an eject option. When selected, it gives a countdown to the passengers (from 3sec) and ejects them out the sides, keeping forward momentum and out of the way of the dropship (like the video). Within those 3 sec., the "module" can be deselected by the pilot.
People might complain that it will be abused by dropping blue dots in the redline. Well it's their fault for being in my dropship in the first place, I'm not forcing them to stay in my ship. It's just like if a LAV player drives into the redline and bails. Maybe they'll get the hint and not try shooting the MCC with my side turrets or stealing my dropships when I land to place links.
Dropship Specialist: AKA Clinically Insane
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Vulpes Dolosus
SVER True Blood Public Disorder.
288
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Posted - 2013.11.19 05:21:00 -
[18] - Quote
Jadek Menaheim wrote:Legitimate questions. -Is there a reel in time or is the extraction process instantaneous like a reverse drop-uplink? -How does the skyhook system account for dropship pilots 'accidently' whipping tethered mercs into building or tall obstructions? -Does a collision affect mercs?
I'd like there to be some sort of reel in time. I think it would really add to the player experience to be dragged above the battle field and it would encourage players to use it.
I'll answer the last two points together. I'm my mind, the reel in will be very quick, like one or two seconds max. Mercs being pulled should be dragged straight up at first, like in the OP video, and then pulled quickly toward the dropship, following behind the dropship if it's going fast. I'd like to avoid collision damage if possible.
This does seem like quite a technical issue, like what's the angle the mercs will be pulled at if the dropship is standing still? or moving at top speeds? mid speeds? Obviously the angle the mercs will be pulled at should vary in real life circumstances. I'm sure the coding would be a pain, but that's something I'd have to let CCP work out.
Dropship Specialist: AKA Clinically Insane
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MRBH1997
Knights Of Ender Public Disorder.
28
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Posted - 2013.11.19 05:34:00 -
[19] - Quote
Vulpes Dolosus wrote:Roger Cordill wrote:Vulpes Dolosus wrote:Roger Cordill wrote:Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? What is with you guys and your primitive ways? You make the Minmatar look modern. Watch this and then tell me "ropes" are a cool idea. Yea, that's what I had in mind. Like it just shoots you out of the DS at a higher speed, but the pilot has to turn on the module for it to work. How about this: when you open your module wheel (R2), at the very bottom (6-o-****), there's an eject option. When selected, it gives a countdown to the passengers (from 3sec) and ejects them out the sides, keeping forward momentum and out of the way of the dropship (like the video). Within those 3 sec., the "module" can be deselected by the pilot. People might complain that it will be abused by dropping blue dots in the redline. Well it's their fault for being in my dropship in the first place, I'm not forcing them to stay in my ship. It's just like if a LAV player drives into the redline and bails. Maybe they'll get the hint and not try shooting the MCC with my side turrets or stealing my dropships when I land to place links.
Yes!!! That Wouk make a dropship even more like a dropship and if you can't speak I the people in the hip it would help let them know to get out.
CEO of Knights of Ender, Pro Jack of All Traits
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hackerzilla
Defenders of the Helghast Dream
495
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Posted - 2013.11.19 06:04:00 -
[20] - Quote
I like. Think of the awesomeness... throwing blues across the map
Minnie Scout & Logi
Greatness achieved through persistance.
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Vulpes Dolosus
SVER True Blood Public Disorder.
301
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Posted - 2013.11.19 17:15:00 -
[21] - Quote
MRBH1997 wrote:Vulpes Dolosus wrote:Roger Cordill wrote:Vulpes Dolosus wrote:Roger Cordill wrote:Message from Godin: I saw this in the campaign for BF4. It's when you meet the annoying ass woman. Love the idea. Maybe a fast roping option as well? What is with you guys and your primitive ways? You make the Minmatar look modern. Watch this and then tell me "ropes" are a cool idea. Yea, that's what I had in mind. Like it just shoots you out of the DS at a higher speed, but the pilot has to turn on the module for it to work. How about this: when you open your module wheel (R2), at the very bottom (6-o-****), there's an eject option. When selected, it gives a countdown to the passengers (from 3sec) and ejects them out the sides, keeping forward momentum and out of the way of the dropship (like the video). Within those 3 sec., the "module" can be deselected by the pilot. People might complain that it will be abused by dropping blue dots in the redline. Well it's their fault for being in my dropship in the first place, I'm not forcing them to stay in my ship. It's just like if a LAV player drives into the redline and bails. Maybe they'll get the hint and not try shooting the MCC with my side turrets or stealing my dropships when I land to place links. Yes!!! That would make a dropship even more like a dropship and if you can't speak to the people in the ship it would help let them know to get out.
Plus, it'd allow better drop synchronization and accuracy. If only CCP would keep my ship from killing my passangers during drops...
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Vulpes Dolosus
SVER True Blood Public Disorder.
301
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Posted - 2013.11.20 00:32:00 -
[22] - Quote
Assault dropships are back!!! Celebratory bump.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 2; Pythons: 0; Logistics: 0; Militia: 10
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Leovarian L Lavitz
NECROM0NGERS
789
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Posted - 2013.11.20 00:42:00 -
[23] - Quote
The Tractor beam dropship extraction device is built in module on dropships that allows the pilot to suck up allied mercenaries and take them to the next fight. When active, allies 100 meters or less below the dropship get 'Press O to Enter' and then begin fly up towards the dropship with the inertia dampener effect. Once the dropship is full, any additional mercs being pulled will be dropped.
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
282
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Posted - 2013.11.22 23:22:00 -
[24] - Quote
Haha cool idea, it is true that successful extractions with a dropship are rare at best. I'd say yes but if the pilot hits them on something while they are being reeled in they die Maybe have future ropes that deploy from each passenger seat (pilot controlled) that mercs then attach to and repel down? The advantage being they can shoot while they repel, can repel while moving, and can attach themselves to the line on the ground and will be reeled in. Disadvantages being your on a rope moving down slower than you would free falling and therefore a target, and the pilot might accidentally hit you into something and kill you while your on the line. |
Adelia Lafayette
DUST University Ivy League
440
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Posted - 2013.11.22 23:38:00 -
[25] - Quote
I suggested a rope ladder duct taped to the side of your dropship but this is way more epic. just make it a deployable equipment that mercs can grab onto. |
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