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Ulysses Knapse
duna corp
631
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Posted - 2013.11.25 14:02:00 -
[1] - Quote
Capacitor is a system resource used to power certain modules. I imagine there being two types of capacitor. Vehicle Capacitor and Infantry Capacitor. Vehicle Capacitor would be the more complex, whereas Infantry Capacitor would be relatively simple. In this thread, I'll be talking about my idea of Infantry Capacitor.
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Every dropsuit has a base capacitor charge rate. Certain modules use this capacitor at a set rate. If the capacitor use rate exceeds the capacitor charge rate, the modules that use the capacitor will experience a drop in performance, equivalent to the amount exceeded. If a dropsuit has a 10/s capacitor charge rate, but the modules on it use a combined 20/s worth of capacitor, then the modules will only function at 50% of their usual efficiency, for example. Modules that use capacitor can be toggled on and off at will on the field, to free up capacitor for other modules.
Shield Booster - Module, High Slot Boosts your shield HP at a constant rate in return for consuming capacitor at a constant rate. Doesn't consume capacitor if your shields are fully charged. Works like an Armor Repairer, but for shields. No more waiting outside of combat for your shields to recharge with this module!
Capacitor Recharger - Module, High Slot Increases capacitor charge rate.
Capacitor Power Relay - Module, Low Slot Increases capacitor charge rate, lowers passive shield recharge rate. More effective than a Capacitor Recharger.
Shield Power Relay - Module, Low Slot Increases shield recharge rate, lowers capacitor charge rate. More effective than a Shield Recharger.
Capacitor Booster - Equipment Using this equipment provides a temporary boost in capacitor charge rate, allowing you to use more capacitor. Has a limited stock, and a moderate cooldown.
You get the idea already. The possibilities are endless! If this is added, I'm not sure what should be done with Armor Repairers. Should they use capacitor, or should they stay the same? I don't know, it's a very controversial topic. Personally, I think they should use capacitor. What do you think?
Humanity is the personification of change.
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Fizzer94
L.O.T.I.S. Public Disorder.
959
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Posted - 2013.11.25 14:17:00 -
[2] - Quote
The innate shield recharge of dropshots would have to go for this to be balanced. I do love this idea though. +1 for capacitors. Amarr weapons could also use capacitors instead of ammo!
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
341
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Posted - 2013.11.25 14:25:00 -
[3] - Quote
I do like it, but it might make things a bit too complicated IMO. Combat as it is now can get pretty hectic and having to manage modules and capacitors on top of that would just be insane. Also, it'll make the learning curve for new players even steeper. And it's steep enough already for the patience/intelligence of the average console FPSer.
'Insert witty signature here'
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Ulysses Knapse
duna corp
633
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Posted - 2013.11.25 14:32:00 -
[4] - Quote
Melchiah ARANeAE wrote:but it might make things a bit too complicated IMO. Combat as it is now can get pretty hectic and having to manage modules and capacitors on top of that would just be insane. I highly doubt that. Why would you be toggling modules in the middle of combat, anyway?
Humanity is the personification of change.
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TechMechMeds
Swamp Marines Kleenex Inc.
1492
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Posted - 2013.11.25 14:45:00 -
[5] - Quote
Ulysses Knapse wrote:Capacitor is a system resource used to power certain modules. I imagine there being two types of capacitor. Vehicle Capacitor and Infantry Capacitor. Vehicle Capacitor would be the more complex, whereas Infantry Capacitor would be relatively simple. In this thread, I'll be talking about my idea of Infantry Capacitor.
---
Every dropsuit has a base capacitor charge rate. Certain modules use this capacitor at a set rate. If the capacitor use rate exceeds the capacitor charge rate, the modules that use the capacitor will experience a drop in performance, equivalent to the amount exceeded. If a dropsuit has a 10/s capacitor charge rate, but the modules on it use a combined 20/s worth of capacitor, then the modules will only function at 50% of their usual efficiency, for example. Modules that use capacitor can be toggled on and off at will on the field, to free up capacitor for other modules.
Shield Booster - Module, High Slot Boosts your shield HP at a constant rate in return for consuming capacitor at a constant rate. Doesn't consume capacitor if your shields are fully charged. Works like an Armor Repairer, but for shields. No more waiting outside of combat for your shields to recharge with this module!
Capacitor Recharger - Module, High Slot Increases capacitor charge rate.
Capacitor Power Relay - Module, Low Slot Increases capacitor charge rate, lowers passive shield recharge rate. More effective than a Capacitor Recharger.
Shield Power Relay - Module, Low Slot Increases shield recharge rate, lowers capacitor charge rate. More effective than a Shield Recharger.
Capacitor Booster - Equipment Using this equipment provides a temporary boost in capacitor charge rate, allowing you to use more capacitor. Has a limited stock, and a moderate cooldown.
You get the idea already. The possibilities are endless! If this is added, I'm not sure what should be done with Armor Repairers. Should they use capacitor, or should they stay the same? I don't know, it's a very controversial topic. Personally, I think they should use capacitor. What do you think?
If we didn't die so quick I'd agree but until then no but its a great idea
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Maken Tosch
DUST University Ivy League
5309
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Posted - 2013.11.25 17:15:00 -
[6] - Quote
Sorry, but I don't see dropsuits needing capacitors. Vehicles on the other hand... but then again they already have to deal with the new ammo limits on the way.
CCP, thank you for hotfixing the knives. But please make sure they're at their full potential in 1.7.
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Vell0cet
SVER True Blood Public Disorder.
608
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Posted - 2013.11.25 17:16:00 -
[7] - Quote
I agree that dropsuits should have capacitors, but they should work the same way vehicle capacitors do. It's easier if things are consistent. Instead of using them for shield boosting and such, I think they should be used more for things like stealth modules, Jetpacks (I know those are controversial), remote reppers, active scanners, etc. that way you're not trying to manage things like shield boosters while in a firefight (which would be miserable). It would also open the door for the Amarr neuting grenade.
Quick/Dirty Test Range Idea
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Aisha Ctarl
0uter.Heaven Proficiency V.
1826
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Posted - 2013.11.25 17:32:00 -
[8] - Quote
I've been waiting patiently for cap for dropsuits.
+1 OP
Just imagine the SCR and LR relying on Cap instead of consuming ammo then suddenly hearing "INSUFFICIENT POWER" when you need those armor reps.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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KA24DERT
Pure Innocence. EoN.
262
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Posted - 2013.11.25 17:59:00 -
[9] - Quote
Planetside 1 had a mechanic that was comparable with their Implant system.
Some implants consumed "Stamina Points" during use, which recharged over time. So very much like Eve's active modules.
However this was on a Keyboard with hotkeys for every implants. It'll be doable if a bit painful with the current radial menus.
While it's a cool idea, I don't think the game needs it. |
Ulysses Knapse
duna corp
635
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Posted - 2013.11.26 00:54:00 -
[10] - Quote
TechMechMeds wrote:If we didn't die so quick I'd agree but until then no but its a great idea What does dying quickly have to do with anything? -_-
Humanity is the personification of change.
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KalOfTheRathi
Nec Tributis
905
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Posted - 2013.11.26 02:02:00 -
[11] - Quote
No.
Go play EVE to get your capacitor dependencies fulfilled. |
Ulysses Knapse
duna corp
636
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Posted - 2013.11.26 02:09:00 -
[12] - Quote
KalOfTheRathi wrote:No. Go play EVE to get your capacitor dependencies fulfilled. That's not a valid argument...
Humanity is the personification of change.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4345
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Posted - 2013.11.26 03:59:00 -
[13] - Quote
Melchiah ARANeAE wrote:I do like it, but it might make things a bit too complicated IMO. Combat as it is now can get pretty hectic and having to manage modules and capacitors on top of that would just be insane. Also, it'll make the learning curve for new players even steeper. And it's steep enough already for the patience/intelligence of the average console FPSer.
Meh just have everything use CAP.
Stamina is cap based, Shield and Armour rep modules use cap, cap recharger modules user PG/ CPU, Amarr weapons use Cap, etc.
Simple enough to me. We have 3 resources/ PG CPU and Capacitors.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Ulysses Knapse
Knapse and Co. Mercenary Firm
815
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Posted - 2013.12.20 05:16:00 -
[14] - Quote
Bump.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage looks nicer.
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