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Criteria Shipment
Baynaer Space Command
474
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Posted - 2013.12.05 20:47:00 -
[1] - Quote
Logis- sentry turrets (manual or A.I.)
Assaults- Shield deploy (short period of time)
Scouts- Cloak (short period of time, cannot shoot while active, used only to escape)
Heavies- Buffs armor to everyone around them. (Short period of time)
Oviously they'll all have cooldowns. Am I going to fast
Goodbye, world!
(püú-ÿ+í-ÿ-é)
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Funkmaster Whale
Fatal Absolution
1262
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Posted - 2013.12.05 20:53:00 -
[2] - Quote
Cool idea. Never gonna happen.
CCP too busy with thinking of new ways to buff medium suits.
Let me play you the song of my people!
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DUST Fiend
OSG Planetary Operations Covert Intervention
8381
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Posted - 2013.12.05 20:55:00 -
[3] - Quote
I've always wanted each suit to have unique abilities, though I would want each suit to have a slot for class modules, something that has a unique effect but can only fit on a certain kind of suit.
Win ISK / Vids / O7
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Luna Angelo
We Who Walk Alone
307
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Posted - 2013.12.05 20:56:00 -
[4] - Quote
I like this.
Names of playstyles
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Ripley Riley
Incorruptibles
130
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Posted - 2013.12.05 21:00:00 -
[5] - Quote
If CCP is basing dropsuits on ships in Eve (which they are) they won't add abilities to each suit. They will add equipment that performs those abilities. Certain suits might get a role bonus with equipment (see below) that makes them better at using it.
A71 Active Cloaking module 60 CPU / 10 PG Allows you to become invisible for 10 seconds. You will "shimmer" if moving at a full run, possibly giving away you position.
Recon scout suits are released along side the active cloaking modules. They can fit cloaking modules at -20% cpu cost and the cloak lasts for 12 seconds for them.
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Luna Angelo
We Who Walk Alone
307
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Posted - 2013.12.05 21:05:00 -
[6] - Quote
Ripley Riley wrote:If CCP is basing dropsuits on ships in Eve (which they are) they won't add abilities to each suit. They will add equipment that performs those abilities. Certain suits might get a role bonus with equipment (see below) that makes them better at using it.
A71 Active Cloaking module 60 CPU / 10 PG Allows you to become invisible for 10 seconds. You will "shimmer" if moving at a full run, possibly giving away you position.
Recon scout suits are released along side the active cloaking modules. They can fit cloaking modules at -20% cpu cost and the cloak lasts for 12 seconds for them. Very good for an escape button. Not so good for ninja hacks. I like it.
Names of playstyles
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Ripley Riley
Incorruptibles
130
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Posted - 2013.12.05 21:07:00 -
[7] - Quote
Luna Angelo wrote:Very good for an escape button. Not so good for ninja hacks. I like it.
If you do anything beside switch weapons, reload, or move you will break cloak. At least that's how I would implement it
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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Criteria Shipment
Baynaer Space Command
474
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Posted - 2013.12.05 21:08:00 -
[8] - Quote
Ripley Riley wrote:Luna Angelo wrote:Very good for an escape button. Not so good for ninja hacks. I like it. If you do anything beside switch weapons, reload, or move you will break cloak. At least that's how I would implement it Agreed
Goodbye, world!
(püú-ÿ+í-ÿ-é)
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Criteria Shipment
Baynaer Space Command
474
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Posted - 2013.12.05 21:30:00 -
[9] - Quote
No more support for this thread? What a shame.
Goodbye, world!
(püú-ÿ+í-ÿ-é)
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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
232
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Posted - 2013.12.05 21:56:00 -
[10] - Quote
Perhaps if each suit had a Special slot for lack of a better word that could be used to equip a device that augments their ability in a certain way,
Scouts: -Some jumped up scanner pulse that reveals everything in a certain range it can be used frequently, perhaps active scanners should be scout only either way -active camo makes you very difficult to see when not moving the more you move the more distorted your camo gets if you shoot it offlines for a second revealing you no max time making it a action based ability not time -Jump portal blink device lol something for a helping scouts get away it teleports you a certain distance in direction your facing this could even by wrote off in eve lore as some sort of mini jump drive or wormhole teck cool down required
Logi: -Logistic field emitter a AOE effect around the logi its self that heals and replenishes the ammo of all around him and him self lasts for a few minutes but takes along time to cool down and reduces movement speed dramaticly -Remote Hack interface allows suits with this on it to hack objectives, structures, and equipment within a certain lock on range say 50m
Assualt: -Reinforcement module overloads the shield and armor system of the suit for a very short time say 2 or 3 second has a moderate cool down its primary area of use would be to allow them to survive things like gernades or trying to hack a objective without fear of someone spawing in. -Weapon Overloading allows you to push weapons beyond what they are ment to do for a certain amount of time with a cooldown that is simular to how long it was used over use of this may damage the weapon you are using making it need attention from either a rep tool or supply depot the effect would increase range and DPS significantly. -Adrenaline injectors comes with limited canisters that increase overall performance and reduce any negative effects on the character for a while say 1 minute before wearing off, it increases your speed, ads speed, reduces recoil, ads a certain damage resistance to the character to make things interesting these canisters can be restocked at nano hives and the effects can be stacked with multiple doeses BUT over use of this can lead to overdosing being a instant death.
Heavy: -Bastion or seige module adds a large resistance to damage of all kinds increases the range of weapons and decreases the spread but completely locks the suit down it cant move for a set amount of time. -reinforced armor passively improves resistance to all AOE weapons such as massdrivers.
There could also be specialist suits in the future that could have totally different load outs this is only a very limited idea of what could be added to make the game more badassed. |
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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
232
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Posted - 2013.12.05 21:59:00 -
[11] - Quote
Ripley Riley wrote:If CCP is basing dropsuits on ships in Eve (which they are) they won't add abilities to each suit. They will add equipment that performs those abilities. Certain suits might get a role bonus with equipment (see below) that makes them better at using it.
A71 Active Cloaking module 60 CPU / 10 PG Allows you to become invisible for 10 seconds. You will "shimmer" if moving at a full run, possibly giving away you position.
Recon scout suits are released along side the active cloaking modules. They can fit cloaking modules at -20% cpu cost and the cloak lasts for 12 seconds for them.
not 100% true some ships in eve can fit modules that others cannot, Covert ops cloaks can only be fit to certain ships, Bomb launchers can only be fit to bombers, Covert Cryno fields, Covert jump portals can only be fit to certain ships, while you are right that they do indeed give ships grand bonuses in general some ships also get special gear to use |
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