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Vell0cet
SVER True Blood Public Disorder.
715
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Posted - 2013.12.15 22:46:00 -
[1] - Quote
We desperately need vehicle capacitors in DUST. Modules like the active hardeners would have short cycle times that would cycle continuously unless turned off, or run until they burn through all cap (in roughly the same amount of time--maybe a bit less for militia vehicles). Other modules like scanners could be run continuously and still be cap stable, reducing a bit of the micro-management for some modules. This would mean that players with high SP in vehicles and good capacitor skills can run more modules than people with 0 SP. It also means you can't run everything simultaneously without hearing "the capacitor is empty" message soon thereafter. It won't force long cooldowns where you runaway and hide doing nothing while waiting on long timers, but is still consistent with the "waves of opportunity" vehicle combat philosophy. They reward smart and skillful players giving them more control and flexibility in a fight. They would help set DUST apart from other competitors for being the only FPS with truly rich and deep vehicle gameplay.
This would also create new opportunities for balance as energy neuts and nosferatu modules could be used by skilled AV teams to help cripple vehicles by reducing their cap. I could see a small neut/NOS turret as one option, as well as an Amarrian neut grenade as another. Stasis webifiers would be another ewar module that would help catch fleeing vehicles creating more risk/reward gameplay mechanics. I really don't see how vehicles and AV can be balanced going forward without capacitors and ewar.
These could be done relatively easily by repurposing the existing code being used for the stamina system.
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Vell0cet
SVER True Blood Public Disorder.
717
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Posted - 2013.12.15 23:27:00 -
[2] - Quote
Thanks for the reply. I have the same fears about CCP avoiding an additional rebalance around capacitors. Having said that, the existing rebalance is going to need a lot more work (and I question how it can even be accomplished without capacitors). 1.7 would have been the perfect time to add them, but 1.8 might be nearly as good as a fix to the mess we have currently. As mentioned, the coding required might not be that crazy if they can reuse existing stamina code (even as a temporary stop gap that gets refactored later).
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Vell0cet
SVER True Blood Public Disorder.
717
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Posted - 2013.12.16 03:35:00 -
[3] - Quote
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Vell0cet
SVER True Blood Public Disorder.
726
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Posted - 2013.12.19 05:00:00 -
[4] - Quote
Back to the top.
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Vell0cet
SVER True Blood Public Disorder.
729
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Posted - 2013.12.19 15:20:00 -
[5] - Quote
Skihids wrote:For some reason CCP doesn't think we are capable of handling it. I've heard people say this before, but never seen the actual dev post where they state this. In many ways capacitors are EASIER than the current system.
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Vell0cet
SVER True Blood Public Disorder.
729
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Posted - 2013.12.19 16:44:00 -
[6] - Quote
Takahiro Kashuken wrote:Mobius Wyvern wrote:Takahiro Kashuken wrote:AV would be mad if i can permacycle at least 1 30% hardeners since that would allow me to whack on other goodies
I expected vehicles to always have capacitors, copy and paste from EVE and i hope one day we do What you mentioned above is part of why I and others have put up threads in support of cap draining equipment. In my case, I liked the idea of an energy neutralizer grenade that would be the Amarr grenade type, since that's the EWAR they use in EVE. I actually think the modules we have right now would work pretty well for capacitor implementation, and I hope that further iteration on game mechanics brings this at some point in the future. TBH with cap draining equipment i would expect them to be heavy on PG/CPU for it to be able to drain a decent amount of cap espc of of heavy vehicles so you have to make sacrifices on your suit I wouldnt want it like the AV nade, auto seeking BS and bam 50% cap down But i would also expect a proper fitted proto tank with pilot suit be able to deal with at least 1 nade espc if the pilot also has level 5 support cap skills As a nade im not sure, mines im happier with How many neut 'nades would be reasonable to neut a HAV (with both good and bad cap skills) from full to 0 in your opinion?
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Vell0cet
SVER True Blood Public Disorder.
733
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Posted - 2013.12.20 02:15:00 -
[7] - Quote
Any other thoughts on this?
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