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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
260
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Posted - 2013.12.31 11:58:00 -
[1] - Quote
When dropships reach zero HP, I would like to see it have 30 seconds of more flying time in which the pilot has to safely land and repair, but it is not as easy as it sounds.
At 0 HP the dropship has control issues, E.g loss of thrust in one engine Lost of rudder Yaw Etc...
I would also like to see new visual effects come in such as sparks on engines or a thick trail of smoke.
We could if you want add zones on dropships that are more susceptible e.g 120% damage to engines. 75% on nose etc.
Just giving ideas to improve sandbox play.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Arkena Wyrnspire
Fatal Absolution
7222
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Posted - 2013.12.31 13:23:00 -
[2] - Quote
This would make them overly difficult to kill, I feel.
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Kasote Denzara
A Vulture
1734
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Posted - 2013.12.31 13:26:00 -
[3] - Quote
Just be glad they don't insta-explode like everything else. At least you get the chance to bail.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
Use the Commando A-I suit and show your worth.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
89
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Posted - 2013.12.31 14:15:00 -
[4] - Quote
Evolution-7 wrote:When dropships reach zero HP, I would like to see it have 30 seconds of more flying time in which the pilot has to safely land and repair, but it is not as easy as it sounds.
At 0 HP the dropship has control issues, E.g loss of thrust in one engine Lost of rudder Yaw Etc...
I would also like to see new visual effects come in such as sparks on engines or a thick trail of smoke.
Greetings and Happy New Year, Evolution-7, but.... I'm afraid what you are asking for goes under some (I thought COOL) damage details for the Dropship and other vehicles,... but got voted out of the game by the majority of players back in June, around Patch 1.4.
Around 1.3, there was a controversial mechanic in the game where, if you vehicle was damaged LOW to ZERO HP, the warning alarm would go off, cabin fire would erupt, and the systems in your vehicle started to fry (burn, melt, whatever). Even though you were no longer under enemy fire or taking hits, you would see the armour health bar slowly dwindling down. Players called it "Armour Burn". In the armour-burn stage, onboard repper modules didn't work any more (which kinda makes sense, since your vehicle's internal systems are malfunctioning and dying in the fire. So, if you didn't park your vehicle fast or just kept trying to fly, your DS flight-control would start to lag and eventually you'd splatt into the ground. Park it in time, and you could put out the fire with a hand repper.
The TENSION this caused the player, having to make a decision "do I abandon ship in flight, or risk trying to put her down somewhere before the fire eats me down to ZERO HP--", was a great addition to the danger of vehicle driving.
But, SO MANY players HATED that darn armour-burn, because it was robbing them of a successful escape after being nearly torn up by enemy fire. They just want "My Dropship is Good" or "My Dropship is Shot Down",... no dazzling damage details or extra risks involved. CCP relented and removed any kind of Armour Burn from the game.
I'm with you on cinematic details like that... but the majoriy of players are AGAINST your idea. |
Reav Hannari
Red Rock Outriders
2295
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Posted - 2013.12.31 15:14:00 -
[5] - Quote
Immersion, stress, not knowing if you'll land in time? I'm game. Sometimes the ship should just explode in the air too when it takes a massive amount of damage. Celesta is right though. Too many want a simple "shoot gun, die now, recycle" game.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
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Talos Vagheitan
Ancient Exiles.
357
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Posted - 2013.12.31 15:49:00 -
[6] - Quote
Somewhat agreed.
I do love the way dropships plummet from the sky currently. But it would also be pretty sweet to be able to take out one engine as you said and watch a pilot struggle to land.
On a related note, it would be cool vehicles has 'weak spots'
Who cares what some sniper has to say
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FarQue FromAfar
Red and Silver Hand Amarr Empire
4
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Posted - 2013.12.31 17:02:00 -
[7] - Quote
Evolution-7 wrote:When dropships reach zero HP, I would like to see it have 30 seconds of more flying time in which the pilot has to safely land and repair, but it is not as easy as it sounds.
At 0 HP the dropship has control issues, E.g loss of thrust in one engine Lost of rudder Yaw Etc...
I would also like to see new visual effects come in such as sparks on engines or a thick trail of smoke.
We could if you want add zones on dropships that are more susceptible e.g 120% damage to engines. 75% on nose etc.
Just giving ideas to improve sandbox play.
Then make tanks to where they get to 0 hp able to super sprint and shoot unicorns at people.... and and clouds, yes big clouds.... |
Kilo Shells
G.L.O.R.Y Public Disorder.
18
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Posted - 2013.12.31 17:46:00 -
[8] - Quote
Vehicles do have weak spots lol
Caldari Assault
My 2 cents on Grenades
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Shadow Archeus
OSG Planetary Operations Covert Intervention
212
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Posted - 2013.12.31 18:04:00 -
[9] - Quote
Nope they should instance pop |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
90
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Posted - 2013.12.31 19:06:00 -
[10] - Quote
FarQue FromAfar wrote: Then make tanks to where they get to 0 hp able to super sprint and shoot unicorns at people.... and and clouds, yes big clouds....
Okay, yes FarQue. Your implication (I THINK you're implying this) that too much fanciful damage/crisis detailing in the game will sidetrack it into one of those JapAnime RPGs has some truth. And the fact that most other players seemed dead against even a LITTLE dramatic license makes it safe that we'll never have "armour burn" stuff again.
But a LITTLE controlled crisis really DOES do good. I think EVERY player has noticed the map with the one broken wall in it, where something is still burning and smoke is rising up in the air. An element like that acts like a strategic beacon sometimes.
I came across a burning HAV sitting on the road back in Patch 1.5. The driver abandoned it (guess he didn't know they don't amour-burn anymore; now they just sit and smoke permanently). The smoke in the daylight-mood rendering attracted me to it from halfway across the map. I hosed it with a hand repair unit, drove it back to a safe place, because HAVs are not my liking, and left it for anyone's use.
I do remember looking below my passing DS once, and seeing ANOTHER dropship on the ground near my landing zone---it was "burning". Even though technically armour-burn is gone, the devs were sneaky and left a mechanism in there where you CAN'T recall your vehicle to the RDV if the vehicle is smoking. !! This merc was standing in front of his DS and thumbing his wrist---trying to order a vehicle recall. And he had no repper to revive it. I landed beside him, put the fire out with my hand-repper---he jumped for joy (literally bunny-hopped twice), and recalled his vehicle.
A little drama is nice. |
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4251
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Posted - 2013.12.31 19:12:00 -
[11] - Quote
I honestly think they should fall faster...
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TheEnd762
SVER True Blood Public Disorder.
331
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Posted - 2013.12.31 20:57:00 -
[12] - Quote
I think they should start flaming and losing control at 25%HP or less, then explode immediately at 0. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
461
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Posted - 2013.12.31 23:14:00 -
[13] - Quote
Sorry but when a dropship reaches zero hitpoints the whole thing should explode just like tanks do. DS pilots for some reason can bail out and have a chance to live unlike tankers. I don't like this idea one bit. The only thing that would justify this idea is if there was a 3rd stat for structure of the DS so to totally destroy a DS you would have to breach shields armor and structure. Otherwise to me i assume zero armor = zero hull. |
Spectre-M
The Generals General Tso's Alliance
156
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Posted - 2013.12.31 23:26:00 -
[14] - Quote
When drop suits reach zero HP, I would like to see it have 30 seconds of more fighting time in which the player has to safely heal and repair, but it is not as easy as it sounds.
At 0 HP the drop suit has control issues, E.g loss of thrust in one leg Lost of sprint Turning Etc...
I would also like to see new visual effects come in such as sparks on armor or a thick trail of blood.
We could if you want add zones on drop suits that are more susceptible e.g 120% damage to head. 75% on limbs.
Just giving ideas to improve sandbox play.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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501st Headstrong
Dead Man's Game
107
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Posted - 2014.01.01 03:02:00 -
[15] - Quote
CELESTA AUNGM wrote:[quote=Evolution-7]When dropships reach zero HP, I would like to see it have 30 seconds of more flying time in which the pilot has to safely land and repair, but it is not as easy as it sounds.
At 0 HP the dropship has control issues, E.g loss of thrust in one engine Lost of rudder Yaw Etc...
I would also like to see new visual effects come in such as sparks on engines or a thick trail of smoke.
Greetings and Happy New Year, Evolution-7, but.... I'm afraid what you are asking for goes under some (I thought COOL) damage details for the Dropship and other vehicles,... but got voted out of the game by the majority of players back in June, around Patch 1.4.
Around 1.3, there was a controversial mechanic in the game where, if you vehicle was damaged LOW to ZERO HP, the warning alarm would go off, cabin fire would erupt, and the systems in your vehicle started to fry (burn, melt, whatever). Even though you were no longer under enemy fire or taking hits, you would see the armour health bar slowly dwindling down. Players called it "Armour Burn". In the armour-burn stage, onboard repper modules didn't work any more (which kinda makes sense, since your vehicle's internal systems are malfunctioning and dying in the fire. So, if you didn't park your vehicle fast or just kept trying to fly, your DS flight-control would start to lag and eventually you'd splatt into the ground. Park it in time, and you could put out the fire with a hand repper.
The TENSION this caused the player, having to make a decision "do I abandon ship in flight, or risk trying to put her down somewhere before the fire eats me down to ZERO HP--", was a great addition to the danger of vehicle driving. Sometimes you had two gunners on board, you're near the mountains so it's hard to find a place to land...Do you try to be a cocky pilot and tell yourself I CAN crash land this thing---or do you say Screw it, and tell your boys to bail out, and just get another ship later? You're the pilot, you need to make a decision--what's your decision?!! To me armour-burn was Outrageous, this is so COOL.
But, SO MANY players HATED that darn armour-burn, because they didn't always realize why the armour was burning. You couldn't tell if you had 10 seconds left, or sometimes only 3 seconds before you reach zero HP, and they felt they were being robbed of a successful escape. They just want "My Dropship is Good" or "My Dropship is Shot Down",... no dazzling in-betweens or damage details. CCP relented and removed any kind of Armour Burn from the game. *** End of Quote
Im with this. To appease the person taking you down, they should get a Verbal statement of whether you were killed or survived so they aren't blidedsided when you return. And yes, players like Run and Gun because when you shoot something to the point of deqth, it should stay dead unless there's a Logi. Now unless only Logi Drop ships can repair armor burn or successful landing, Im on the fence
Dust is a Pay to Win Game.
Only people don't want to pay ISK. Tanks ain't OP, just buy more tanks
Peace, and stop QQing
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Niuvo
NECROM0NGERS Covert Intervention
961
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Posted - 2014.01.01 03:54:00 -
[16] - Quote
Depending on HP left on dropship and the next attack it receives i.e. FG, Railguns, the dropship SHOULD explode from the hit! I would love to see things explode in the sky. It adds excitement! |
Harpyja
DUST University Ivy League
985
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Posted - 2014.01.01 04:07:00 -
[17] - Quote
I think they should just explode immediately when they reach 0 HP. Why does my LAV or HAV blow up instantly while you get a chance to bail before you crash into the ground. I wouldn't bail out of my HAV anyways (I prefer to go down with my HAV) while if I'm in an LAV, I'll be trying to get somewhere and I would like to bail if I hit 0 HP. But that's not happening, nor do I really care; I think dropships need to blow up instantly.
To those that suggest having one engine disabled, I find a couple of problems. First, I'm not too sure if the physics engine can handle multiple thrust vectors, providing realistic physics. It's much more simpler for programming to only have one thrust vector and having the individual engines rotate respectively to simulate multiple thrust vectors. I don't want to underestimate the engine in Dust, but I believe that programming has gone the simpler way imitating physics rather than simulating physics.
The second problem is that with any aircraft that relies on multiple thrust vectors to stay in the air, the failure of a thrust vector can prove to be catastrophic and a safe landing is impossible. The center of thrust for these aircraft is situated at the center of mass. Lose one thrust vector, and the center of thrust is no longer at the center of mass, creating torque which will cause instability and uncontrollable roll.
What I'm trying to say with my second point is that all that it will do is change the way the dropship falls out of the sky. Instead of just falling in its last controlled position, it will corkscrew into the ground. So the easiest way to program a loss of a thrust vector is to simply program a corkscrew into the uncontrollable fall. Once again, this is simply imitating physics rather than actually simulating it.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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AK Cyberdemon
Red Star. EoN.
8
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Posted - 2014.01.01 04:38:00 -
[18] - Quote
Spectre-M wrote:When drop suits reach zero HP, I would like to see it have 30 seconds of more fighting time in which the player has to safely heal and repair, but it is not as easy as it sounds.
At 0 HP the drop suit has control issues, E.g loss of thrust in one leg Lost of sprint Turning Etc...
I would also like to see new visual effects come in such as sparks on armor or a thick trail of blood.
We could if you want add zones on drop suits that are more susceptible e.g 120% damage to head. 75% on limbs.
Just giving ideas to improve sandbox play. This is a stupid idea, it should be 31 seconds of more fighting time. |
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