Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
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Posted - 2014.02.25 19:48:00 -
[2] - Quote
Brush Master wrote:Derpty Derp wrote:Should limit the height that people can spawn on them... Or don't allow people to dampen their fall... Otherwise we'll have 10 Gorgons doing nothing but hovering at the map roof every match for free war points, would be as bad as red liners... I'm thinking have the pilot see a timer on how long until someone spawns, which gives them time to get down to a safe drop point. maybe, if we find people doing this a lot but I could not see someone doing it that often, for one they have to die to spawn, 2 its most likely only going to be done if they are red lined. 3 you can counter it with another dropship.
The more dropships hanging around for spawns the less fighters on the ground doing what actually wins any of the current modes: body count and capturing points. Not an actual issue anymore than spamming uplinks and nanos. Also - it's pretty easy to see folks sky-diving from a dropship (and thus find and shoot them) and inherent in the inertial dampener animation is a 2 second window of 'standing up' before they can actually fight back...all thing in balance, no?
Dropships in general need a good look at assists - Assault Ships are a little better off by virtue of not being dependent on squad mates for kills. But typical dropships could benefit from variations or bonuses such as...
-Improved scanning for scan assists (the distance for a dropship is much greater than the avg HAV/LAV but they have much higher mobility). A scanning Dropship (the alternative to an Assault for example skill wise) could be called "Scout Ship" or some such. Bonuses to scanning enemies to provide insertion teams more battlefield intel. Would function same as existing scan assists.
-Remote demolitions or bomb dropping. Careful aim and such would be needed, but dropships can become artillery platforms at high speeds as opposed to the current, "HOLD STILL I KEEP MISSING!!!" of the side mounted turrets. WP awarded for kills or assists, not the act in case a dud/miss preventing exploitation.
-Vehicular Transport Tethers: seen in other games with dropship type vehicles, the ability to 'lift' an HAV or LAV and rapidly relocate on the battlefield. Juicy target for AV, but very useful role in cluttered 'urban' maps. Lifting would be a dual confirmation system - dropship requests to lift the LAV/HAV, LAV/HAV confirms the lift or denies (prevents mean pilots from screwing with ground vehicle pilots). WP awarded for when a vehicle transported travels over 300m (or some abitrary distance) or attains a kill or assist within 30 seconds of the dropoff.
-Deployable Installations / Ground Equipment: Similar to vehicle tether, as CCP expands installations and eventually makes them player owned, dropship pilots would be awarded for the successful deployment of an asset (25 WP - nothing amazing and the asset is already team owned, preventing another 50 WP for 'hacking). Assets can only be deployed once - so dropping assets at the start for easy WP would be very pointless. (See Note at bottom how this is prevented also) Additional WP (perhaps 10 or less based on installation) would be awarded each time a DEPLOYED installation is used. EX: 1) 5 Points each time a team member spawns from a deployed CRU. 2) 10 Points each time a team member gains a kill from a deployed turret. 5 points if the turret kill was an assist. 3) I don't know how you could track a Supply Depot without creating unnecessary lag from the point system since it does so much. You can't reward suit changes because that is exploitable without timers, which adds more game lag in tracking. I'd recommend no bonus for Supply Depot usage and perhaps change to 50 WP on deployment.
Note: To prevent exploitation of the mechanic, no two 'alike' installations can be deployed with 100m of each other. This could be suspended in the 'hardcore' matches of PC, but in standard matches this prevents "Bunkers" where a team of dropships could deploy four turrets to a small, ideal location and then provide two CRUs and two depots...potentially match breaking to say the least. Asset deployment is not allowed in red zone nor within a set distance of the MCC (Say 100m from the point on the ground that represents its location) and starting CRU's (Also 100m).
Just various ideas for the dropship class and how it could be expanded without turning it into a WP farming addict. Vehicles should never devolve into WP farming as it can easily break infantry gameplay...and thus the game. Bad game = players leave = sad face.
I'd be open to the idea of an activated mCRU that has distinct tactical advantages such as 3 second or less spawn times and unlimited spawns for, say, a 30 second duration with a 2 minute CD. Calls to mind "Hot Dropping" from EvE. In general though, I think they should not be activated for the sake of not further complicating an already difficult to FLY, let alone tactically use, vehicle.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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