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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5431
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Posted - 2014.01.23 18:32:00 -
[1] - Quote
Came across another aim assist thread, and just had this idea pop into my head. It would require adding new content, so I don't expect much to come of it, but here goes:
*Turn Aim Assist off.
*Add new equipment module - "Target Painter"
*The range on the target painter is 250m and does no damage.
*When a target is painted, everyone (in the same squad / on the same team) gains a crosshair magnetism on the painted character (the degree of magnetism directly effected by the tier of item (please tiericide CCP) and the painters precision vs paintee's profile) and is displayed to the entire team.
*The person painting the target gains near perfect tracking on the target, unless they get behind cover. The degree of tracking would be based on your scan precision vs their profile. Anything equal to or greater than your precision will be tracked near perfectly, while every point of signature below your precision would make the painter auro-track less and less. All players will get a portion of the painters tracking, not all of it.
*A painted target remains on (squad / team) radar for five seconds after the module is deactivated / interrupted by terrain. The target painter uses an enemies shields to enhance their profile, so it would take a few seconds for the shields to return to normal.
*The painter is an equipment module, and therefore a player cannot shoot while painting.
*The target being painted will have a faint glow around them, resembling their shield being scaled up a bit (this does not increase their hitbox). This will allow for teammates to warn their buddy that they are being painted, while not alerting the target to actually being painted should they be flying solo.
*A target killed while painted awards a kill assist for the painter.
What this does:
1. Aim Assist QQ'ers will shut the **** up.
2. It adds a type of electronic warfare to a battlefield that needs more than just the "Slayer" role.
3. It allows scouts / snipers to point targets for far away (squad / team)mates, allowing for information warfare to exist.
Let me know what you think. Remember that nothing will come of this post, so keep your hate fairly tame.
EDIT: After thinking about it a bit, having the painter track at all would be overkill, especially if they remain painted after losing a "lock". Please ignore the auto-tracking portions for the painter.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
496
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Posted - 2014.01.23 18:36:00 -
[2] - Quote
A spotter for a sniper would cause so much crying on the forums... uuuugh. >.< I can hear it now.
If you can read this, it means you are reading.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5431
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Posted - 2014.01.23 18:37:00 -
[3] - Quote
Dovallis Martan JenusKoll wrote:A spotter for a sniper would cause so much crying on the forums... uuuugh. >.< I can hear it now. Two man sniping teams would be amazing though, wouldn't it?
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1353
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Posted - 2014.01.23 18:38:00 -
[4] - Quote
We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5432
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Posted - 2014.01.23 18:44:00 -
[5] - Quote
Alaika Arbosa wrote:We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all. I didn't include anything about jammers, since that would be a topic for a different thread.
On dampeners though, the precision of the painter vs the profile of the paintee will determine the degree of magnetism the target will have when targeted by other players.
Should the precision be lower than the profile, the magnetism will degrade per point of difference between the two, allowing damped suits the ability to speed tank (albeit make it a little harder, since no value would make you immune). Should the profile be equal to or greater than the precision, then 100% of the effect is applied to the target, but not to exceed 100% per point of difference.
This would also give precision enhancers another use, allowing fits to be centered around spotting.
More damps = less effect, better precision = full efficacy, but the module will not become more than 100% effective should the profile be greater than the precision.
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Aisha Ctarl
Ctarl-Ctarl.Empire
3014
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Posted - 2014.01.23 18:47:00 -
[6] - Quote
You would see more T_T on the forums if this were implemented than you see now about AA, the SCR, and the RR combined.
Aisha Ctarl for CPM1
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5432
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Posted - 2014.01.23 18:50:00 -
[7] - Quote
Aisha Ctarl wrote:You would see more T_T on the forums if this were implemented than you see now about AA, the SCR, and the RR combined. I'd like to think that it would reward teamwork much more than anything else, since this is a team based game.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1353
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Posted - 2014.01.23 18:51:00 -
[8] - Quote
TheAmazing FlyingPig wrote:Alaika Arbosa wrote:We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all. I didn't include anything about jammers, since that would be a topic for a different thread. On dampeners though, the precision of the painter vs the profile of the paintee will determine the degree of magnetism the target will have when targeted by other players. Should the precision be lower than the profile, the magnetism will degrade per point of difference between the two, allowing damped suits the ability to speed tank (albeit make it a little harder, since no value would make you immune). Should the profile be equal to or greater than the precision, then 100% of the effect is applied to the target, but not to exceed 100% per point of difference. This would also give precision enhancers another use, allowing fits to be centered around spotting. More damps = less effect, better precision = full efficacy, but the module will not become more than 100% effective should the profile be greater than the precision. I wasn't referring to Profile Damps like we have in Dust, I meant Offensive Sensor Damps like we have in Eve. Modules which can reduce target lock speed and targeting range.
Would these negatively impact the target scan precision/scan range? Effectively blinding their minimap?
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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low genius
The Sound Of Freedom Renegade Alliance
1116
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Posted - 2014.01.23 18:52:00 -
[9] - Quote
I think this is a really good idea. in fw and pc target painters could give their squads an advantage, and also create a reason to have 'focused fire' on a target. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1671
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Posted - 2014.01.23 19:05:00 -
[10] - Quote
Good idea. Maybe only make target painting for squads? Like the scanners.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5433
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Posted - 2014.01.23 19:05:00 -
[11] - Quote
Alaika Arbosa wrote:TheAmazing FlyingPig wrote:Alaika Arbosa wrote:We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all. I didn't include anything about jammers, since that would be a topic for a different thread. On dampeners though, the precision of the painter vs the profile of the paintee will determine the degree of magnetism the target will have when targeted by other players. Should the precision be lower than the profile, the magnetism will degrade per point of difference between the two, allowing damped suits the ability to speed tank (albeit make it a little harder, since no value would make you immune). Should the profile be equal to or greater than the precision, then 100% of the effect is applied to the target, but not to exceed 100% per point of difference. This would also give precision enhancers another use, allowing fits to be centered around spotting. More damps = less effect, better precision = full efficacy, but the module will not become more than 100% effective should the profile be greater than the precision. I wasn't referring to Profile Damps like we have in Dust, I meant Offensive Sensor Damps like we have in Eve. Modules which can reduce target lock speed and targeting range. Would these negatively impact the target scan precision/scan range? Effectively blinding their minimap? Ah, the Eve sensor damps. God, those things give me nightmares when trying to run Serpentis missions xD
Quite honestly, I don't know how the two could interact. I'd like to think that an offensive dampener would reduce your vision range (reducing render range or adding a heavy blur effect... or both!), so if you can't see 'em, you can't very well tell everyone else where they are, but I haven't really thought about it.
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How to fix the Logi
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1354
|
Posted - 2014.01.23 19:10:00 -
[12] - Quote
TheAmazing FlyingPig wrote:Alaika Arbosa wrote:TheAmazing FlyingPig wrote:Alaika Arbosa wrote:We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all. I didn't include anything about jammers, since that would be a topic for a different thread. On dampeners though, the precision of the painter vs the profile of the paintee will determine the degree of magnetism the target will have when targeted by other players. Should the precision be lower than the profile, the magnetism will degrade per point of difference between the two, allowing damped suits the ability to speed tank (albeit make it a little harder, since no value would make you immune). Should the profile be equal to or greater than the precision, then 100% of the effect is applied to the target, but not to exceed 100% per point of difference. This would also give precision enhancers another use, allowing fits to be centered around spotting. More damps = less effect, better precision = full efficacy, but the module will not become more than 100% effective should the profile be greater than the precision. I wasn't referring to Profile Damps like we have in Dust, I meant Offensive Sensor Damps like we have in Eve. Modules which can reduce target lock speed and targeting range. Would these negatively impact the target scan precision/scan range? Effectively blinding their minimap? Ah, the Eve sensor damps. God, those things give me nightmares when trying to run Serpentis missions xD Quite honestly, I don't know how the two could interact. I'd like to think that an offensive dampener would reduce your vision range (reducing render range or adding a heavy blur effect... or both!), so if you can't see 'em, you can't very well tell everyone else where they are, but I haven't really thought about it. Ya know.....
We are supposed to be seeing through the camera "eyes" of our Dropsuits.
The damps could interfere with the cameras to produce the effect you are describing as well as the minimap interference that I proposed.
There is your lore explanation and I think that it would be an added layer to Dust. However, there would need to be new added modules such as Signal Amps and such to counteract the Sensor Damps.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5436
|
Posted - 2014.01.23 19:12:00 -
[13] - Quote
Alaika Arbosa wrote:TheAmazing FlyingPig wrote:Alaika Arbosa wrote:TheAmazing FlyingPig wrote:Alaika Arbosa wrote:We do need EWar and this would fit nicely.
What about Jammers? Sensor Damps? How would they fit in, if at all. I didn't include anything about jammers, since that would be a topic for a different thread. On dampeners though, the precision of the painter vs the profile of the paintee will determine the degree of magnetism the target will have when targeted by other players. Should the precision be lower than the profile, the magnetism will degrade per point of difference between the two, allowing damped suits the ability to speed tank (albeit make it a little harder, since no value would make you immune). Should the profile be equal to or greater than the precision, then 100% of the effect is applied to the target, but not to exceed 100% per point of difference. This would also give precision enhancers another use, allowing fits to be centered around spotting. More damps = less effect, better precision = full efficacy, but the module will not become more than 100% effective should the profile be greater than the precision. I wasn't referring to Profile Damps like we have in Dust, I meant Offensive Sensor Damps like we have in Eve. Modules which can reduce target lock speed and targeting range. Would these negatively impact the target scan precision/scan range? Effectively blinding their minimap? Ah, the Eve sensor damps. God, those things give me nightmares when trying to run Serpentis missions xD Quite honestly, I don't know how the two could interact. I'd like to think that an offensive dampener would reduce your vision range (reducing render range or adding a heavy blur effect... or both!), so if you can't see 'em, you can't very well tell everyone else where they are, but I haven't really thought about it. Ya know..... We are supposed to be seeing through the camera "eyes" of our Dropsuits. The damps could interfere with the cameras to produce the effect you are describing as well as the minimap interference that I proposed. There is your lore explanation and I think that it would be an added layer to Dust. However, there would need to be new added modules such as Signal Amps and such to counteract the Sensor Damps. This game... needs so much stuff added xD
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How to fix the Logi
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Maken Tosch
Edimmu Warfighters Gallente Federation
6550
|
Posted - 2014.01.23 19:15:00 -
[14] - Quote
TheAmazing FlyingPig wrote:Dovallis Martan JenusKoll wrote:A spotter for a sniper would cause so much crying on the forums... uuuugh. >.< I can hear it now. Two man sniping teams would be amazing though, wouldn't it?
That would actually be realistic to some degree since real-world snipers often rely on spotters to accurately assess their targets. But of course, that would mean the target painter will simply reveal the position of the sniper.
Target painters in Eve Online exist but have a bright-red beam emanating from the user to the target indication where it's coming from.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5436
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Posted - 2014.01.23 19:19:00 -
[15] - Quote
Maken Tosch wrote:TheAmazing FlyingPig wrote:Dovallis Martan JenusKoll wrote:A spotter for a sniper would cause so much crying on the forums... uuuugh. >.< I can hear it now. Two man sniping teams would be amazing though, wouldn't it? That would actually be realistic to some degree since real-world snipers often rely on spotters to accurately assess their targets. But of course, that would mean the target painter will simply reveal the position of the sniper. Target painters in Eve Online exist but have a bright-red beam emanating from the user to the target indication where it's coming from. We could add a dim beam to the painter. It should visibly inflate your shields a bit to show that you are being painted, but adding a bit of a beam would allow for counter-play.
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hgghyujh
Expert Intervention Caldari State
250
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Posted - 2014.01.27 01:25:00 -
[16] - Quote
very cool Idea +1
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Killar-12
The Corporate Raiders Top Men.
2095
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Posted - 2014.01.27 02:05:00 -
[17] - Quote
Cool Idea +1 webs, damps, ECMs and Tracking Disruptors all would be nice.
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
144
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Posted - 2014.01.31 20:16:00 -
[18] - Quote
Too much potential for Blueberries to cause you to have a harder time hitting your actual targets. I'd prefer a direct lock-on mechanic. Remember Section 8? That would work because it's less dependant on random team members. Unfortunately, it might be overpowered when you meet a scout. |
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