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Arx Ardashir
Imperium Aeternum
560
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Posted - 2014.02.14 16:29:00 -
[1] - Quote
I did a quick search for something along these lines but saw nothing, so I'll just make a thread here. Feel free to call me dumb and lazy if you do find a thread that spelled this idea and have a link to it.
TL;DR: Pilot suits allow certain dropsuit modules to affect vehicles, but only at a certain %.
So when pilot suits had their brief time on the market, there was much ado about the bonuses listed. The pilot suits made modules more effective in either operation or through reduced cooldowns, shortening the "windows of opportunity" that people are supposed to have to defeat vehicles.
How about instead of effecting vehicle modules, pilot suits just act as extra high and low slots, but at a cost to effectiveness?
For example, if someone fit a complex shield regulator on their pilot suit, it would transfer it's effect to the vehicle, but b only 50% effective. So instead of a 25% reduction to recharge delay, it'd be 12.5%.
Now, some modules would not carry over. Things like armor plates and shield extenders would mean little. Even at a 100% transfer rate, 135hp from a complex plate means jack to a HAV that has thousands of armor points. Only modules that effect operation would carry over.
Things like: Shield Regulators Shield Rechargers Shield Energizers Dampeners Range Extenders Precision Enahncers
Of course, none of the current armor modules really fit into this idea, but maybe they could be adjusted when used on a pilot suit.
Say instead of a complex armor repairing a 5hp/s, it instead provides a 5% efficiency bonus to vehicle armor repairers. 5% doesn't sound like a lot, but the suit's going to be sitting inside a vehicle, so stacking 3 armor repairers on it won't be as ridiculous as it would be if it was running around like an assault suit.
Other modules could later be added as well, such as the RE detector discussed here. It would be available for both dropsuits and vehicles (through the pilot suit), and would be useful for both. How many blueberries have you seen just run up to hack something and instantly explode upon attempt?
Please give feedback on the concept, and not the % amount. It was just an example and of course could be adjusted for balance reasons.
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Arx Ardashir
Imperium Aeternum
560
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Posted - 2014.02.14 16:38:00 -
[2] - Quote
Also, this would be the pilot suit level bonus, and could effect the % rate, say starts at 25% of the module's effectiveness at lvl0, with a +5% per level until it reaches 50% at lvl 5.
Then there would still be the racial bonus, which could be whatever. I'm not focusing on the racial bonus, just the implentation of the pilot suit and it's role. (Such as how the scout bonus is profile reduction, to make the scouts fit into the infiltrator role).
I contribute nothing.
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Arx Ardashir
Imperium Aeternum
560
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Posted - 2014.02.14 16:42:00 -
[3] - Quote
Hagintora wrote: Again, I'm not trying to be a troll, I just don't see why the Pilot Suit needs to exist.
Well, that's a seperate discussion, but I know what you're saying.
CCP wanted pilot suits, though, so I was just offering a way to implement them that doesn't overpower the already power vehicle modules.
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Arx Ardashir
Imperium Aeternum
563
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Posted - 2014.02.16 19:37:00 -
[4] - Quote
Updated the OP with a bit more info.
Expected a bit more feedback from both vehicle users and those against vehicles, though.
I contribute nothing.
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