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Kallas Hallytyr
Skullbreakers
350
|
Posted - 2014.02.15 17:15:00 -
[1] - Quote
Vehicle Recall was implemented to allow users to trade out their expensive machinery when they no longer require it. There was a time when recall was not in the game, and it's implementation is most definitely reasonable. There are, however, ways it can be abused: - When in danger, recall time is incredibly short which means that a pilot can leap out and get their expensive vehicle away before it can be destroyed. - Module cooldowns can be reset by calling in a new vehicle and recalling the previous, which removes an enormous part of the vehicle balance mechanics.
Vehicle recall itself is not a problem, it should certainly be reasonable for a vehicle to be whisked away when it is no longer required, just as switching dropsuits is, in and of itself, not a problem. The problem with both is the time it takes to perform either task. With dropsuits, at least, you require the presence and proximity of a Supply Depot to perform the switch, which limits it's abuse (though there certainly is some still.)
What I would propose is that vehicle recall remains, but it requires at least some form of proximity to a supply depot: perhaps being within resupply range. this would limit the in-combat abuse of vehicle recall while still allowing vehicle pilots to remove their no longer required/overly threatened vehicle from the field.
Now, I most definitely understand that current supply depot positioning is awful in some locations and I advocate a change to those at the same time. |
Dustbunny Durrr
ReD or DeaD
105
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Posted - 2014.02.15 17:29:00 -
[2] - Quote
Kallas Hallytyr wrote:Vehicle Recall was implemented to allow users to trade out their expensive machinery when they no longer require it. There was a time when recall was not in the game, and it's implementation is most definitely reasonable. There are, however, ways it can be abused: - When in danger, recall time is incredibly short which means that a pilot can leap out and get their expensive vehicle away before it can be destroyed. - Module cooldowns can be reset by calling in a new vehicle and recalling the previous, which removes an enormous part of the vehicle balance mechanics.
Vehicle recall itself is not a problem, it should certainly be reasonable for a vehicle to be whisked away when it is no longer required, just as switching dropsuits is, in and of itself, not a problem. The problem with both is the time it takes to perform either task. With dropsuits, at least, you require the presence and proximity of a Supply Depot to perform the switch, which limits it's abuse (though there certainly is some still.)
What I would propose is that vehicle recall remains, but it requires at least some form of proximity to a supply depot: perhaps being within resupply range. this would limit the in-combat abuse of vehicle recall while still allowing vehicle pilots to remove their no longer required/overly threatened vehicle from the field.
Now, I most definitely understand that current supply depot positioning is awful in some locations and I advocate a change to those at the same time.
A well written post. I agree that something should limit vehicle recall, and the answer might be recalling only within x meters of better placed supply depots. My only fear would be that hostile installations/tanks would now go after and destroy supply depots even more than they currently do. Which I guess could be argued as a good strategy. |
Kallas Hallytyr
Skullbreakers
351
|
Posted - 2014.02.15 17:39:00 -
[3] - Quote
It could be a problem, but that could also be solved by locating the supply depots in reasonable areas. As a dropship pilot, I despise some of the current locations because I can often get stuck trying to access them. Similarly, some depots are located such that ground vehicles simply cannot reach them.
I believe that improved map design would help immensely: locating a ground supply depot in a protected area (within an accessible building, for example) would allow vehicles to retreat and recall without exposing the depot to extreme enemy fire. |
X7 lion
Swamp Tempo Canis Eliminatus Operatives
119
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Posted - 2014.02.15 18:48:00 -
[4] - Quote
maybe have a fortified safe zone you have to return to for ground vechiles and maybe on larger maps there could be side recall/deployment stations not limiting the current drop any where deployment but have a safe zone to deploy from trade off being its a predictable spot. idk im just rambling take some thing from it if you can.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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Kallas Hallytyr
Skullbreakers
351
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Posted - 2014.02.15 19:37:00 -
[5] - Quote
More locations to fight over would be welcome, like secondary installations that have actual in-game effects/repercussions. Vehicle installations that house supply depots and construct vehicles in a shielded location would be interesting: you can either take-and-hold to deny them to the enemy or just try and kill their vehicles as they come. |
Lt Royal
Subdreddit Test Alliance Please Ignore
2739
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Posted - 2014.02.15 21:48:00 -
[6] - Quote
Being unable to recall a vehicle when its modules are in cooldown. This would open up that GÇ£Window of opportunityGÇ¥ for AV players CCP spoke of when they decided to rebalance vehicles.
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Kallas Hallytyr
Skullbreakers
358
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Posted - 2014.02.15 21:55:00 -
[7] - Quote
Lt Royal wrote:Being unable to recall a vehicle when its modules are in cooldown. This would open up that GÇ£Window of opportunityGÇ¥ for AV players CCP spoke of when they decided to rebalance vehicles.
That would certainly help by forcing them to remain exposed until they can properly disengage. It would also mean that they were out of the fight (if they retreated fully) for as long as their modules were on cooldown.
Simple idea, definitely worthwhile. |
a brackers
Nex Miles Militis
3
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Posted - 2014.02.15 23:24:00 -
[8] - Quote
I think within a proximity of your mcc or ground spawn could also be added, because as an ads pilot I wouldn't want some blueberry jumping in my 500k dropship because the only supply depo left is surrounded by blueberries trying to get ammo
Proto dropship pilot
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bogeyman m
Learning Coalition College
86
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Posted - 2014.02.16 01:24:00 -
[9] - Quote
Bump.
This idea deserves more likes. |
JP Acuna
Pendejitos Canis Eliminatus Operatives
65
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Posted - 2014.02.16 03:20:00 -
[10] - Quote
I'd prefer the inability to recall during cooldown of certain modules instead of the supply depot proximity.
Why i don't see that idea as viable:
1.-When you need to get fast to a location that does not have a supply depot, you wouldn't be able to recall your LAV.
2.-If you want to reach a high place by using a dropship, you wouldn't be able to recall it once you get there.
3.-More supply depots won't be implemented just because of this, they have a strategic and significant location in the map. Some maps only have 1 for both teams to dispute. |
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Terry Webber
Turalyon 514 Turalyon Alliance
406
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Posted - 2014.02.16 05:23:00 -
[11] - Quote
Maybe the abuse can be limited if deploying your second vehicle takes longer than deploying your first vehicle. Instead of having the vehicle just disappear, the RDV can pick it up to return it to wherever it came from. When you try to deploy your second vehicle, the AI voice will explain that the RDV is still in the process of exchanging vehicles.
Kallas Hallytyr wrote:More locations to fight over would be welcome, like secondary installations that have actual in-game effects/repercussions. Vehicle installations that house supply depots and construct vehicles in a shielded location would be interesting: you can either take-and-hold to deny them to the enemy or just try and kill their vehicles as they come. I like this suggestion. It would work well with the game mode I explained here. They can be used by the defenders while the attackers have to depend on my suggestion above until they hack one of them.
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Tailss Prower
501ST JFW StrikerZ Unit
182
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Posted - 2014.02.16 11:51:00 -
[12] - Quote
Kallas Hallytyr wrote:Vehicle Recall was implemented to allow users to trade out their expensive machinery when they no longer require it. There was a time when recall was not in the game, and it's implementation is most definitely reasonable. There are, however, ways it can be abused: - When in danger, recall time is incredibly short which means that a pilot can leap out and get their expensive vehicle away before it can be destroyed. - Module cooldowns can be reset by calling in a new vehicle and recalling the previous, which removes an enormous part of the vehicle balance mechanics.
Vehicle recall itself is not a problem, it should certainly be reasonable for a vehicle to be whisked away when it is no longer required, just as switching dropsuits is, in and of itself, not a problem. The problem with both is the time it takes to perform either task. With dropsuits, at least, you require the presence and proximity of a Supply Depot to perform the switch, which limits it's abuse (though there certainly is some still.)
What I would propose is that vehicle recall remains, but it requires at least some form of proximity to a supply depot: perhaps being within resupply range. this would limit the in-combat abuse of vehicle recall while still allowing vehicle pilots to remove their no longer required/overly threatened vehicle from the field.
Now, I most definitely understand that current supply depot positioning is awful in some locations and I advocate a change to those at the same time. I likw idear but 1 problem you can actually flip over shield tank if this was to happen am i just to abandon my tank while its upside down |
Mishra's Dragon
Dark Side Alliance
7
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Posted - 2014.02.16 19:24:00 -
[13] - Quote
This is a pretty great idea. However, I feel like the option of only letting them recall it when everything is off of cool-down is better since I'm a heavy and I get everywhere with my LAV / Dropship since it is certainly unwise and definitely unsafe to run across open areas for one of my kind. Not being able to recall it when I have reached a objective where there is no supply depot would definitely suck as a heavy suite costs a lot more than the average assault and scout suite, and then I would have to add on the price of a LAV as well? Yeah... I would like to keep SOME profit going, thank you.
Join the Dark Side Alliance, we have cookies and milk~ Mishy the Sentinal loves logi attentions <3
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Kallas Hallytyr
Skullbreakers
386
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Posted - 2014.02.16 20:40:00 -
[14] - Quote
I have edited the original post to incorporate the module cooldown, as that seems to be a generally preferred solution (which I can most definitely get behind.) |
Awry Barux
New Eden Blades Of The Azure Zero-Day
685
|
Posted - 2014.02.16 20:46:00 -
[15] - Quote
+1 for this idea, in module cooldown requirement form. |
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