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Kallas Hallytyr
Skullbreakers
350
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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. |
Kallas Hallytyr
Skullbreakers
351
|
Posted - 2014.02.15 17:39:00 -
[2] - 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. |
Kallas Hallytyr
Skullbreakers
351
|
Posted - 2014.02.15 19:37:00 -
[3] - 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. |
Kallas Hallytyr
Skullbreakers
358
|
Posted - 2014.02.15 21:55:00 -
[4] - 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. |
Kallas Hallytyr
Skullbreakers
386
|
Posted - 2014.02.16 20:40:00 -
[5] - 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.) |
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