Vulpes Dolosus
SVER True Blood General Tso's Alliance
981
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Posted - 2014.03.07 06:22:00 -
[1] - Quote
Just some ideas I have for logistics vehicles when they're reintroducedGǪ Feel free to comment if you like or add your own idea.
Turret based vehicle remote repair/ shield transporter (RR here after)
Harkening back to the pre-1.7 days of vehicle RR on logi LAVs and spider tanks, I remember plenty of faults with the module based RR. Locking was difficult for the driver, maintaining the lock was also difficult, and if the lock was broken the module had to be cooled and recycled before relocking. Needless to say it was a pain.
I want RR to be easier to use and much more rewarding, yet balanced. So I had the idea for turret based vehicle RRs. These would be RR mounted on small turret slots that a passenger could man and use to lock onto friendly vehicles and provide the repairs. It's far easier for the passenger to target the vehicle while the driver/pilot drives. Also, it would allow different mechanics to possible dictate how it functions (if it has to reload, cool down after overuse, or has "stamina").
I also want it to be leagues better than auto-repairs. Just throwing numbers out there, but have them be 50% more effective than standard repairs and give logistics class vehicles bonuses to range/amount/cooldown/etc, not to mention SP for repairing.
And all this will be balanced because it will take nearly half a squad to work effectively. LLAVs will need the first pilot plus a driver and gunner to be work. LDSs will need three (not to mention they're hovering straight over the vehicle taking fire). Even spider tanking tanks will need a whole squad just for two tanks on top of all the coordination needed to make it work. Teamwork should always triumph, in my opinion, and if one team can coordinate great defenses, it should take the other team similarly coordinated attacks to break it.
Nanohive-like infantry RR
The above idea would only refer to vehicle RR. Infantry is a-whole-nother beast. I remember driving my Charybdis and trying to follow some heavy with the shield transporter. It was impossible. The locking was difficult in the heat of battle, others never knew they were being repped, the lock broke easily and had to be recycled to relock, and you could only lock one person at a time.
That's why I want a nanohive-like infantry RR for the LLAV's innate module (perhaps as a regular module, but whatever). It would work like a regular module, being toggled on and off, having a duration and cool down (also affected by the core skills), and would produce a nanohive-like bubble around the LLAV in which teammates inside will receive armor/shield repairs (ammo as well? Perhaps variations?) within the area of effect.
This will make the LLAV a rally point, a place where infantry can gather and regroup. It will be balanced because the overall repair will/should be low (35-45/sec ish I'd imagine), it has cool down time, and because the LLAV can only help in the open (plus it's a huge target). It's better because it helps with squad gameplay and is more user-friendly.
Logi vehicle skill bonuses
Just some ideas:
LDS:
- Shield/Armor resistance per level- definitely needed, they're slow and unmaneuverable, great targets for rails.
- BASE (at level 1) increase RR range of a huge factor- I'd imagine the base range for a RR would be too short for a dropship, but too long for ground vehicles if left at dropship range.
- mCRU spawn time reduction (10% per level)- it gets one automatically, why not give it a bonus?
LLAV:
- Shield/Armor resistance per level (or at least some bonus to hardeners)- they're targets with little to fight back with
- Nanohive-like RR range and amount- it's innate module, it get a bonus to it's effectiveness
- RR fitting/amount/cycletime/reload/cooldown/etc- bonuses to make it better than non-logi vehicles
Just some musings, let me know what you think.
ADS Kills: Lost count a while ago...
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Lynn Beck
Wake N' Bake Inc Top Men.
820
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Posted - 2014.03.07 07:24:00 -
[2] - Quote
I think the number 1 no-no CCP did, was giving the LLAV more base HP, AND resistances. Give it an extra slot sure, but make its' base HP lower than its' base.
Charby(shield) i'm imagining would fare very badly with this, unless you cycled 2 hardeners/a complex hvy extender. Other one(armor) would have around 2k armor still, so it would be near invincible(good) but with low regen rates.
Alternatively we could just give the LLAV more base HP but lower fitting(?) making it harder to fit for invuln, but allow it to fot for either reps or HP.
Back on main topic: i like the idea of turret reps, however what would that do against AV? 2 somas with armor rep turrets and cycled hardeners would be unstoppable, and LDS would need its own logi ship as a basic rail would 2 hit it.
Should logi vehicles have dmg reductions to normal turrets, disincentivising them abusing their HP or slots?
No SP refund=academy stomping FOR DAYYZ
Proud owner of 69 'Fleshriver' Nk's.
No i don't buy AUR
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