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bamboo x
Eternal Beings Proficiency V.
272
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Posted - 2014.03.18 21:26:00 -
[31] - Quote
the less dust is like eve the better
the problem with your logic is that dropsuits don't have "active" modules and it needs to stay that way
if shield boosters and armor reps become active modules on a dropsuit it will detract from the idea of running around shooting people
you can't take the FPS out of the MMOFPS
bamboo x (Heavy Machine Gun) you
bamboo x ('Toxin' Assault Rifle) you
bamboo x (Charge Sniper Rifle) you
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Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4025
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Posted - 2014.03.18 21:45:00 -
[32] - Quote
bamboo x wrote:the less dust is like eve the better
the problem with your logic is that dropsuits don't have "active" modules and it needs to stay that way
if shield boosters and armor reps become active modules on a dropsuit it will detract from the idea of running around shooting people
you can't take the FPS out of the MMOFPS
I was thinking more like shield hardeners and armor hardeners for dropsuits...imagine shooting an enemy then suddenly their suit starts shimmering orange because they've activated their armor hardener.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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Vell0cet
SVER True Blood General Tso's Alliance
1114
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Posted - 2014.03.18 21:48:00 -
[33] - Quote
I hope so, for both suits and vehicles. It's a much more elegant system for limiting modules than managing multiple cooldowns. Suits would use cap for things like remote reppers, scanners, uplink/nanohive deployment, needles, cloaks, and possibly future additions like jetpacks, grappling pin + magnetic boots (for scaling walls or hiding on ceilings, or dealing with 0G environments), ewar, scan inhibitors, range/tracking damps, etc.
Vehicles would use it for hardeners, reppers/boosters, remote energy transfers, remote reps, afterburners, ewar, etc.
This would push combat in DUST to a whole different level above other FPS games.
Best PvE idea ever!
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
257
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Posted - 2014.03.18 21:52:00 -
[34] - Quote
bamboo x wrote:the less dust is like eve the better
the problem with your logic is that dropsuits don't have "active" modules and it needs to stay that way
if shield boosters and armor reps become active modules on a dropsuit it will detract from the idea of running around shooting people
you can't take the FPS out of the MMOFPS You can do active modules, if you do them like Crysis, E.Y.E. or Planetside.
However, we all know that that's not how CCP woud implement them if they did. So it's better if they stay away from that stuff |
Vulpes Dolosus
SVER True Blood General Tso's Alliance
1044
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Posted - 2014.03.18 22:14:00 -
[35] - Quote
Happy Violentime wrote:Vulpes Dolosus wrote:No. Cloaks work just like vehicle active mods do now.
You turn it on and once it's off, it need to recharge.
Only difference is it can use a half charge. I read it that you can turn cloak on and off and on again as many times as you like providing you have a min 50% charge? Oops. I may have misread that. Thanks for the correction.
Me in my ADS: 1,2
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Takron Nistrom
Tinfoil Hatz
268
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Posted - 2014.03.18 22:18:00 -
[36] - Quote
You don't need an item to scramble voice chat atm. i think the game does that just fine on its own.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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AP Grasshopper
Ancient Exiles. Renegade Alliance
211
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Posted - 2014.03.18 22:23:00 -
[37] - Quote
Cooldown timers on vehicles modules and regen bars on dropsuits and work fine as is. While it would be cool to replace it with a capacitor there really is no reason to do so. I'd vote against it for simplicities sake. |
Hynox Xitio
Molon Labe. General Tso's Alliance
544
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Posted - 2014.03.18 22:44:00 -
[38] - Quote
Not sure why, but this reminded me of a new equipment idea I though it, it's basically a Caldari rep tool that transplants shields from the user to the recipient, it's be really useful for Caldari support guys.
Unleash the Fogwoggler
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knight of 6
SVER True Blood General Tso's Alliance
1590
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Posted - 2014.03.18 22:49:00 -
[39] - Quote
Sole Fenychs wrote: How exactly do caps work? Am I right in thinking that it's an energy bar that you substract energy from in pre-defined chunks to trigger modules? e.g. an armor hardener uses 10 units of energy on activation, with a capacitor that has 100 or so, but then doesn't add drain while it's active? This sounds like a good system for vehicles, but infantry should get the dynamic system - You trigger a device and it drains energy while it's in effect. Uneven activation costs and the resulting thresholds would complicate the infantry combat too much. That one second of cloak that you can squeeze out of half of a percent of your energy bar can save your life on the ground, while it's rather pointless for vehicles and just leads to abuse (e.g. cycling damage mods to never deplete your energy).
think of a capacitor(cap) as a giant battery that is constantly being recharged.
activating a module takes energy from the battery. so the battery will lose a little of it's charge. if you want to keep the module running it will require more power so it takes a little energy at regular intervals the length of time between the module drawing power from the battery is known as a cycle. power is drawn at the beginning of a cycle. deactivating a module means that the module will continue to run until the end of it's cycle(when it would next draw power) then it shuts off rather than drawing power again.
remember that the cap is recharging all the time so it is possible that a module uses less energy per cycle than the cap gains in that time this is known as being "cap-stable". however in almost every case being cap-stable is a bad thing because it limits what you can run. so most combat fits aren't cap-stable and last somewhere between 5-10 minutes before they drain their cap and need to recharge it. recharging the cap either requires shutting off enough modules that the fit is cap-stable or shutting off everything and disengaging from combat. if the cap drains completely mid-fight then all of the mods that were running shut down at the end of their cycles (as there is no power for them to draw to continue running).
losing a mod mid fight to save your cap is basically the equivalent of losing a armor rep or the ability to recharge your shields it is a huge deal. cap management is critical to winning any fight.
GÇ£Even though I walk through the valley of the shadow of death, I will fear no evil, for I am dampened.GÇ¥
Ko6 scout,
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Vell0cet
SVER True Blood General Tso's Alliance
1114
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Posted - 2014.03.18 23:05:00 -
[40] - Quote
knight of 6 wrote:Sole Fenychs wrote: How exactly do caps work? Am I right in thinking that it's an energy bar that you substract energy from in pre-defined chunks to trigger modules? e.g. an armor hardener uses 10 units of energy on activation, with a capacitor that has 100 or so, but then doesn't add drain while it's active? This sounds like a good system for vehicles, but infantry should get the dynamic system - You trigger a device and it drains energy while it's in effect. Uneven activation costs and the resulting thresholds would complicate the infantry combat too much. That one second of cloak that you can squeeze out of half of a percent of your energy bar can save your life on the ground, while it's rather pointless for vehicles and just leads to abuse (e.g. cycling damage mods to never deplete your energy).
think of a capacitor(cap) as a giant battery that is constantly being recharged. activating a module takes energy from the battery. so the battery will lose a little of it's charge. if you want to keep the module running it will require more power so it takes a little energy at regular intervals the length of time between the module drawing power from the battery is known as a cycle. power is drawn at the beginning of a cycle. deactivating a module means that the module will continue to run until the end of it's cycle(when it would next draw power) then it shuts off rather than drawing power again. remember that the cap is recharging all the time so it is possible that a module uses less energy per cycle than the cap gains in that time this is known as being "cap-stable". however in almost every case being cap-stable is a bad thing because it limits what you can run. so most combat fits aren't cap-stable and last somewhere between 5-10 minutes before they drain their cap and need to recharge it. recharging the cap either requires shutting off enough modules that the fit is cap-stable or shutting off everything and disengaging from combat. if the cap drains completely mid-fight then all of the mods that were running shut down at the end of their cycles (as there is no power for them to draw to continue running). losing a mod mid fight to save your cap is basically the equivalent of losing a armor rep or the ability to recharge your shields it is a huge deal. cap management is critical to winning any fight. This is a good description. It works a lot like stamina. Some modules would have very fast cycle times (e.g. the cloak) so it would auto-cycle rapidly until you decloak, or it depletes your cap completely. Other modules might have longer cycle times with a cooldown (like an active scanner). This would open up interesting new avenues for tactical combat. Let's say there is are 2 heavies being repped by a logi that are defending an objective. Your squad can't seem to break through the reps, and the logi is protected behind cover. If we had a neut grenade, as an example, your squad could throw out a couple, drain the logi's capacitor and then push hard on the heavies who won't have reps until the logi recharges enough cap to start repping.
Best PvE idea ever!
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