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Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4007
|
Posted - 2014.03.18 14:11:00 -
[1] - Quote
We all know that the cloak cannot be reengaged until it reaches 50% power, this sounds eerily similar to EVE's capacitor system.
Basically in EVE, you cannot activate modules without your capacitor being at the minimum required power level. If you try and activate a module without having the minimum capacitor level, you will get a cool female voice telling you that you have "Insufficient Power," and the module will not activate.
I know what you're thinking: why don't you consider the Active Scanner to be the precursor to capacitor? My reason is that since the AS must reach 100% before being able to be reused, it is simply recharging it's own internal batteries and does not draw power from the suit.
Now in EVE there are these modules called Nosferatus which are energy vampires. Basically a nosferatu drains the capacitor of a targeted enemy and replenishes your own capacitor, the catch is that they will not drain the enemy capacitor lower than your own capacitor level. I have a hard time envisioning CCP implementing capacitor for dropsuits because it would make the game far more cerebral than it currently is (new players already have a hard enough time), but IIRC, CCP did mention possible future modules that sound like they would work on a capacitor system. One of the modules I remember most clearly is something that scrambles voice chat. I could see that working the same way as the cloak, fire it once for the effect, but then having to wait until your "capacitor" hit "x" amount before it could be reused. Same idea would apply to things like RADAR jamming modules, EMP modules, and other EWAR modules.
What are your thoughts, a possible hint to capacitor, or am I over thinking this?
P.S. An awesome easter egg for 1.8 would be to have the TACNET AI say "Insufficient Power" if you try and fire the cloak when beneath its required 50% recharge level.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
671
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Posted - 2014.03.18 14:14:00 -
[2] - Quote
CCP Praetorian already alluded to capacitors during a Q&A session either in Advancing the Core of FF last year or the EVE Vegas presentation, I forget which. In any event, it would seem they are headed for DUST at some stage.
Proud Minmatar scout - Republic Merc 6/10
Immune to bitter/jaded vet syndrome
Roll with the punches instead of QQing
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Reav Hannari
Red Rock Outriders
3268
|
Posted - 2014.03.18 14:15:00 -
[3] - Quote
Interesting idea. You may be overthinking it but having one item with its own internal capacitor means it'll be easy to transfer the concept to other equipment. I kind of like the idea of item level capacitor. I must think on this some more.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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SPESHULz
The Southern Legion
35
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Posted - 2014.03.18 14:15:00 -
[4] - Quote
Sounds good until you die everytime cause your suit cant compete in actual combat
Blood flows. Death comes. War rages.
Maths is OP. It is all those numbers that kills you.
Forum Warrior lvl 0.02
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Texs Red
DUST University Ivy League
300
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Posted - 2014.03.18 14:24:00 -
[5] - Quote
COVERT SUBTERFUGE wrote:CCP Praetorian already alluded to capacitors during a Q&A session either in Advancing the Core of FF last year or the EVE Vegas presentation, I forget which. In any event, it would seem they are headed for DUST at some stage.
Personally I think all previous promises CCP has made should be thrown out. With CCP Rouge in we have no idea what he will or will not pursue so unless an idea is supported while he is in office I think it is safe to say the idea may have been thrown out. It's a shame we have heard so little from him but I expect this years Fanfest will be very informative and, now that they have a decent EP, can be taken seriously with the expectation of real results. |
Takahiro Kashuken
Red Star. EoN.
3021
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Posted - 2014.03.18 14:27:00 -
[6] - Quote
Doubt it
Tho cap should have been for vehicles from the get go tbh
Intelligence is OP
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Reav Hannari
Red Rock Outriders
3272
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Posted - 2014.03.18 14:29:00 -
[7] - Quote
Texs Red wrote:COVERT SUBTERFUGE wrote:CCP Praetorian already alluded to capacitors during a Q&A session either in Advancing the Core of FF last year or the EVE Vegas presentation, I forget which. In any event, it would seem they are headed for DUST at some stage. Personally I think all previous promises CCP has made should be thrown out. With CCP Rouge in we have no idea what he will or will not pursue so unless an idea is supported while he is in office I think it is safe to say the idea may have been thrown out. It's a shame we have heard so little from him but I expect this years Fanfest will be very informative and, now that they have a decent EP, can be taken seriously with the expectation of real results.
This is the impression I've gotten as well. The pre-Rouge era has been discarded and a new era has begun. Our glorious leader will present his vision at Fanfest. I can't wait for May 1-3.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Thor Odinson42
Molon Labe. General Tso's Alliance
3127
|
Posted - 2014.03.18 14:32:00 -
[8] - Quote
I'd think capacitors will show up in vehicles rather than suits.
In fact, I think it will be impossible to properly balance vehicles without capacitors. Requiring god mode tanks to contend with cap stability will introduce this mythical window of opportunity that is supposed to exist for AV.
ML Director
Eve Toon - Raylan Scott
Level 3 Forum Warrior
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Takahiro Kashuken
Red Star. EoN.
3023
|
Posted - 2014.03.18 14:35:00 -
[9] - Quote
Thor Odinson42 wrote:I'd think capacitors will show up in vehicles rather than suits.
In fact, I think it will be impossible to properly balance vehicles without capacitors. Requiring god mode tanks to contend with cap stability will introduce this mythical window of opportunity that is supposed to exist for AV.
Yea but if we get cap and i get all the cap skills so it recharges faster and lasts longer and my mods require less cap and all my support skills are at 5 with 30mil invested etc etc etc and my vehicle is even better than now and i have figured out a lovely fit then infantry will still cry god mode anyways
Intelligence is OP
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
2028
|
Posted - 2014.03.18 14:38:00 -
[10] - Quote
Takahiro Kashuken wrote:Thor Odinson42 wrote:I'd think capacitors will show up in vehicles rather than suits.
In fact, I think it will be impossible to properly balance vehicles without capacitors. Requiring god mode tanks to contend with cap stability will introduce this mythical window of opportunity that is supposed to exist for AV. Yea but if we get cap and i get all the cap skills so it recharges faster and lasts longer and my mods require less cap and all my support skills are at 5 with 30mil invested etc etc etc and my vehicle is even better than now and i have figured out a lovely fit then infantry will still cry god mode anyways
People will always cry this. Because modules indeed make vehicles godlike. This is intended. The thing is to balance it out that you can very easily take out a vehicle when it's modules are recharging.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Thor Odinson42
Molon Labe. General Tso's Alliance
3129
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Posted - 2014.03.18 14:40:00 -
[11] - Quote
Takahiro Kashuken wrote:Thor Odinson42 wrote:I'd think capacitors will show up in vehicles rather than suits.
In fact, I think it will be impossible to properly balance vehicles without capacitors. Requiring god mode tanks to contend with cap stability will introduce this mythical window of opportunity that is supposed to exist for AV. Yea but if we get cap and i get all the cap skills so it recharges faster and lasts longer and my mods require less cap and all my support skills are at 5 with 30mil invested etc etc etc and my vehicle is even better than now and i have figured out a lovely fit then infantry will still cry god mode anyways
It'll be balanced for PC, but not for pubs. They will need to put restrictions on vehicles in pubs to avoid the trainwreck that was 1.7.
ML Director
Eve Toon - Raylan Scott
Level 3 Forum Warrior
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1035
|
Posted - 2014.03.18 14:43:00 -
[12] - Quote
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.
Me in my ADS: 1,2
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
870
|
Posted - 2014.03.18 14:51:00 -
[13] - Quote
SPESHULz wrote:Ewar variety sounds good until you die everytime cause your suit cant compete in actual combat
This is why we need more game modes than "kill each other until one side runs out." If there was a "capture the flag" mode where a high stealth character could get in and out unseen, it would be desirable for him to never have to fire a gun at all. |
Racro 01 Arifistan
501st Knights of Leanbox INTERGALACTIC WARPIGS
205
|
Posted - 2014.03.18 14:53:00 -
[14] - Quote
capacitor would work well with vehicles. but it would sersly unbalance any form of dropsuit balance, |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
252
|
Posted - 2014.03.18 15:30:00 -
[15] - Quote
As an E.Y.E. and Crysis player, I like the general idea of power juggling with a single power pool.
However, the idea of a capacitor that blocks me from using my fists, because I just sprinted and pressed the melee button one second too early, (Note that this is hyperbole) doesn't sound like something that would fit into infantry gameplay, because infantry is comparably fragile and dies too quickly to really put thought into that kind of complicated system. Infantry is way too dependant on reflexes. Power juggling yes, but not in such a clumsy/restricting way. The same goes for multi-cooldown systems. Scanners are okay, but if multiple modules with such features appear, it can quickly get quite overwhelming in a direct firefight. Also, scanners should get cooldown bars in the lower left corner, similar to vehicle modules. |
Happy Violentime
OMFGZOMBIESRUN
265
|
Posted - 2014.03.18 15:32:00 -
[16] - Quote
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? |
Rizlax Yazzax
Molon Labe. General Tso's Alliance
108
|
Posted - 2014.03.18 15:43:00 -
[17] - Quote
SPESHULz wrote:Ewar variety sounds good until you die everytime cause your suit cant compete in actual combat
Despite the fact that Ewar would drastically change said combat? Entrenched at an objective and that damn GalLogi drops a proto scan and lights up your squad. Not to worry, activate a comms scrambler, someone else pops a TacNet disruptor. Suddenly you have the upper hand again and have drastically increased survivability.
I wish people would stop thinking of tank as the only viable set-ups. Granted, it is pretty much that for now, but as and when Ewar is fully implemented, what good will your tank be when you don't have a ******* clue what's going on around you.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7607
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Posted - 2014.03.18 15:48:00 -
[18] - Quote
Texs Red wrote:COVERT SUBTERFUGE wrote:CCP Praetorian already alluded to capacitors during a Q&A session either in Advancing the Core of FF last year or the EVE Vegas presentation, I forget which. In any event, it would seem they are headed for DUST at some stage. Personally I think all previous promises CCP has made should be thrown out. With CCP Rouge in we have no idea what he will or will not pursue so unless an idea is supported while he is in office I think it is safe to say the idea may have been thrown out. It's a shame we have heard so little from him but I expect this years Fanfest will be very informative and, now that they have a decent EP, can be taken seriously with the expectation of real results. If it was during EVE Vegas than don't throw it out because that was well after CCP Rouge arrived. If it was during last year's FF then definitely throw it out.
"You're not even Aero, you're just Aero's friend."
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Atiim
Living Like Larry Schwag
5848
|
Posted - 2014.03.18 15:49:00 -
[19] - Quote
The a Forge Gun has a microcapacitor.
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3524
|
Posted - 2014.03.18 15:49:00 -
[20] - Quote
Aisha Ctarl wrote:We all know that the cloak cannot be reengaged until it reaches 50% power, this sounds eerily similar to EVE's capacitor system.
Basically in EVE, you cannot activate modules without your capacitor being at the minimum required power level. If you try and activate a module without having the minimum capacitor level, you will get a cool female voice telling you that you have "Insufficient Power," and the module will not activate.
I know what you're thinking: why don't you consider the Active Scanner to be the precursor to capacitor? My reason is that since the AS must reach 100% before being able to be reused, it is simply recharging it's own internal batteries and does not draw power from the suit.
Now in EVE there are these modules called Nosferatus which are energy vampires. Basically a nosferatu drains the capacitor of a targeted enemy and replenishes your own capacitor, the catch is that they will not drain the enemy capacitor lower than your own capacitor level. I have a hard time envisioning CCP implementing capacitor for dropsuits because it would make the game far more cerebral than it currently is (new players already have a hard enough time), but IIRC, CCP did mention possible future modules that sound like they would work on a capacitor system. One of the modules I remember most clearly is something that scrambles voice chat. I could see that working the same way as the cloak, fire it once for the effect, but then having to wait until your "capacitor" hit "x" amount before it could be reused. Same idea would apply to things like RADAR jamming modules, EMP modules, and other EWAR modules.
What are your thoughts, a possible hint to capacitor, or am I over thinking this?
P.S. An awesome easter egg for 1.8 would be to have the TACNET AI say "Insufficient Power" if you try and fire the cloak when beneath its required 50% recharge level.
Aisha, I love the way you think. This kind of eWAR sounds fantastic!
However, some things just wouldn't work in practice.
Like the Voice chat jammer. You know what would happen if that became prevalent? We would just put voice comms on skype or something.
Everything else sounds cool though
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4011
|
Posted - 2014.03.18 18:46:00 -
[21] - Quote
Ghost Kaisar wrote:Aisha Ctarl wrote:We all know that the cloak cannot be reengaged until it reaches 50% power, this sounds eerily similar to EVE's capacitor system.
Basically in EVE, you cannot activate modules without your capacitor being at the minimum required power level. If you try and activate a module without having the minimum capacitor level, you will get a cool female voice telling you that you have "Insufficient Power," and the module will not activate.
I know what you're thinking: why don't you consider the Active Scanner to be the precursor to capacitor? My reason is that since the AS must reach 100% before being able to be reused, it is simply recharging it's own internal batteries and does not draw power from the suit.
Now in EVE there are these modules called Nosferatus which are energy vampires. Basically a nosferatu drains the capacitor of a targeted enemy and replenishes your own capacitor, the catch is that they will not drain the enemy capacitor lower than your own capacitor level. I have a hard time envisioning CCP implementing capacitor for dropsuits because it would make the game far more cerebral than it currently is (new players already have a hard enough time), but IIRC, CCP did mention possible future modules that sound like they would work on a capacitor system. One of the modules I remember most clearly is something that scrambles voice chat. I could see that working the same way as the cloak, fire it once for the effect, but then having to wait until your "capacitor" hit "x" amount before it could be reused. Same idea would apply to things like RADAR jamming modules, EMP modules, and other EWAR modules.
What are your thoughts, a possible hint to capacitor, or am I over thinking this?
P.S. An awesome easter egg for 1.8 would be to have the TACNET AI say "Insufficient Power" if you try and fire the cloak when beneath its required 50% recharge level. Aisha, I love the way you think. This kind of eWAR sounds fantastic! However, some things just wouldn't work in practice. Like the Voice chat jammer. You know what would happen if that became prevalent? We would just put voice comms on skype or something. Everything else sounds cool though
Not everyone has access to skype, so some people would still be affected. I would simply love to see more EWAR modules to give battles more depth and make it feel like we are actually playing in the future.
Out of all people, scouts know how dependent upon people are of their RADAR, hell if they can't see you on their RADAR, then you simply don't exist. Imagine an EMP module that takes down peoples' HUDs for a period of time -- people would absolutely freak out.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
254
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Posted - 2014.03.18 18:56:00 -
[22] - Quote
Aisha Ctarl wrote:Not everyone has access to skype, so some people would still be affected. I would simply love to see more EWAR modules to give battles more depth and make it feel like we are actually playing in the future.
If I ever was using voice comms, I would do so via third-party tools. Also, "not everyone has access to Skype"? Seriously? I'd wager that more people have Skype (Because it's, you know, free and available on basically all platforms on this planet) than people have mics that work on their PS3s.
I kind of feel old-school now. When did people start using Skype for multiplayer games? Back in my time, we had Teamspeak servers. Everyone had Teamspeak servers. And no one would use in-game voice chat tools because they all, without exception, ******* sucked and were an extreme hassle to set up. The only point for ingame voice chat is for ad-hoc teams. For everything else I'd expect a tool that isn't at the mercy of issues with the game's infastructure (like lag or voice channel limitations).
Anyway, an anti-voice EWAR attack is extremely silly for this reason alone. You basically penalize the groups that are already weaker (random blueberries that organize), while the stronger forces (proto stompers with Teamspeak) won't care. You also break an important feature of the game, which is extremely frustrating. That's on the level of randomly inverting someone's controls or removing the hit/death feedback systems for a player. |
Derpty Derp
It's All Gone Derp
140
|
Posted - 2014.03.18 18:59:00 -
[23] - Quote
Aisha Ctarl wrote:We all know that the cloak cannot be reengaged until it reaches 50% power, this sounds eerily similar to EVE's capacitor system.
Basically in EVE, you cannot activate modules without your capacitor being at the minimum required power level. If you try and activate a module without having the minimum capacitor level, you will get a cool female voice telling you that you have "Insufficient Power," and the module will not activate.
I know what you're thinking: why don't you consider the Active Scanner to be the precursor to capacitor? My reason is that since the AS must reach 100% before being able to be reused, it is simply recharging it's own internal batteries and does not draw power from the suit.
Now in EVE there are these modules called Nosferatus which are energy vampires. Basically a nosferatu drains the capacitor of a targeted enemy and replenishes your own capacitor, the catch is that they will not drain the enemy capacitor lower than your own capacitor level. I have a hard time envisioning CCP implementing capacitor for dropsuits because it would make the game far more cerebral than it currently is (new players already have a hard enough time), but IIRC, CCP did mention possible future modules that sound like they would work on a capacitor system. One of the modules I remember most clearly is something that scrambles voice chat. I could see that working the same way as the cloak, fire it once for the effect, but then having to wait until your "capacitor" hit "x" amount before it could be reused. Same idea would apply to things like RADAR jamming modules, EMP modules, and other EWAR modules.
What are your thoughts, a possible hint to capacitor, or am I over thinking this?
P.S. An awesome easter egg for 1.8 would be to have the TACNET AI say "Insufficient Power" if you try and fire the cloak when beneath its required 50% recharge level.
Would definitely be good for vehicles, no more of this "A wild tank appears, *turn on everything!!!*" |
Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4011
|
Posted - 2014.03.18 19:13:00 -
[24] - Quote
Sole Fenychs wrote:Aisha Ctarl wrote:Not everyone has access to skype, so some people would still be affected. I would simply love to see more EWAR modules to give battles more depth and make it feel like we are actually playing in the future.
If I ever was using voice comms, I would do so via third-party tools. Also, "not everyone has access to Skype"? Seriously? I'd wager that more people have Skype (Because it's, you know, free and available on basically all platforms on this planet) than people have mics that work on their PS3s. I kind of feel old-school now. When did people start using Skype for multiplayer games? Back in my time, we had Teamspeak servers. Everyone had Teamspeak servers. And no one would use in-game voice chat tools because they all, without exception, ******* sucked and were an extreme hassle to set up. The only point for ingame voice chat is for ad-hoc teams. For everything else I'd expect a tool that isn't at the mercy of issues with the game's infastructure (like lag or voice channel limitations). Anyway, an anti-voice EWAR attack is extremely silly for this reason alone. You basically penalize the groups that are already weaker (random blueberries that organize), while the stronger forces (proto stompers with Teamspeak) won't care. You also break an important feature of the game, which is extremely frustrating. That's on the level of randomly inverting someone's controls or removing the hit/death feedback systems for a player.
Not everyone has a laptop or cell phone...yes, less fortunate people exist.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
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COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
672
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Posted - 2014.03.18 19:37:00 -
[25] - Quote
Aero Yassavi wrote: If it was during EVE Vegas than don't throw it out because that was well after CCP Rouge arrived. If it was during last year's FF then definitely throw it out.
I just checked vegas and it wasn't there so I guess it was at FF but I'm still not going to disregard it as a possibility. It's not one of the grand plans that brandon put forth like gladiator arena and titan boarding but more a purposed future evolution of vehicles. Time will tell but I think we'll still see it eventually.
Proud Minmatar scout - Republic Merc 6/10
Immune to bitter/jaded vet syndrome
Roll with the punches instead of QQing
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
256
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Posted - 2014.03.18 20:25:00 -
[26] - Quote
Aisha Ctarl wrote: Not everyone has a laptop or cell phone...yes, less fortunate people exist.
...Now I'm trying to wrap my head around a person who has a PS3 and pays for broadband internet, but has neither a PC, nor a cheap (as in "fifty bucks") tablet, nor a notebook of any kind. I mean, yeah, I can totally see that happening to someone somehow. But how common can that be?
Still, your post amounts to "but the poor people will definitely have a disadvantage in this situation!". Which is basically a version of pay to win that doesn't even profit the creators of the game. Why the hell would anyone implement that? |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1889
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Posted - 2014.03.18 20:27:00 -
[27] - Quote
cap would be too hard to feasibly work in. That's why we have mini caps for things like cloaks.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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knight of 6
SVER True Blood General Tso's Alliance
1587
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Posted - 2014.03.18 21:15:00 -
[28] - Quote
I hope not... I've said it before capacitors don't belong in dust. on drop suits or vehicles.
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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Atiim
Living Like Larry Schwag
5860
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Posted - 2014.03.18 21:20:00 -
[29] - Quote
Aisha Ctarl wrote: Not everyone has access to skype, so some people would still be affected. I would simply love to see more EWAR modules to give battles more depth and make it feel like we are actually playing in the future.
Out of all people, scouts know how dependent upon people are of their RADAR, hell if they can't see you on their RADAR, then you simply don't exist. Imagine an EMP module that takes down peoples' HUDs for a period of time -- people would absolutely freak out.
Yes, but why have a game mechanic when it could only affect some people and not others based on your conditions outside of the game?
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Roy Ventus
Axis of Chaos
1417
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Posted - 2014.03.18 21:26:00 -
[30] - Quote
o.O How can you make a complicated capacitor system like the ships in EVE with the dropsuits here in Dust? I know we run some type of capacitors but they're very simple and stuff.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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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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