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Atiim
Living Like Larry Schwag
5998
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Posted - 2014.03.22 05:12:00 -
[1] - Quote
Making CRUs An Active Modules
Although it's an Active Module, it would have an Infinite uptime. This allows the pilot to control when infantry spawn into the vehicle, preventing them from spawning in a tight spot while allowing vehicle users to recall their vehicle without having to worry about infantry spawning in before having a chance to start the recall process.
Spawn Mechanics
I've noticed that if you have seats in your vehicle, the CRU will allow spawns until the vehicle is filled, but then deactivate. I propose that this is changed to where units are spawned outside the vehicle if all the seats are taken.
Squad-Locked CRUs
I'd like the option to squad lock the CRUs as well. Basically, it would have it's own dial (similar to Squad Lead Commands), and would have the following options.
1. Squad Lock 2. Team Lock 3. Not sure what I'd call this one (team squad lock?), but it would only allow you to spawn in if you are in a squad.
War Point Gain
I would also like to implement Team Spawn points for infantry units that spawn in using the CRU, as well as implementing the Transport Assist WP feature present in Dropships (not really sure how that would work though)
((On a side-note, if you could allow pilots to choose which seat the Small Turrets are placed in, as well as adjusting the Missile fall-off damage range, it'd be greatly appreciated)).
-HAND
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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Patrlck 56
91
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Posted - 2014.03.22 05:14:00 -
[2] - Quote
no They are fine as-is.
FA's youngest mascot
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Atiim
Living Like Larry Schwag
5998
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Posted - 2014.03.22 05:19:00 -
[3] - Quote
Patrlck 56 wrote:no They are fine as-is. No, not really.
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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Llast 326
An Arkhos
2524
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Posted - 2014.03.22 05:21:00 -
[4] - Quote
I thought that you could not spawn in on an unoccupied vehicle, so if you are outside recalling then people can't spawn in? Am I crazy/mistaken, or did this change?
KRRROOOOOOM
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3597
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Posted - 2014.03.22 05:22:00 -
[5] - Quote
CRUs don't spawn when there is no driver
68 inches above sea level...
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Atiim
Living Like Larry Schwag
5999
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Posted - 2014.03.22 05:24:00 -
[6] - Quote
Bojo The Mighty wrote:CRUs don't spawn when there is no driver They don't?
Then I guess those blueberries were already in before I hopped out and tried to recall.
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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RemingtonBeaver
Molon Labe. General Tso's Alliance
251
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Posted - 2014.03.22 06:19:00 -
[7] - Quote
Atiim wrote:Bojo The Mighty wrote:CRUs don't spawn when there is no driver They don't? Then I guess those blueberries were already in before I hopped out and tried to recall.
Yep, in your vehicle jumping around in the back seat, wiping their filthy little hands all over the upholstery. A recall initiation should eject people in your vehicle...one thousand feet into the air.
We can pickle that.
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Atiim
Living Like Larry Schwag
6014
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Posted - 2014.03.22 15:50:00 -
[8] - Quote
RemingtonBeaver wrote:Atiim wrote:Bojo The Mighty wrote:CRUs don't spawn when there is no driver They don't? Then I guess those blueberries were already in before I hopped out and tried to recall. Yep, in your vehicle jumping around in the back seat, wiping their filthy little hands all over the upholstery. A recall initiation should eject people in your vehicle...one thousand feet into the air. Indeed.
But at least we can cook them in our Dropship by hovering over the heating vents.
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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jerrmy12 kahoalii
599
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Posted - 2014.03.22 15:51:00 -
[9] - Quote
Atiim wrote:Making CRUs An Active Modules
Although it's an Active Module, it would have an Infinite uptime. This allows the pilot to control when infantry spawn into the vehicle, preventing them from spawning in a tight spot while allowing vehicle users to recall their vehicle without having to worry about infantry spawning in before having a chance to start the recall process.
Spawn Mechanics
I've noticed that if you have seats in your vehicle, the CRU will allow spawns until the vehicle is filled, but then deactivate. I propose that this is changed to where units are spawned outside the vehicle if all the seats are taken.
Squad-Locked CRUs
I'd like the option to squad lock the CRUs as well. Basically, it would have it's own dial (similar to Squad Lead Commands), and would have the following options.
1. Squad Lock 2. Team Lock 3. Not sure what I'd call this one (team squad lock?), but it would only allow you to spawn in if you are in a squad.
War Point Gain
I would also like to implement Team Spawn points for infantry units that spawn in using the CRU, as well as implementing the Transport Assist WP feature present in Dropships (not really sure how that would work though)
((On a side-note, if you could allow pilots to choose which seat the Small Turrets are placed in, as well as adjusting the Missile fall-off damage range, it'd be greatly appreciated)).
-HAND Good idea is good.
Closed beta vet
Tears, sweet delicious tears
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Hynox Xitio
Molon Labe. General Tso's Alliance
771
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Posted - 2014.03.22 15:52:00 -
[10] - Quote
Why do vehicles still have less traction than an electric scooter?
Unleash the Fogwoggler
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Atiim
Living Like Larry Schwag
6015
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Posted - 2014.03.22 15:59:00 -
[11] - Quote
Hynox Xitio wrote:Why do vehicles still have less traction than an electric scooter? Because CCP?
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Joel II X
Dah Gods O Bacon
1846
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Posted - 2014.03.22 16:38:00 -
[12] - Quote
Atiim wrote:Making CRUs An Active Modules
Although it's an Active Module, it would have an Infinite uptime. This allows the pilot to control when infantry spawn into the vehicle, preventing them from spawning in a tight spot while allowing vehicle users to recall their vehicle without having to worry about infantry spawning in before having a chance to start the recall process.
Spawn Mechanics
I've noticed that if you have seats in your vehicle, the CRU will allow spawns until the vehicle is filled, but then deactivate. I propose that this is changed to where units are spawned outside the vehicle if all the seats are taken.
Squad-Locked CRUs
I'd like the option to squad lock the CRUs as well. Basically, it would have it's own dial (similar to Squad Lead Commands), and would have the following options.
1. Squad Lock 2. Team Lock 3. Not sure what I'd call this one (team squad lock?), but it would only allow you to spawn in if you are in a squad.
War Point Gain
I would also like to implement Team Spawn points for infantry units that spawn in using the CRU, as well as implementing the Transport Assist WP feature present in Dropships (not really sure how that would work though)
((On a side-note, if you could allow pilots to choose which seat the Small Turrets are placed in, as well as adjusting the Missile fall-off damage range, it'd be greatly appreciated)).
-HAND Whoa. A positive, constructive thread? By Atiim? And I'm agreeing with him?
What's going on?! |
Taurion Bruni
D3ATH CARD
216
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Posted - 2014.03.22 16:45:00 -
[13] - Quote
Joel II X wrote:Atiim wrote:Making CRUs An Active Modules
Although it's an Active Module, it would have an Infinite uptime. This allows the pilot to control when infantry spawn into the vehicle, preventing them from spawning in a tight spot while allowing vehicle users to recall their vehicle without having to worry about infantry spawning in before having a chance to start the recall process.
Spawn Mechanics
I've noticed that if you have seats in your vehicle, the CRU will allow spawns until the vehicle is filled, but then deactivate. I propose that this is changed to where units are spawned outside the vehicle if all the seats are taken.
Squad-Locked CRUs
I'd like the option to squad lock the CRUs as well. Basically, it would have it's own dial (similar to Squad Lead Commands), and would have the following options.
1. Squad Lock 2. Team Lock 3. Not sure what I'd call this one (team squad lock?), but it would only allow you to spawn in if you are in a squad.
War Point Gain
I would also like to implement Team Spawn points for infantry units that spawn in using the CRU, as well as implementing the Transport Assist WP feature present in Dropships (not really sure how that would work though)
((On a side-note, if you could allow pilots to choose which seat the Small Turrets are placed in, as well as adjusting the Missile fall-off damage range, it'd be greatly appreciated)).
-HAND Whoa. A positive, constructive thread? By Atiim? And I'm agreeing with him? What's going on?!
I know, this could actually work.
Keep in mind as well that we have asked similar things to CCP since the game's conception, but they never listen
Pilot // Logistics
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Leonid Tybalt
Heaven's-Gate
330
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Posted - 2014.03.22 16:53:00 -
[14] - Quote
Atiim wrote:Bojo The Mighty wrote:CRUs don't spawn when there is no driver They don't? Then I guess those blueberries were already in before I hopped out and tried to recall.
Yep. Also if you neglect equipping your tank with small turrets but still have a cru, anyone spawning on the HAV will land outside of it.
What we really need though is the ability to determine for ourselves if blueberries should have access to our vehicles or not.
Settings should be something like this:
1. Owner only 2. Squad Members Only 3. All
I've lost count of how many times some idiot blueberry decides to steal my vehicles (when they can't even operate it properly and just get themselves blown up for no good reason).
Blueberries should at the very least be forced to hack friendly vehicles in order to gain access to them just like you would do on an enemy vehicle. |
knight of 6
SVER True Blood General Tso's Alliance
1625
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Posted - 2014.03.22 17:39:00 -
[15] - Quote
"Oh look an Atim thread, about vehicle crus? what possible problem could he . . . "this is actually really good"
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
6024
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Posted - 2014.03.22 19:37:00 -
[16] - Quote
Leonid Tybalt wrote: Yep. Also if you neglect equipping your tank with small turrets but still have a cru, anyone spawning on the HAV will land outside of it.
What we really need though is the ability to determine for ourselves if blueberries should have access to our vehicles or not.
Settings should be something like this:
1. Owner only 2. Squad Members Only 3. All
I've lost count of how many times some idiot blueberry decides to steal my vehicles (when they can't even operate it properly and just get themselves blown up for no good reason).
Blueberries should at the very least be forced to hack friendly vehicles in order to gain access to them just like you would do on an enemy vehicle.
I'll make note of that. Thanks.
I agree with your first idea, but I don't think it's a good idea to force blueberries to hack the friendly vehicle. That could really hamper the ability to send back-up in competitive game-modes (PC and FW).
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
6025
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Posted - 2014.03.22 19:39:00 -
[17] - Quote
Joel II X wrote: Whoa. A positive, constructive thread? By Atiim? And I'm agreeing with him?
What's going on?!
I found a new way to use HAVs, and found room for improvement that wouldn't break balance between V/V, or V/AV.
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Atiim
Living Like Larry Schwag
6030
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Posted - 2014.03.22 22:17:00 -
[18] - Quote
Thoughts?
Ideas?
Opinions?
Anyone?
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Alpha 443-6732
General Tso's Alliance
367
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Posted - 2014.03.22 22:26:00 -
[19] - Quote
interesting idea |
Patrlck 56
106
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Posted - 2014.03.22 22:27:00 -
[20] - Quote
Atiim wrote:Patrlck 56 wrote:no They are fine as-is. No, not really. I still don't like it.
FA's youngest mascot
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Atiim
Living Like Larry Schwag
6036
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Posted - 2014.03.22 22:47:00 -
[21] - Quote
Patrlck 56 wrote:I still don't like it. Why Not?
Pros
- Incentive to spend SP on the Mobile CRU skill (beyond Level 1)
- Pilot is able to decide who spawns in their vehicle
- Pilot is able to have over 2 people spawn in, while still having turrets
- Pilot is rewarded for spawning in infantry
- HAVs become more of a team asset
- Encourages teamwork
- CRU locks wouldn't hamper their use during q-syncs in FW
- Reduces the demand for Drop Uplinks, allowing your team to run other pieces of equipment
- Gives HAVs a roll other than being a Slayer Logi with 4 wheels & and an 80GJ Turret, while still being practical
- Doesn't create an imbalance between V/V or V/AV
Cons
HAV is the new APC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Crow Splat
DUST University Ivy League
153
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Posted - 2014.03.22 22:55:00 -
[22] - Quote
I like the idea but the lock options should be:
1. Squad 2. Corp 3. Alliance 4. All
And instead of being a pick one type of thing, it should be a pick all that apply type thing.
I guess if you wanted a flavor option you could add an option for only allowing certain factions to spawn. So you Amarr pilots can keep those filthy minmatar off of the leather seats. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1482
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Posted - 2014.03.22 22:58:00 -
[23] - Quote
Personally, I kinda wish the module was just a built-in bonus to certain classes of vehicles. The Logistics Dropship and the proposed APC MAVs, specifically.
And I can confirm that the Mobile CRU does not work when there is no driver.
Shields as Weapons
Zelda Dynasty Warriors is a real thing.
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Arx Ardashir
Imperium Aeternum
696
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Posted - 2014.03.22 23:00:00 -
[24] - Quote
Leonid Tybalt wrote:Yep. Also if you neglect equipping your tank with small turrets but still have a cru, anyone spawning on the HAV will land outside of it. I had some poor soul spawn using my mCRU right in front of my tank as it was going full speed. I was driving down a road all by my lonesome when suddenly I showed up in the killfeed as having run over someone.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
A manu dei et tet rimon.
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RemingtonBeaver
Molon Labe. General Tso's Alliance
296
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Posted - 2014.03.23 03:02:00 -
[25] - Quote
Arx Ardashir wrote:Leonid Tybalt wrote:Yep. Also if you neglect equipping your tank with small turrets but still have a cru, anyone spawning on the HAV will land outside of it. I had some poor soul spawn using my mCRU right in front of my tank as it was going full speed. I was driving down a road all by my lonesome when suddenly I showed up in the killfeed as having run over someone.
Bwahahahahaha
Now if only I could remove the seats on a Dropship. A mobile CRU would be the best then.
We can pickle that.
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1926
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Posted - 2014.03.23 06:17:00 -
[26] - Quote
Wait, Atiim makes a thread about vehicles that isn't stupid? Hell froze over just now
click me
Blup Blub Bloop. Translation: Die -_-
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Dauth Jenkins
Ultramarine Corp
347
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Posted - 2014.03.31 21:51:00 -
[27] - Quote
This needs to be implemented. Especially with the nerf to uplink spawn times, the mCRU could fulfil that crucial role of quick reinforcement.
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Atiim
Living Like Larry Schwag
6525
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Posted - 2014.04.10 14:06:00 -
[28] - Quote
Godin Thekiller wrote:Wait, Atiim makes a thread about vehicles that isn't stupid? Hell froze over just now
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
36
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Posted - 2014.04.10 14:42:00 -
[29] - Quote
active cru = good idea. I think that we should have the ability to "turn off" any of our up links or CRUs from the battle screen (either while active, or even after death)
I dig the other ideas as well, except for spawning outside of the a DS while it's in flight. There is absolutely no reason I shouldn't be able to spawn into a vehicle with a CRU as long as it's under my team's control.
Squad lock would be fantastic, don't know about the other locks though
Give DUST514 some direction.
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Atiim
Living Like Larry Schwag
6530
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Posted - 2014.04.10 14:45:00 -
[30] - Quote
neolutumus wrote:active cru = good idea. I think that we should have the ability to "turn off" any of our up links or CRUs from the battle screen (either while active, or even after death)
I dig the other ideas as well, except for spawning outside of the a DS while it's in flight. There is absolutely no reason I shouldn't be able to spawn into a vehicle with a CRU as long as it's under my team's control.
Squad lock would be fantastic, don't know about the other locks though That would only happen if all of the seats in the DS are filled, as opposed to what it does now when the seats are filled; which is not allowing any spawns whatsoever.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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