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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 02:56:00 -
[1] - Quote
So in this post ( This... ) I posted a link to a vid on the fanfest in 2009. And at the bottom of the thread this one guy talked about how the tanks should've had the capacitors just like in EVE I assume? It seems to me like that it would be reasonable for the tanks to have that capacitor where each module uses a bit of that energy from it, active and passive modules right? Otherwise giving vehicle owners the pilot suit would pretty much make tanks invincible at this point.
Now even though I don't use vehicles but I think that the capacitor core thing might just be the right direction. I was playing EVE for a few months till Uprising or around Uprisings release. In EVE you have the CPU and PG limits and each module that you activated took power from the capacitor. The modules do have a cooldown also, from there I really don't feel like making the whole idea on how it all would work it on tanks but it seems like that it would help limit tanks a bit and make tanking interesting.
Not so sure on other vehicles but would it seem fine to have the capacitor with it's limited energy source on tanks unlike now where the tanks have unlimited energy to draw from and just a cool down on their modules?
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 15:41:00 -
[2] - Quote
DRaven DeMort wrote:The pilot suits should be for pilots only! not and not for tank drivers or gunners.
For drop ship pilots and jet pilots if we ever get them? And may be it'll be able to alarm the user that they've been locked on by a swarm launcher, or that there are incoming missiles or a shot from a rail gun?
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 16:24:00 -
[3] - Quote
Booby Tuesdays wrote:The pilot suit should be required to run a tank or dropship. LAV's are fine as they are.
Tanks and dropships should be gimped for all but pilot suit users. Use of a proto pilot suit should grant vehicles the prowess they currently have, but without it they should be fragile tinder boxes at militia and basic.
We need more SP sinks. With every respec we get more and more EZ mode buttmunches.
Sounds great
Reav Hannari wrote:You can't use heavy weapons without a heavy suit. Support equipment without the appropriate logistics suit will soon be 25% weaker. If you want to use a cloak without screwing your fitting you need a scout.
Vehicle module cycle time and recovery should require a pilot suit, otherwise it'll be 25% worse. Other vehicle attributes should be influenced by a racial suit and vehicle matched set once we have parity.
I'm also a firm believer that you shouldn't be able to sit in the pilot seat without having the appropriate skills.
Why shouldn't a pilot require the appropriate suit to properly interface with his vehicle? Why should any merc be able to operate a vehicle his hasn't had any training in?
And this to
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 16:41:00 -
[4] - Quote
Reav Hannari wrote:Booby Tuesdays wrote:The pilot suit should be required to run a tank or dropship. LAV's are fine as they are.
Tanks and dropships should be gimped for all but pilot suit users. Use of a proto pilot suit should grant vehicles the prowess they currently have, but without it they should be fragile tinder boxes at militia and basic.
We need more SP sinks. With every respec we get more and more EZ mode buttmunches. I don't think the suits should be required, but it should be needed for full performance. LAVs don't need module performance unless you are running specialized fits, so yes, they will be fine as is. The pilot suit modules should affect aspects of vehicle performance. If you want to spend the money for a full proto suit you get more benefit. Otherwise, high skill on a standard suit works like regular suits.
Hmmm maybe, cuz I do like killing tankers while they are out of their tank and then steal it.
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 17:00:00 -
[5] - Quote
Reav Hannari wrote:da GAND wrote:Hmmm maybe, cuz I do like killing tankers while they are out of their tank and then steal it. That is pretty fun.
Indeed I think that it would be fine to have a much lower performance without the pilot suit except for the LAV
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 17:13:00 -
[6] - Quote
Vulpes Dolosus wrote:Well, given CCP's precedent with the Logi skill change and equipment nerfs, I'm sure vehicles will be dialed back if pilots suits are given a bonus to vehicle aspects. My ideas:
Suit Bonus: 2% increase to all resistances per level
Gallente: 2-3% increase to armor repair amount per level Caldari: 5% increase to shield extender amount per level Minmatar: 3-5% increase to vehicle agility (not speed) per level Amarr: 2-3% increase to base armor and armor plates per level
Interesting, would like to see some other possible stats for the pilot suit bonuses
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
557
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Posted - 2014.03.23 18:43:00 -
[7] - Quote
Roy Ventus wrote:Skihids wrote:Sounds like all the non pilots are in favor of another SP sink for pilots.
I suppose we could do the same with infantry and require a special AV suit separate from the rest of the suit skill tree to properly use AV. Yup this. This is exactly what we should be doing. Make a medium/light suit designed around light AV and buff the heavy AV(like the Forge Gun) back up. Shouldn't need a heavy AV suit because their lack of speed and inflexibility wouldn't be viable.
Sounds like a good idea, not so sure if their shouldn't be a heavy AV suit but ya it seems like having a suit meant for AV only is a good idea.
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
559
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Posted - 2014.03.24 15:03:00 -
[8] - Quote
DRaven DeMort wrote:Skihids wrote:DRaven DeMort wrote:Skihids wrote:You can balance vehicles with or without a pilot suit. If you balance it with the suit you require all pilots to wear it to be balanced and it becomes yet another SP and ISK sink.
If you balance without it, you can't introduce it into the game without unbalancing vehicles again.
So pilot suits are simply a bad idea. says the guy whos sp is all over the place, i have 18k into ads its core skills, and turrets. i dont have any suits and i just got some nova knives today eveything els is locked, pilot suits should be for pilots only. I don't think you understand. Pilot suits would simply add yet another skill tree that pilots would have to climb in order to fly effectively. We already have Vehicle Upgrades, Turrets, and Vehicle Command. We need a pilot suit tree like we need another hole in our heads and our wallets. Radar, or a data link allowing you to see enemy contacts encountered by your whole team and not just your squad. countermeasure, increased power/Cpu, ability to use more complex aircraft, module or the ability to ovrload systems. increased module effectiveness ect
Hmmm interesting
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
560
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Posted - 2014.03.24 15:24:00 -
[9] - Quote
Aikuchi Tomaru wrote:Waiyu Ren wrote:I don't think a Pilot suit will even be possible if it adds any bonus at all... Unless Vehicles are completely neutered to the point of uselessness first, which no one really wants, probably. If however you were prevented from calling or even acting as the primary operator of a Vehicle unless in a Pilot suit, and that suit had, at best, passive non-skill based bonuses such as a wider POV, incoming fire and proximity warnings? That would be do-able, and quite possibly better balanced than what we have now.
Capacitors, if i understand how they work, would maybe also help vehicles to need to fulfil roles other than meat grinder. Some people already had SP in Pilotsuits after Uprising 1.5 I think. So I guess they will come sooner or later.
Knew a tanker that had and probably still has 10 million SP saved up just for the pilot suit. And this was back before 1.5
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
562
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Posted - 2014.03.24 20:04:00 -
[10] - Quote
Nice one lol
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
567
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Posted - 2014.03.25 00:39:00 -
[11] - Quote
DRaven DeMort wrote:Reav Hannari wrote:Skihids wrote:DRaven DeMort wrote:Skihids wrote:You can balance vehicles with or without a pilot suit. If you balance it with the suit you require all pilots to wear it to be balanced and it becomes yet another SP and ISK sink.
If you balance without it, you can't introduce it into the game without unbalancing vehicles again.
So pilot suits are simply a bad idea. says the guy whos sp is all over the place, i have 18k into ads its core skills, and turrets. i dont have any suits and i just got some nova knives today eveything els is locked, pilot suits should be for pilots only. I don't think you understand. Pilot suits would simply add yet another skill tree that pilots would have to climb in order to fly effectively. We already have Vehicle Upgrades, Turrets, and Vehicle Command. We need a pilot suit tree like we need another hole in our heads and our wallets. I have 17 mil SP in Dropsuit Upgrades tree and its not done yet, plus my suits and weapons. We all have our SP sinks. I understand how much you put into vehicles as I've put 5 mil into them and have a long way to go. Pilots should demand their suits to set them even farther apart from the infantry. Your suit should make you even better than some scrub running militia gear. i really believe that you shouldn't be able to drive or pilot any vehicle without locking yourself into it. would keep blue berry rdvs from smashing vehicle, and it would stop tank spams and to some extent red line rails.
I agree except for LAVs, anyone should be able to drive them,but maybe not as good as someone with a pilot suit on.
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
570
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Posted - 2014.03.25 05:30:00 -
[12] - Quote
Waiyu Ren wrote:Vulpes Dolosus wrote:Well, given CCP's precedent with the Logi skill change and equipment nerfs, I'm sure vehicles will be dialed back if pilots suits are given a bonus to vehicle aspects. My ideas:
Suit Bonus: 2% increase to all resistances per level
Gallente: 2-3% increase to armor repair amount per level Caldari: 5% increase to shield extender amount per level Minmatar: 3-5% increase to vehicle agility (not speed) per level Amarr: 2-3% increase to base armor and armor plates per level I like this, and I'm pretty sure you are right. If Pilot suits became a thing, then they would probably look like this to an extent. I still don't like the idea of hard number-bonuses though, I would much rather that a "unique" suit was actually unique in what it offered, but it's probably unavoidable. My idea: Automatic pilot suit bonus: Augmented senses. The pilot plugs directly into the vehicle's Ai and sensor systems net, granting the following bonuses: 3rd person perspective and missile/proxy warning (even if not limiting operation to pilot-suited mercs only, I would still force them into a 1st person view and cut them off from any early warning system the vehicle had unless they wore the suit) Per level bonus: Would have to be racial, and probably non-vehicle class specific. If it's an Amarr suit, it needs to apply to all Amarr vehicles or the system would be too clunky. Perhaps: Gallente: Repping rate bonus? Caldari: Recharge rate bonus? Minmatar: Booster increase bonus? Amarr: Capacitor charge extension? (see what i did there?) (Edit: To gain the bonus, a module of that type would need to be installed first, after which:)I would set these bonuses to a rate equal to 1/5 of the relevant module, so that at proto level you would essentially gain a free module of that type. But then I would also make the fitting of ALL modules slightly more expensive. The suit itself I would give racial stats, but no slots other than a sidearm and one equipment. At the very most, I would simply make it a frontline fitting. It should exist to give a pilot a slight edge, not make vehicles broken, or turn them into nothing more than expensive EHP buffers without it.... The way I see it, vehicles are in a pretty good place. I wouldn't want to buff them, nor really nerf them too much. Those innate damage resistances can probably go though, given the lowered damage capabilities of their squishier opponents. (As a matter of fact, I think damage resistances in general are a really bad idea.) Sigh. In the end this is probably all just pointless hot air. It would be far easier for CCP to simply remove the Pilot Suit entry than to hammer room for it in three whole skill trees plus vehicle game mechanics. I had an enormous amount of fun writing it though, so win?
Interesting.....
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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