Kelbec Illidarie
The Forlorn Hope.
14
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Posted - 2014.04.25 00:59:00 -
[1] - Quote
seeing as eve ships cant do crap with out cap minus fire projectile based weapons, i feel that that feature needs to be introduced into dust for all the vehicles. when using active vehicle mods it will draw from your vehicles cap.
Caldari: a shield based vehicle that commonly runs shield hardeners and extenders rather then shield boosters as the shield boosters are ineffective at creating an active shield tank strategy.
this change would make both passive tanking (relying on hardeners to extend the effectiveness of the vehicles shield.) and active tanking (using boosters to constantly overcharge the shield systems with energy) useful strategies.
Gallente: an armor based vehicle that uses armor hardeners, armor plates, and (passive) armor repair modules making them a well rounded force to be reckoned with.
now that you know each races style of fitting currently lets take a look at how this change will effect them . however this post also works in junction with another i have made suggesting the armor repair module be made an active module as it is in eve online. this would give both races two active mods and one passive mod.
active mods: > armor hardener > shield hardener > shield booster > armor repair
passive mods: > shield extender > armor plate
with a capacitor instead of running a shield or armor mod for a set amount of seconds instead it would, per cycle (the time it takes the yellow bars to make one trip around the mod icon), take an amount of cap from the battery store. this will permit a vehicle to run a module for more then one cycle and the "cooldown" would be the time it takes to recharge your cap which is a passive action and later could utilize a cap booster mod. once the cap is used up or is neutralized via flux grenades, upon completing its cycle the active mod will stop running as there is no more power for it to use.
i feel this will help the fight against balancing HAVs because instead of each active mod being on its own timer, and in the case of the caldari's triple harden gunnlogi be able to perma cycle their hardeners, it will place every active mod on one battery. and if you drain it or neutralize it all offensive and defensive abilities go down.
this also means that weapon systems would be connected to the cap. firing a blaster will cost cap per round as would a rail cannon and a missile launcher. should they design a laser turret it too would use cap in an amount per tic as a laser is a continuous stream of energy. the amounts for each is up to the devs but the only weapon system that would not use cap if ever developed would be a projectile based cannon by the minmatar.
please help me and support this suggestion. so that we can actually play a game that we know and can tell is based in the eve universe. because i dont know about you but i for one feel that if you are going to make a game that is based in the same universe as another using the same technologies then that tech should act the same on the ground as it does in space.
Primary role: Logi
Secondary role: Pilot/Tanker
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