Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
26
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Posted - 2014.07.15 12:17:00 -
[1] - Quote
First off, the red line should be more than just a random line in the sand. There should be a reason for it to be there. At least for the backstory.
The first part of this suggestion will change nothing in the actual game mechanics, seen from the players perspective, basically just a redefinition if you will. But it leads up to step 2.
The way I see it, this is how we should see this.
Suits and vehicles have no onboard power source of their own. Vehicles may have some, but it shouldn't matter. If Tesla could do it, I don't see why New Eden can't do wireless power. They do on Towers in space after all.
Instead suits and vehicles receive power from their MCC (or in Assault, from a central power core shared by both sides), the red line then becomes the boundary for the power projection area of the MCC. Suits and vehicles then have a 20 second capacitor, which it runs on once it leaves it's MCC's range.
This leads to the actual proposed change in play style.
The capacitor could then take time to recharge once the suit is back in range of their MCC. The recharge rate could be dependent on skills and modules. Level 0 of a skill, for instance Capacitor Control, this could be at 2x the time drained, level 5 recharges at 1x or 1.5x. For vehicles, with their higher power needs, that could be 4-5x for standard vehicles, 3x base recharge for Advanced. both having a Capacitor Recharge Module available to lower that recharge time further.
To combat red line camping, the projection area could have a fall off, a "yellow" area where the suit gets limited power. what that would do to a player, I have no idea.
What happens to a player being drained of their cap?
I'd say, they can no longer move, or use their weapons or modules. (PG becomes 0, and with no power, as does the CPU)
The player will no longer die, they get the fun of either being killed, or suicide.
A new Logi role could then be invented, to transfer cap to a downed player, and/or extend the range a player can go INTO the red line. Imagine a Logi standing on the red line, projecting cap, like the repair tool) to a player running 25-40 m further into the redline.
Other skills and modules could help extend the cap, in the scale 15%, 25%, 35% increments some other modules have.
The ones that are going to hurt from this is the Snipers. So I'll propose a buff to them. Slightly more damage, range, and less sway. It'll be in incitement to scouts to kill snipers quicker, and it'll help make snipers a bit more relevant again. Untill they are killed.
Last, the red line could be a dome, rather than just a cylinder described by a line on the ground. DS's may be able to fly high, but the red zone is impacting them up there as well. |