Lynn Beck wrote:Alright, I think it's time to get this motorboat going. As all of you are aware (if you're not... Good luck with that.) We are currently missing 2 races' vehicles ENTIRELY, along with 3 "classes" of vehicles.
To make a quick list:
Gallente- MAV, HDS, LDS/Vtol Fighter
Caldari - ^
Minmatar/Amarr- all of them.
As for my personal bare minimum requisites for implementing these vehicles;
HAV/LAV/DS need to be implemented, with at least a "Yeah we're missing this." on HDS/MAV/Fighter or Light DS.
As for throwaround numbers which will mean nothing other than to throw about "Lynn's (often stupid and childish/trolly) Idea of Vehicle Balance"
Minmatar LAV:(this goes off my recollection that Caldari LAV has 2/1 slot layout, whcih is probably wrong.)
2/1 same as Saga, but stats are as follows
Shield - 1025(compared to 1200 Saga)
Armor- 925(compared to 800 Saga)
Top Speed- same as Gallente LAV, if not more.
Acceleration/torque(ability to climb hills/hit top speed on even ground)- same as Saga, if not more.
General look- If unique model can be made, then something like a dune buggy, or otherwise looking like a barebones "car" with a rollcage and has some "ribbed" sheetmetal on the sides/hood. If must be reused, then it depends.
If we want things to be completely following the EVE lore, then it will be a Gallentean LAV with completely mismatched look/stats, and will be generally bad looking.
If we just want to convey "this is a weak vehicle, don't go ramming walls/strafing HAVs" then it will be a Saga with the look of sheet metal(not necessarily brown) and reactive armor(like our modern-day military has on their boats.)
Amarr LAV
Shield(based off of Methana's 625 believed shield)- 300 to 400.
Armor(based off of 2625 Methana armor)- 3250 to 3600
Top Speed- Same as Saga
Acceleration- same as Methana, but still having superior Torque(if possible, we want this thing to still go near top speed at a slight incline, as Amarr is all about staying power, can't do that if you slow to 3.5MPH at a 10 degree incline)
General Look- If Lore Based: Saga with bright gold coloring(will interfere with Guristas LAV's looks)
If general idea based- Methana with bright gold coloring, and having a fancy dashboard on the 3rd person view.
As for HAV's, I won't throw numbers around, except maybe in a 2nd post, but the idea should be that:
Minmatar- If Lore Based, will use Madrugar model, if otherwise, use Gunnlogi, typical Minmatar styling.
HP will be overall 200-300 less than Gunnlogi, but will be more leaning towards 60/40, compared to Gunnlogi's 75/25 allotment.
Acceleration/Speed will be similar to LAV.
Amarr- Blah de blah for looks, same as LAV.
HP will be increased by 400-500, and will be leaning more along the lines of 10/90, as compared to Madrugar's 20/80.
Acceleration/Speed will be same as LAV, but preferred "feel" is that it's super slow to start(maybe even slower than Maddy) and will have generally slow top speed, but will go near top speed on hills.
Dropships will follow similar guidelines, although a few rules will be that:
Minmatar- Standard DS handles like a Python, but is less easy to flip from simple hits(Small Railgun, Locus nades/Flaylock, Forge gun when hitting normal hitzones, Swarms likewise) It will be quick to accelerate, but not anywhere near the unusableness of a Afterburnered Python trying to fly in an attack position(try that one, it's freaky hard.)
HP lost compared to Caldari will be near 100-200, and will lean towards the 55/45 HP allotment.
Amarr- Will feel ALOT like a AC-130 got placed on Helicopter blades, much like the old Logi Gallente DS.
It will be slow to accelerate, with low top speed, but nothing ridiculous, we don't want this to be an Amarr Scout debacle again.
Average HP gain will be 10-15%.
In terms of any modules that need to be reintroduced/introduced:
Low slot shield regulators, high slot shield rechargers, and Passive damage mods in low slots.
Damage Controls for Low slots
passive acceleration increase mods
Nanofibers.
In terms of turret types:
Artillery- must handle like a Missile Turret, but fire MD rounds that arc like PLC
damage would be exceeding that of a railgun, able to 1HKO the full passive Python fitting Pyrex made/videos
travel/arc will be sufficient enough to discourage GREATLY any use against aerial targets.
splash damage/range will be 400-800 damage, in a 6-9 meter radius.
Range will be somewhere nearing 325 Meters, assuming Railgun got its' range buffed to 450.
Autocannon- the quad barreled HMG that is this beauty, will have seriously high DPS(almost as high as Blasters) and will deal full damage to everything.
General usage will be that it's a small clipsize, about 600 or so, and will fire at 1600 RPM, and each shot will deal 54-ish damage(problem here is that it's damage is supposed to be lower than Blaster, but any lower than 80 and it's officially anti-infantry, as Shield recharge is stopped at 80 damage in a single shot, suggest Burst DPS fix to allow a mancarried HMG to burst fire the weakspot and stop recharge, thus allowing Autocannon Larges to be Anti-Vehicle)
The Optimal range will be oddly short, almost as short as Large Blaster, but will have a VERY long Effective, almost to 200-225M.
Pulse Laser- this needs to behave much like the Large Blaster, but needs to have a bonus to weakspot damage, along with a large amount of reserve ammo stock.
will fire a lot slower than Large Blaster, about 325 to 350 RPM, and will deal close to 200 damage a shot.
Beam Laser- this needs to behave MUCH like a Laser Rifle, but not have a minimum range. Turret Rotation speed will be this thing's weakness in CQC.
Too tired right now to contruct more constructive feedback/opinions on this, will/might continue this tomorrow.