|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2297
|
Posted - 2014.10.23 03:18:00 -
[1] - Quote
I just want there to be a distinct (but balanced) difference between a vehicle with a pilot suit pilot and a vehicle without one.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2298
|
Posted - 2014.10.23 03:21:00 -
[2] - Quote
Major IMPACT wrote:DARU Prime wrote:Here is an idea that fixes both issues.
Yes add the damn pilot suit already. The option to buy them is in the market but they are.... absent. The skill isn't in the skill tree and damn it, it should be. I won't use it but there are plenty of players who do.
As for players popping out and firing and popping in. Why not add an amination that makes our characters climb in and out of ALL vehicles? Agreed adding animation climbing in/out of veh *If pilots suits will ever be added, less sp should be needed to be able to use it, to prevent only exclusive players to use it. If it will be added, STD/ADV/Proto pilot suits, sidearm exclusively, scanner bonus, faster turret rotation, etc. to name a few. Animation may be asking a little too much for CCP right now.
Perhaps just a "hacking animation" (hold circle until the ring fills, fills faster for squad mates than blueberries, etc) would suffice for now.
Not sure how this would stack with the recall timer thoughGǪ
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2298
|
Posted - 2014.10.23 03:27:00 -
[3] - Quote
Joseph Ridgeson wrote:No Tanker/Pilot that thinks about it for an extended period of time wants Pilot Suits. Here are the possible scenarios:
Scenario A: Tanks/Dropships are balanced without Pilot Suits and very powerful with Pilot Suits. This means that adding them is simply a buff to the power of vehicles when they are already in an okay spot.
Scenario B: Tanks/Dropships are weak without Pilot Suits and good/balanced with them. This means that it is just a flat out SP sink for pilots in order to utilize their role as it is supposed to be,
In short, it is either a wrench into the balance of vehicles or it is just "vehicles users need to invest more SP to get what they want." Also, how the hell would they work? What would be the reason to use a Prototype Suit over a Basic Suit? Would it just be totally naked with some modules that help in 'some way'? Again, back to SP sinks and more ISK sinks.
Basically, balance vehicles without adding in SP sinks. That's a Black or White Fallacy.
It is entirely possible to give pilot suits worthwhile bonuses while also keeping vehicle balanced. We just need to find out what. Personally, I think vehicles need a complete overhaul again and built with pilot suits, higher tiered/T2 vehicles, more module variety, and racial parody in mind.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
|
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2303
|
Posted - 2014.10.23 06:22:00 -
[4] - Quote
Nelo Angel0 wrote:WARNING: I'm not a vehicle user so take what I say with a grain of salt.
So everyone is talking about pilot suits improving defense/eHP. But what if CCP re-introduced, already a long shot =), active armor hardners/passive shields and brought down the PG/CPU for tanks/dropships? Then they could do something along the lines of.
Amarr Suit Bonus- x% PG/CPU per level Amarr Racial Bonus- x% Active Repair Cooldown.
Minmitar Suit Bonus- x% PG/CPU per level Minmitar Racial Bonus- x% Vehicle movement speed ( might sounds like it sucks but it doesn't I swear!)
Gallente Suit Bonus- x% PG/CPU per level Gallente Racial Bonus- x% Passive armor repair
Caldari Suit Bonus- x% PG/CPU per level Caldari Racial Bonus- x% Passive shield Repair (could end up being OP maybe?)
Anything that wasn't covered by the individual suit could be covered by the modules having their own very minor bonuses ala open beta(?). Again I don't main vehicles so my opinion isn't the best but this is a rough idea of how I could see them used. You can't do PG/CPU per level. Think about it, how would that work when you're in the vehicle fitting tab? Will assume you have enough fitting space? What about calling in a vehicle and you switch suits, will you suddenly not be able to drive the vehicle?
I wish you could, but I really don't think it's possible.
I do like the idea of reintroducing active armor/shield repairs (make them 'ancillary' repairs/boosters for short bursts of a lot of hp, shields will get another booster that boosts less but more over time than others). I think a lot of mods should be considered and reintroduced, though honestly I think a whole vehicle revamp is in order to do so.
As for skill bonuses, I think is should go:
Role Bonus: Can fit Vehicle Link Mods. 2% efficacy and -2% fitting to Vehicle Link Mods (mods that go on the dropsuits that buff vehicle performance. Lore-wise it can say they enhance the mental capabilities of the pilot, increase the clone's resilience to vehicle stresses, and improve neural connection between pilot and vehicle).
Amarr: +Armor hp and resistance Cal: +Shield hp and resistance Gal: +Armor repair amount and maneuverability Min: +Shield repair and acceleration
There each has bonuses to a specific racial tank and divides them into more defensive and offensive specialties. Perhaps those second bonuses could be tinkered with, but it's an idea. I am pretty set on the first ones, though.
And of course, vehicles and vehicle mods should receive buffs/nerfs in line with these suits to keep them balanced. There should be a noticeable difference between a pilot suit and a non-pilot suit in a vehicle.
Dust was there! I was real!
Dear diary, Rattati senpai noticed me today~
|
|
|
|