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Pokey Dravon
OSG Planetary Operations Covert Intervention
3299
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Posted - 2014.10.27 19:03:00 -
[1] - Quote
In general I feel that the base fitting of the vehicle should determine its overall tanking style and provide the baseline defenses. Pilot suits are an add on to give it a specific racial flair as well as optimize certain aspects of offense, defense, and utility.
The Rig analogy is pretty good, though you might go as far to say that the vehicle is the T3 Cruiser, and the Pilot suit (subsequently fit with Link Modules) are the sybsystems that modify how the T3 Cruiser performs.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3302
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Posted - 2014.10.27 21:26:00 -
[2] - Quote
Haerr wrote:Pokey Dravon wrote:In general I feel that the base fitting of the vehicle should determine its overall tanking style and provide the baseline defenses. Pilot suits are an add on to give it a specific racial flair as well as optimize certain aspects of offense, defense, and utility.
The Rig analogy is pretty good, though you might go as far to say that the vehicle is the T3 Cruiser, and the Pilot suit (subsequently fit with Link Modules) are the sybsystems that modify how the T3 Cruiser performs. Nice! Pilot Suit = Regular Light Suit + Cybernetic Implants / Rig / Subsystem / Warlink slots It would be really cool if the bonuses you got from the Pilot Modules gave out bonuses that you cannot get from regular vehicle modules. With the Racial Pilot Skills giving out efficacy bonuses.
Exactly.
Now something I would stress is that you do not want to make vehicles feel unviable without a pilot suit. For example a Combat Rifle is by no means "useless" without a Minmatar Assault suit, their bonuses simply enhance the weapon or make up for some of its shortcomings. Nevertheless the weapon itself is still useful and viable in other suits. That being said vechiles should remain useful and viable without a pilot suit, the suit instead should simply enhance or lessen weakness of that vehicles.
COnversely, it is important to not make a vehicle with a Pilot Suit Pilot overpowered. Therefor a I think in general we should try to avoid directly buffing attack and defense too much, specifically HP, resistances, and turret DPS. More focus should be placed on utility abilities of the vehicle, such as mobility, scanning, and logistics. In terms of attack and defense I think that's best left to vehicle variants themselves, but the role of the vehicle itself should primarily be modified by the pilot itself.
I'll brainstorm more ideas and see if I'm totally talking out of my ass or not.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3305
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Posted - 2014.10.27 21:33:00 -
[3] - Quote
True Adamance wrote:Suggestive Post INCOMING
(Dirty talk for HAV lovers)
My body is ready.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3307
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Posted - 2014.10.27 22:31:00 -
[4] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Suggestive Post INCOMING
(Dirty talk for HAV lovers) My body is ready. I quite doubt it.
Don't worry, I can roleplay with you.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3346
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Posted - 2014.11.02 04:38:00 -
[5] - Quote
They key point to note here is that you can't simply give the pilot suit bonuses to vehicles. Otherwise people will just train to skill to 5 and never use a suit above Standard. That being said you need to have modules that go on the pilot suit which then in turn boost the effectiveness of the vehicle/weapons, otherwise there is no incentive to use a higher tiered suit, not to mention the lack of fitting would be extremely boring.
I think first off, we need to consider what modules need to be brought back/added to the game. Right now vehicle fitting is so stripped down that I don't think we can properly design pilot suits with the limited selection we have now. Some thoughts on additional modules:
Shield Recharger - Increase Shield Recharge Rate Shield Regulator - Decrease Recharge Delay Reactive Plates - Armor + Armor Repair Ferroscale Plates - Armor without speed penalty Overdrive - Increased Torque/Acceleration Nanofiber Structure - Increase Top Speed at the cost of armor Heat Sinks - Decreased Heat Buildup on Turrets Tracking Computers - Increase Turret Rotation Speed Reload Systems - Increased Turret Reload Speed
I'd also like to get your thought on Active vs Passive modules, and if we should have an Active version for every Passive module and vice versa, with the passive being a less effect (typically low slot) version of the more effective active (typically high slot) modules.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3348
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Posted - 2014.11.02 04:53:00 -
[6] - Quote
Lost Apollo wrote:The hard part will be getting the modules to work for the vehicle when equipped on a pilot suit and making them not work for the other suits. I agree completely here but as stated previously, the bonuses. would not be a bad thing in general. I like your module idea and it would help the person wearing the pilot suit to stay in their vehicle.
The stats I suggested, take em or leave em. The bonuses the other people have proposed, along with the module idea, seem to be very solid ideas. To solve the issue of someone just skilling to 5 and running a different suit, make all the mentioned bonuses/ideas work ONLY if you are in a PILOT suit.
Well that's easy
Pilot Suit Role Bonus -15% PG/CPU Cost of Vehicle Link Modules/ Lvl
I mean sure you could fit maybe 1 or 2 links on a non pilot suit, but it would be so draining on resources that it wouldn't amount to much, whereas the pilot could fit a full gambit of them. I'd probably just copy the slot layout of the Scout suit over to pilot, and make each link module do a relatively small bonus with the intention that you're going to be stacking multiples.
The bonuses of the suit would then apply to the modules you fit on them, and not directly affect the vehicle. That way you have to be using the suit to get the bonus to the Link Modules, and then have the Link Modules to actually get the bonus to the vehicle.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3349
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Posted - 2014.11.02 05:55:00 -
[7] - Quote
Well link mods obviously don't exist, but they would need to be added. There is no way to make the Pilot suit perform the way it is supposed to without them.
I think before we start diving into exactly how the suits themselves will be fitted, we need to decide on what sort of things would be appropriate to modify with Link Modules. I am reluctant to inflate direct primary stats, such as vehicle HP, resistances, and damage output. Let's come up with some ideas of things that can increase the performance of a vehicle without making them overpowered and at the same time not create a system where vehicles are useless without a pilot suit.
Some ideas for things that can be boosted with Link Modules.
Mobility Fuel Injector Link+% to Speed Bonus of Afterburners and Fuel Injectors Overdrive Link+% to Torque Bonus of Overdrives Nanofiber Link+% to Speed and Armor Penalty of Nanofibers
Support Active Scanner Link+% to Range and Precision of Active Scanners mCRU Link+% Reduction to Spawn Time of mCRUs
Offensive Tracking Computer Link+% to Rotation Bonus of Tracking Computers Reload System Link+% to Reload Bonus of Reload Systems Heat Sink Link+% to Heat Reduction of Heat Sinks Damage Mod Link+% to Duration of Damage Mods
Shields Shield Regulator Link+% to Delay Reduction of Shield Regulators Shield Recharger Link+% to Rate of Shield Rechargers Shield Extender Link+% Reduction to Delay Penalty Shield Hardener Link+% to Duration of Shield Hardeners
Armor Armor Repair Link+% to Rate of Armor Repairers Armor Compensation Link+% Reduction of Armor Speed Penalty Armor Hardener Link+% to Duration of Armor Hardeners
I would love to hear your ideas on the matter as well.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3350
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Posted - 2014.11.02 06:06:00 -
[8] - Quote
Lost Apollo wrote:Would the % go up by level of the pilot suit? Will the effects from the skill itself only be effective when wearing said suit? I like where this is going but what would stop other suits from using the link mods?
Well higher tiered pilot suits would have more slots, meaning you could fit more link mods onto it and thus get a bigger bonus to the vehicles you're piloting. Other suits could use the link mods, but their fitting cost is very high so it would be difficult for them to fit it. The pilot suit reduces the fitting cost of those modules, so to them it would be easy to fit, but very difficult for any other kind of suit.
It's exactly like how anyone can fit a cloak, but it pretty much sucks all of their available fitting resources. The scout on the other hand has a significant reduction to the fitting cost of the cloak, so it can more easily use it.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3350
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Posted - 2014.11.02 06:16:00 -
[9] - Quote
Lost Apollo wrote:Also...
wouldn't link mods need to be their own skill?
Perhaps, though I wouldn't want the SP got to get too excessive, so it might be appropriate to simply link them to existing skills. Another option is to have a category for "Warfare Link Modules" and them break it down into a couple basic categories. I think for the sake of SP cost we don't need an individual skill for Shield Recharge Links, and then Shield Regulator Links, and then Shield Hardener links....just lump them together into a "Shield Link" skill and call it a day.
I think what we should really do is take a hard look at about how must SP it takes to 'max out' your average infantryman, and then see how much it would take to 'max out' a vehicle and a corresponding pilot suit. Ideally they would be around the same SP investment since I'd like to try and avoid any particular role in the game having an excessively higher SP cost than other roles.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3350
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Posted - 2014.11.02 06:23:00 -
[10] - Quote
Lost Apollo wrote:I honestly hadn't thought of any of that...
Haha well I've been driving vehicles since early Closed beta and have been eagerly awaiting Pilot Suits for a long time, so I've done a fair share of thinking about this stuff.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3353
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Posted - 2014.11.02 06:48:00 -
[11] - Quote
Haha well I'm not much of a balance guy, I can do analysis but I'm mostly into conceptual design. I think we should probably focus on the concept itself first before we really dig into the numbers. Unfortunately people often get caught up on the numbers themselves instead of looking at the big picture, and that is what needs to be really hammered out before we dig deep into the numbers themselves.
Lemme think about the links some more and get back to you, plus give people some time to hop in with feedback and the sort.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3362
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Posted - 2014.11.02 20:04:00 -
[12] - Quote
Joseph Ridgeson wrote: Coming up with ways "it can work" or at least "what it can do" is easy enough. It has been done in this thread about making it reduce cooldowns on modules (there is a skill for that), make modules last longer (skill for that), give bonuses to repair (guess what? Skill exists), turret rotation (Yup), reduce the movement penalty from armor (it's a newer one, but yes), and shield recharge delay reduction (this one is actually not in game providing you mean recharge from damage and not depleted). But, yes, I am going to hold to the fact that all of this falls into Scenario 1 or 2. Either a balance problem or CCP saying "put more effort in to do what you are supposed to do."
You're right, skills do exist that modify that, but as stated before, the vehicle provides the baseline defenses, the suit provides the racial flair and heavily modifies the utility. For example you could take a Gunnlogi and put a Caldari Pilot in, the HAV now has better turret reload speed and better acceleration. You put a Minmatar Pilot in that same HAV and now it has faster Turret tracking and higher top speed. This is very similar to how Strategic Cruisers work in EVE, the hull of the ship is the same, but depending on what subsystems you put on it, it modifies the role of the ship. In this case the pilot and its Link modules play the role of the subsystem, modifying the base hull + skill bonuses. It's simply a means to further customize the vehicle, particularly since vehicle fitting is well....boring as ****.
Joseph Ridgeson wrote: Allow me to flip the scenario a little bit with AV. When most Vehicles were too powerful in early 1.7 (60/40 Hardeners and better Repairers) you didn't have AV guys screaming for a better suit in order to take out the Tanks. You had suggestions of either "nerf that" or "buff this." With Vehicles on the cusp of being slightly weak compared to AV, the Pilot Suit rears its head again as a suggestion. This is curious to me: rather than suggesting modifying the skills, the modules, or even to the Vehicles themselves that an entirely new system is to be designed. Yes, Pilot Suits were originally mentioned and even showed up in the Skill Tree but to an extent MTAC's also did. I don't know why MTAC's are seen as a joke of a thing that CCP never really thought through while Pilot Suits continue to be something that the playerbase want.
AV vs Vehicle Player hatred is annoying, particularly people who think the other wants to be overpowered. People who are true AV/Vehicle players genuinely understand that there needs to be proper balance on both sides so it is fun for each other. So when I suggest a pilot suit and explicitly state that it is important that we avoid direct buffs to defense because it overly upsets that AV / Vehicle balance, I actually mean it. The point here is to make vehicle piloting more interesting, not be a "ERMERGERD IM LOSING TO AV SO BUFF MEEEE".
In fact much of what I've proposed is more directed to utility, and I've reluctantly added defensive links and stated that I'm a little uncomfortable with them. I think it would be fair to say that defensive Link Modules would provide both a benefit and a downside, as to customized and push the specialization of the vehicle in a certain direction. For example a Shield Hardener link may increase the duration of your shield hardeners, but also increase your shield delay proportionally. A buff and a nerf at the same time, but you have control over it.
Utility on the other hand, I don't see much of a need for downsides but that's up for debate.
Joseph Ridgeson wrote: The simple argument is the one that I prefer less but it is the easiest to get through: "Why does Tank Man have to put points in 4 different Trees when AV Man only does 3? Also, why does my fourth Tree do absolutely nothing to help any other role I can do while only AV Man Trees mostly follow outside his Anti-Vehicle Role?"
The average maxed out infantry with an AV and AP weapon, maxed defenses, utility, ect. comes out to around 33 million SP.
A maxed out specialty vehicle with a Large and Small turret, maxed defenses, utility, ect comes out to around 30 million SP.
Now to me, it makes sense that link modules that affect the vehicle modules, would be tied to the skills that also affect those vehicle modules. For example a vehicle Scan Link for your pilot suit would be the same skill that you need to fit and use vehicle scanners. That being said, you essentially train your pilot suit modules at the same time you train your vehicle modules. In turn, the only additional SP investment would be the Pilot Suit frame itself, which does not exceed 3 million additional SP. This means that both roles max out around the 32-33 million SP mark, this seems reasonable to me. Saying "It's more skill trees!" is meaningless, the only thing that matters is SP investment.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3365
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Posted - 2014.11.03 02:31:00 -
[13] - Quote
Pretty much True, fit the Pilot suit with Link modules which boost specific attributes of the vehicle. Then the racial bonus on the suits can offer bonuses to specific link modules, to encourage their use.
So like, you have your Minmatar Pilot suit, and its racial bonus is that it gets a bonus to Overdrive Links and Tracking Computer Links. You Fit Overdrives and Tracking computer links to your pilot suit, racial bonus buffs them further, and now you have a pilot suit that makes a vehicle very zippy with fast acceleration and turret turn speed for easy tracking, perfect for a hit and run Minmatar style of gameplay.
Take a Gallente suit with bonuses Injector/Afterburner Links and Active Scanner links, fit the suit with those modules, now you have a pilot perfect for flying around in an LAV or Dropship doing scans of an area.
Or perhaps you take an Amarr Pilot which gets bonuses to mCRU Links, fit those links to the suit and make it the ideal suit for a Logistics dropship, providing fast spawns into the vehicle.
DARU Prime wrote:Joseph Ridgeson seems to be one of the biggest anti-pilot suits person. Almost every pilot suit thread I have read, he is there saying why it wouldn't work or how it would unbalance the game. So, ignore the scrub...
Anyway...
Lost Apollo, True Adamance and Pokey Dravon, continue on. You guys are on to something here.
Dissenting opinions are great as long as people can constructively have a conversation about while being logical and unbiased. As long as people can do that I enjoy different opinions, so the end result of the discussion is as well rounded as possible.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3378
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Posted - 2014.11.03 16:01:00 -
[14] - Quote
DARU Prime wrote:It would appear to me that most of us seem to be in agreeance. Using the pilot suits slots to fit link modules in definitely takes away from their combat viability, outside of their vehicles.. Sure they have a side arm and a grenade slot but what's that going to do when you only have 200 eHP? I think if we are going to give bonuses to link modules then they need to be based on the races themselves. I also like the link module PG/CPU reduction per level BUT I think if you want the prototype bonuses then you need to be wearing the prototype pilot suit. This would also solve the issue of people putting their skill up to 5 and just running a standard suit. Besides that, wearing the prototype suit means you can fit more link mods. I would probably go with the most basic grenade, above militia, and the same for the side arm. For me, if I were to ever used it, it would be more about stacking the link mods.
Honestly they only need a sidearm, 0-1 equipment, no grenades. The suit should more or less be useless outside of a vehicle.
As for the bonuses, the suit should only give bonuses to link modules, and nothing directly to the vehicle itself; you have to equip those link modules to gain any benefit from the bonus. That way you don't need to break existing mechanics by saying "Oh you have to be in a proto suit to get the full bonus." Prototype suit just allows you to stack more Link Modules, and thus get a larger benefit from your suit bonuses.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3393
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Posted - 2014.11.04 16:50:00 -
[15] - Quote
True Adamance wrote: Personally disagree with you Mr Dravon on this one. Specifically as I see it the pilot suit should be role affirming, a restriction placed to the use of specialist vehicles it could provide simple direct bonuses to vehicles themselves, were talking incremental 1% per level increased to base stats like acceleration, turret tracking, handling etc.
I do however link modules are wonderful.
Sort of like Implants for our pilots that enhance one skill/ attribute of the HAV by X% based on a combination of your dropsuit (aka Proto Pilots fit better links than non pilots) and your Link Skill itself.
So what you're basically getting at is that the suits themselves offer small, direct bonuses to supportive attributes such as tracking, top speed ect. But we still have the suit fit link modules which also buff their corresponding attribute?
When put in that light I'm more comfortable with that idea, just as long as the majority of your bonuses are coming from the Link Modules.
EDIT: Also that screenshot brings back memories, but those were, as a dev admitted at the time, simply conceptual test numbers and were overinflated for testing purposes. They never existed in the actual game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3405
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Posted - 2014.11.05 18:26:00 -
[16] - Quote
So, brainstorm time! I tried to avoid bonuses that directly buff defenses or damage output, while maintaining some of the racial themes we already see in the game.
Pilot Role Bonus +% Reduction to Mindlink Modules per level to prevent mindlink use on other dropsuits.
Amarr Pilot Designed for relentless assault by keeping weapons firing longer and providing rapid deployment of troops for a hotzone. +% Reduction to Turret Heat Buildup +% Reduction to mCRU Spawn Time
Caldari Pilot Designed for continual long range bombardment with faster reloads to keep sustained DPS high. +% Increase to Turret Reload Speed ???
Gallente Pilot Designed to quickly close the gap between targets to make use of short range weapons as well as move around quickly to scan large areas. +% Increase to Max Speed +% Increase to Range of Active Scanners
Minmatar Pilot Designed to be quick and agile to outmaneuver enemies with a tracking speed bonus prevent enemies from out-tracking them. +% Increase to Acceleration +% Increase to Turret Rotation Speed
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3409
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Posted - 2014.11.05 19:21:00 -
[17] - Quote
Fox Gaden wrote:Every time I read one of your posts I kick myself and think I should have put your name first on my CPM voting list rather than 4th.
Hey man no worries, I'm just doing everything I would have been doing had I won a seat. Besides, there's always next election!
EDIT: Besides, didn't you put Cross first? He totally deserves a high ranking on anyone's ballot, dude knows how to do the CPM job right.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3416
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Posted - 2014.11.06 06:17:00 -
[18] - Quote
Zoom actually isn't bad, very good idea
Also I was thinking like 2% per level for the bonuses?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3416
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Posted - 2014.11.06 06:53:00 -
[19] - Quote
Eh I'd just go with the scout method for fitting Mindlinks and make it 15% reduction per level
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3430
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Posted - 2014.11.06 18:50:00 -
[20] - Quote
Haerr wrote:I want vehicle dampeners and cloaks... Oh and I want the Gallente Pilot suit to have better dampening and cloaks! ^_^
https://docs.google.com/spreadsheets/d/10K_k28JspVlnLNMACn2vRGj9iOezfpH_0wRwRhCzqzI/edit?usp=sharing
What about a perk to scanning? ;)
Hmmm not sure if cloaking and dampening is something we should dive to deeply into with vehicles for Dust, specifically with how limited our AV options are. Things can get quickly out of hand. I think I'd like to focus on getting the pilot suits developed and at the least get the old vehicle variants we had, reworked and reintroduced. Perhaps later down the pipeline we can implement a Black Ops sort of role for vehicles.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3434
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Posted - 2014.11.07 15:33:00 -
[21] - Quote
True Adamance wrote:Lost Apollo wrote:Pokey Dravon wrote:So, brainstorm time! I tried to avoid bonuses that directly buff defenses or damage output, while maintaining some of the racial themes we already see in the game.
Pilot Role Bonus +% Reduction to Mindlink Modules per level to prevent mindlink use on other dropsuits.
Amarr Pilot Designed for relentless assault by keeping weapons firing longer and providing rapid deployment of troops for a hotzone. +% Reduction to Turret Heat Buildup +% Reduction to mCRU Spawn Time
Caldari Pilot Designed for continual long range bombardment with faster reloads to keep sustained DPS high. +% Increase to Turret Reload Speed ???
Gallente Pilot Designed to quickly close the gap between targets to make use of short range weapons as well as move around quickly to scan large areas. +% Increase to Max Speed +% Increase to Range of Active Scanners
Minmatar Pilot Designed to be quick and agile to outmaneuver enemies with a tracking speed bonus prevent enemies from out-tracking them. +% Increase to Acceleration +% Increase to Turret Rotation Speed
Okay, let's talk about the Mindlink Modules. If we are going to give the pilot suit bonuses to these things, we need to figure out what they are and what they effect. Do we want to give her a deduction to the CPU/PG per level and how much? 2%, 5%? If we are going to use the link mods, i think we should focus on that very idea first. Before you go Mindlinks bear in mind that Auto Canon Turrets traditionally have fantastically good tracking, while Alpha God Arty has moderate speeds, Too much tracking bonus would make Arty the go to turret for everything and significantly unbalance it.
True but in that case the devil is in the details. I mean **** the Turret Proficiency is a +50% tracking speed at 5 right? +10% for a specialty suit isn't too excessive. Now in terms of mindlinks you could tie to to an active module which boosts rotation speed temporary? That way you have to spend a precious slot on a Tracking Computer module to gain the benefit? You raise a valid point, but since we don't exactly have arty turrets to play with, it's tough to say.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3440
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Posted - 2014.11.07 21:11:00 -
[22] - Quote
Not to mention a pilot should be useless outside of his vehicle, so giving them an ability to jump out of a vehicle and glide seems....misplaced. Once a pilot gets inside its vehicle, it should stay there.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3447
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Posted - 2014.11.08 18:37:00 -
[23] - Quote
Midas Fool wrote:My input:
- No tiers, always PRO. Costs ~5000 Isk. Orange, Brown, or White color scheme. - More HP than light frame (almost Logistics levels). Why? So that LAVs work, and a chance at winning a duel. - Same speed as existing Light frames. Same jump/sprint/stamina. Why? To run away. - Terrible scan precision, but good innate dampening (slightly more than light frame). Once again, to facilitate escape. - Skill requires Racial Light Frame trained to 1. "Racial Pilot Dropsuit" skill costs half the SP of other Specializations. - Enough fitting at max core/fitting skills (except Amarr) to either fit at least a PRO sidearm and a piece of STD equipment or vice versa and one Complex module (except Minmatar, lol).
Pilot Suit Bonus: -2% vehicle module recharge delay per level, automatic RDV priority.
Amarr: 1 high, 1 low, 1 S, 1 equipment. Bonus: +4% Base vehicle armor HP/level, 2% vehicle weapon damage/level Caldari: 2 high, 0 low, 1 S, 1 equipment. Bonus: +4% Base vehicle shield HP/level, 2% vehicle weapon reload/level Gallente: 0 high, 2 low, 1 S, 1 equipment. Bonus: +4% Vehicle armor repair module repair rate, 2% vehicle top speed/level Minmatar: 1 high, 1 low, 1 S, 1 equipment. Bonus: -4% Base vehicle shield recharge delay, 2% vehicle acceleration/level
Simple and effective. No need to over-complicate things. Maybe some different combos.
Why should this suit not be combat-viable? I think it should at least be able to fight one aggressor.
Will this really even affect balance? I think the biggest factor in vehicle balance has been resistances, so these suits would have no such bonuses. I wish my LAV was covered up...hopefully they are part of the equation here...
Also, why is the word "dropsuit" misspelled on this forum?
Feels excessively boring. Pilot suits are an opportunity to actually make vehicle fitting and piloting interesting, this is just....well no more than a simple racial bonus.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3535
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Posted - 2014.11.16 21:21:00 -
[24] - Quote
Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3536
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Posted - 2014.11.16 21:44:00 -
[25] - Quote
True Adamance wrote:Pokey Dravon wrote:Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit." No however I feel like a pilot suit should act as some kind of visual affirmation of role. No restricted to but benefiting the role in a very generalist manner with very small, cautious, non racially specific bonuses. There is not reason ever that a player should be able to pilot a vehicle in a Sentinel Suit and simply drop out combat ready to keep fighting when the wish to escape.
Well you need to have some form of racial aligned bonus assigned to the suit otherwise all pilot suits would just be the same bonus yeah?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3536
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Posted - 2014.11.16 22:05:00 -
[26] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:Vehicles should never be restricted to people in pilot suits. That's like saying "oh you can't use a Minmatar gun unless you're in a Minmatar suit." No however I feel like a pilot suit should act as some kind of visual affirmation of role. No restricted to but benefiting the role in a very generalist manner with very small, cautious, non racially specific bonuses. There is not reason ever that a player should be able to pilot a vehicle in a Sentinel Suit and simply drop out combat ready to keep fighting when the wish to escape. Well you need to have some form of racial aligned bonus assigned to the suit otherwise all pilot suits would just be the same bonus yeah? We don't necessarily need racially aligned bonuses for anything other than say..... 1% per level to racially aligned turret - Fitting reduction - Tracking Speed - Reload Speed Hell I'd almost certainly fork out ISK for those 1-2% increases in efficiency.
Well you can't do fitting reduction for a suit, otherwise you could make vehicles fits otherwise invalid without a pilot in it and....meh.
Feedback on what I have here so far?
https://docs.google.com/spreadsheets/d/10K_k28JspVlnLNMACn2vRGj9iOezfpH_0wRwRhCzqzI/edit?usp=sharing
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3537
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Posted - 2014.11.16 22:25:00 -
[27] - Quote
True Adamance wrote:
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
Oh lawd. Don't get hung up on the placeholder numbers. Really dude?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3537
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Posted - 2014.11.16 22:44:00 -
[28] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
Oh lawd. Don't get hung up on the placeholder numbers. Really dude? Fine I simply do not see why pilot suits do not enhance an aspect of a racial stereotype not define them. Reason I suggested general bonuses is so that they do not benefit one type of vehicle more than any other.
I figured it would actually make sense to give bonuses to assets that actually exist in the game?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3538
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Posted - 2014.11.17 00:22:00 -
[29] - Quote
True Adamance wrote: As I have said each suit grants
X% to either fitting capacity for racial turrets or, ammunition capacity, tracking speeds, zoom levels, for racially appropriate turrets per level..... or generic mobility bonuses like acceleration, hull tracking, top speed, reduction of mass penalties, etc.
Very small things the improve vehicle functionality for all of that races vehicles not specific racial groups attributes.
The tricky bit arises where you begin to realise that LAV don't need the turret tracking bonuses an HAV might and and ADS simply repositions itself to fire form its gun, not track to enemy positions. But every vehicle benefits from small acceleration and top speed bonuses, reload rates, fitting reductions, and perhaps zoom.
I really can't see fitting being on the table, as a vehicle needs to be a valid fit before someone climbs into it.
Racial turrets are great an all if we had them, but I can't see that happening within Dust's lifecycle, so I intentionally avoided any bonuses that required racial turrets to exist, and instead focused on bonuses that would work for the turrets we currently have but make sense for that racial theme suck as reduction to heat buildup for Amarr.
Acceleration, top speed, ect. are included included in what I proposed so I don't see why you would have an issue with that.
To be fair turret tracking is actually very useful depending on your playstyle, particularly for HAVs that like to move and attack in close quarters at the same time. But it is situational to a degree, yes.
So let's dial it back a little, because you raise a fair point.
Offensive Bonuses: Reload Speed - Useful for all vehicles with Turrets, Useful for all turrets Heat Buildup Reduction - Useful for all vehicles with turrets, useful for 2/3 of all turrets. Turret Zoom - Moderately useful for all vehicles with turrets, useful for 2/3 of all turrets. Ammo Capacity - Useful for all vehicles with turrets, useful for all turrets. (Reserve, not magazine size as that would completely break Large Missiles)
Mobility Bonuses: Top Speed - Useful for all vehicles Acceleration - Useful for all vehicles Handling/Chassis Rotation - Useful HAVs/Dropships (Maybe LAVs....sorta?) Decreased Armor Speed Penalty - Useful for armor vehicles
anything else?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3538
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Posted - 2014.11.17 01:01:00 -
[30] - Quote
True Adamance wrote:REDACTED
O___O
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3543
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Posted - 2014.11.17 20:37:00 -
[31] - Quote
Perhaps I overstepped on the term "mindlink" exactly. My intention is that they are modules that you fit to the pilot suit which enhance specific attributes/modules of the vehicle you are currently in. It is not in a sense a means to provide bonuses to other players.
Now if you wanted to dig into the concept of skill stacking with all players inside a vehicle that's a good conversation to have, but probably not at this moment.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3587
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Posted - 2014.11.22 18:00:00 -
[32] - Quote
Haerr wrote:The pilot suit tab is still sitting there in the market, tauntingly empty... :(
Hmmm now wouldn't that be interesting if there was a reason for my madness...
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3587
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Posted - 2014.11.25 15:07:00 -
[33] - Quote
Haerr wrote:Just like the Heavy is the only Suit to be allowed to use a Heavy Weapons so should Pilot Suits be the only ones allowed to Pilot a Tank, and/or Dropship.
Gonna have to disagree on that one. Heavy Weapons are pretty much a rarity.
I see it more as you don't *have* to use a Minmatar Assault to use a Combat Rifle, but you're encouraged to because the bonuses benefit it. Vehicles are similar in that you don't *have* to use a pilot suit, but you're encouraged to because the bonuses benefit the vehicle.
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