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DARU Prime
Sinq Laison Gendarmes Gallente Federation
4
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Posted - 2014.10.23 06:22:00 -
[1] - Quote
Well, honestly, we can't as they do not exist.
However...
what if...
pilot suits were close to, but not as good as, the scout (pg/cpu and ehp wise) Sidearm only ( give a bonus to sidearms ) Grenade slot ( who doesn't like boom boom?!? ) Equipment slot ( x1 ) High/Low slots ( similar to scout, maybe 1 less )
Bonuses to movement speed to vehicles, turret speeds. Bonuses to armor and shield mods efficiencies. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2303
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Posted - 2014.10.23 06:28:00 -
[2] - Quote
Literally just posted this on another thread:
"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."
As far as weapons and equipment go, side arm(s?) only (no bonus, it should be vehicles only), iffy on the grenade slot, 2 equipment slots (for tactical links, repair tool, hives for setting up teammatesGǪ), and very low highs and lows (total should be like 2/3/4) and should only be used for those "vehicle link mods" I mentioned above, since you should be encouraged to stay in your vehicle.
Dust was there! I was real!
Dear diary, Rattati senpai noticed me today~
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
4
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Posted - 2014.10.23 06:35:00 -
[3] - Quote
Vulpes Dolosus wrote:Literally just posted this on another thread:
"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."
As far as weapons and equipment go, side arm(s?) only (no bonus, it should be vehicles only), iffy on the grenade slot, 2 equipment slots (for tactical links, repair tool, hives for setting up teammatesGǪ), and very low highs and lows (total should be like 2/3/4) and should only be used for those "vehicle link mods" I mentioned above, since you should be encouraged to stay in your vehicle.
I was writing this thread and I saw that you had posted something lol
I like what you have said. The bonuses being a neurological aspect is an amazing idea (lore). Now if we could get a reply from CCP Ratatti. Come on lil buddy!!! |
Hector Carson
BLACK MAGES INC.
37
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Posted - 2014.10.23 06:38:00 -
[4] - Quote
DARU Prime wrote:Well, honestly, we can't as they do not exist.
However...
what if...
pilot suits were close to, but not as good as, the scout (pg/cpu and ehp wise) Sidearm only ( give a bonus to sidearms ) Grenade slot ( who doesn't like boom boom?!? ) Equipment slot ( x1 ) High/Low slots ( similar to scout, maybe 1 less )
Bonuses to movement speed to vehicles, turret speeds. Bonuses to armor and shield mods efficiencies. wow you posted the same **** that I did and all I got was **** about it
Sentinel ak.0
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
4
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Posted - 2014.10.23 07:03:00 -
[5] - Quote
I'm not sure why people get bent out of shape when somebody asks for the pilot suits. |
Denchlad 7
Dead Man's Game
854
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Posted - 2014.10.23 08:59:00 -
[6] - Quote
Looks all good to me.
Wouldn't it be possible to take the Basic Light Frames, recolour them with some form of Yellow/Dark Red colour scheme, and modify the slots and bonuses?
And then skill books and stuff like that. But we wouldn't need an entirely new model built surely?
The Connoisseur of Weapons. 19/19 L5 P2.
66-3 with Dual-Miltia Bolt Pistols. OP? OP.
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
4
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Posted - 2014.10.23 09:02:00 -
[7] - Quote
Someone get a hold of CCP Rattati!! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3854
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Posted - 2014.10.23 09:47:00 -
[8] - Quote
A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
It's module slots and primary defenses should be the vehicle. It should not be a combat viable dropsuit.
It is also grossly unfair to vehicle drivers to require potentially 100k+ in addition to the cost of the vehicle. Keeping bonuses only and null slots provides operator benefits and reduces the required cost to field the vehicle.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2309
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Posted - 2014.10.23 12:31:00 -
[9] - Quote
Denchlad 7 wrote:Looks all good to me.
Wouldn't it be possible to take the Basic Light Frames, recolour them with some form of Yellow/Dark Red colour scheme, and modify the slots and bonuses?
And then skill books and stuff like that. But we wouldn't need an entirely new model built surely? I wouldn't think so, though adding the market group and skill may need some kind of update, I'm unsure though.
Also, they'd be orange because that's the only sensible colour left.
Dust was there! I was real!
Dear diary, Rattati senpai noticed me today~
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Atiim
13153
|
Posted - 2014.10.23 12:57:00 -
[10] - Quote
Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
I think they should have an equipment slot so that they can repair their Vehicles w/Repair Tools.
The 1st Matari Commando
-HAND
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3862
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Posted - 2014.10.23 14:20:00 -
[11] - Quote
Atiim wrote:Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
I think they should have an equipment slot so that they can repair their Vehicles w/Repair Tools. Why do that when you can bonus the gallente ones to increase rep rates?
Repair tools < Rep modules.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13803
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Posted - 2014.10.23 19:52:00 -
[12] - Quote
Breakin Stuff wrote:Atiim wrote:Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
I think they should have an equipment slot so that they can repair their Vehicles w/Repair Tools. Why do that when you can bonus the gallente ones to increase rep rates? Repair tools < Rep modules.
Cuz wez need active reps. None of this passive armour reps bull.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Joseph Ridgeson
WarRavens Capital Punishment.
2060
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Posted - 2014.10.24 01:04:00 -
[13] - Quote
DARU Prime wrote:I'm not sure why people get bent out of shape when somebody asks for the pilot suits. That's me! *waves*
At it's core, the Pilot Suit seems like a good idea. "It lets me use my SP to further define my role. Joe, you are a dedicated Tanker; why would you think it is a bad idea?" The main reason is because of balance and fairness.
CCP has an idea where game balance should be, or at least I bloody well hope they do. "Repair modules are letting people repair damage too quickly; let's lower them a bit." The problem with the Pilot Suit is that a few scenarios are likely to take place:
Scenario 1: Vehicles are balanced around having them. This means that without them they fall behind compared to "what they are supposed to be able to do." With them, you are right where you are supposed to be. It ends up being an additional SP sink for those that want to be pilots.
Scenario 2: Vehicles are balanced around not having them. This means that with them they likely pull ahead of "what they are supposed to be able to do." You will see a lot of things on the forums of "Tanks are too powerful!" all over again, in the droves that it once was. It ends up being a problem of balance.
Scenario 3: Pilot suits give a very small benefit. The problem here is what benefit would be worth blowing several million SP into?
That is a 3 way Venn diagram where you have to find some benefit that is not very important so they do not suffer too much without, small enough that vehicles are not too much with them, and big enough that spending points into is worthwhile.
Going the simpler argument: "I am Tank and he is AV. AV puts points in Dropsuit, his Swarm Launcher, and Dropsuit Upgrades. His Dropsuit and Dropsuit Upgrades work in different roles other than AV but his Swarm Launcher is ONLY AV. I put points in Turret Operation, Vehicle Operation, and Vehicle Upgrades. Those points are only used in that role. Why would you want to add another thing, Pilot suit, to the list of things that I need to do my role and do not carry over?"
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Zeke Dunevent
Fatal Absolution General Tso's Alliance
16
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Posted - 2014.10.24 19:05:00 -
[14] - Quote
Bump for Rattiti to see.
I think I know a lot.
I can run just about anything.
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Cross Atu
OSG Planetary Operations Covert Intervention
3462
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Posted - 2014.10.24 19:18:00 -
[15] - Quote
/follows discussion
Please carry on.
See a cool idea thread? Mail me the title and I'll take a look =)
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
12
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Posted - 2014.10.27 11:30:00 -
[16] - Quote
@ Joseph Ridgeson
The pilot suit was supposed to be part of the game. I'm not sure why they decided to pull out of the idea. The option to buy these two are in game. However, when you click on Highland food in the market place it says nothing is available. The medium brain breaks down into two branches being logistics and assault. The heavy frames break down into commando or Sentinel. The light frame goes into scout and... nothing. Every type of basic frame breaks down into two branches other than the light frame.
I see absolutely nothing wrong with adding a drop suit that helps pilots. People talk about how it would be nothing but an SP sink. Instead of being negative and giving me a hundred scenarios as to why it would not work, why not come up with something that makes it work? Why does it always have to be met with resistance? |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
12
|
Posted - 2014.10.27 11:39:00 -
[17] - Quote
DARU Prime wrote:Well, honestly, we can't as they do not exist.
However...
what if...
pilot suits were close to, but not as good as, the scout (pg/cpu and ehp wise) Sidearm only ( give a bonus to sidearms ) Grenade slot ( who doesn't like boom boom?!? ) Equipment slot ( x1 ) High/Low slots ( similar to scout, maybe 1 less )
Bonuses to movement speed to vehicles, turret speeds. Bonuses to armor and shield mods efficiencies.
The reason I say side arm only is for the idea that it's hard to carry around a forge cannon when you are strapped into a pilot seat of any kind. Reason I said give a bonus to the side arm is because that is what the pilot would be trained in more efficiently in my opinion. It doesn't have to be a huge bonus but maybe like a 5% bonus to damage and reload speed
Grenade slot? Well that answers itself.
Equipment slot could be for a rep tool or drop link up some kind. Why not make it to that way you could have the drop uplink and the rep tool? It wouldn't do much good for a pilot to carry around a nano hive or a ninite injector.
Make the high and low slots one less than the Scout because without the vehicle the pilot suit should be damn near worthless.
Give each suit a slight bonus based upon their racial abilities, as far as effecting modules equipped.to a vehicle. Make it like 2% per level. Increased movement speed by 1 to 2 percent per level.
As I have said before and I will say it again, I will never use a pilot suit. I don't skill in two vehicles either. But again I see nothing wrong with having the ability to get a damn suit to help out. |
Lost Apollo
RISE of LEGION
15
|
Posted - 2014.10.27 11:52:00 -
[18] - Quote
Vulpes Dolosus wrote:Literally just posted this on another thread:
"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."
As far as weapons and equipment go, side arm(s?) only (no bonus, it should be vehicles only), iffy on the grenade slot, 2 equipment slots (for tactical links, repair tool, hives for setting up teammatesGǪ), and very low highs and lows (total should be like 2/3/4) and should only be used for those "vehicle link mods" I mentioned above, since you should be encouraged to stay in your vehicle.
You are definitely on to something here. Come on guys, lets get on this. Positive feedback would be great!!!
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
15
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Posted - 2014.10.27 11:56:00 -
[19] - Quote
Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
It's module slots and primary defenses should be the vehicle. It should not be a combat viable dropsuit.
It is also grossly unfair to vehicle drivers to require potentially 100k+ in addition to the cost of the vehicle. Keeping bonuses only and null slots provides operator benefits and reduces the required cost to field the vehicle.
This should be a suit with no tiers. Only racial variation and the dropsuit skill.
Although I don't think a pilot suit should be necessarily a combat viable suit, I do believe that they should have at least some bedding so they could get away if they can get out of the vehicle in time, and calling another vehicle. Maybe get to the supply depot and change their suits.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4011
|
Posted - 2014.10.27 12:01:00 -
[20] - Quote
Lost Apollo wrote:Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
It's module slots and primary defenses should be the vehicle. It should not be a combat viable dropsuit.
It is also grossly unfair to vehicle drivers to require potentially 100k+ in addition to the cost of the vehicle. Keeping bonuses only and null slots provides operator benefits and reduces the required cost to field the vehicle.
This should be a suit with no tiers. Only racial variation and the dropsuit skill. Although I don't think a pilot suit should be necessarily a combat viable suit, I do believe that they should have at least some bedding so they could get away if they can get out of the vehicle in time, and calling another vehicle. Maybe get to the supply depot and change their suits.
You do that by making their base speed stupid-fast. Or tomake it so RDVs respond and drop faster for them
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Lost Apollo
RISE of LEGION
15
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Posted - 2014.10.27 12:05:00 -
[21] - Quote
Breakin Stuff wrote:Lost Apollo wrote:Breakin Stuff wrote:A pilot dropsuit should get bonuses to vehicle operation and zero fitting slots besides a sidearm.
It's module slots and primary defenses should be the vehicle. It should not be a combat viable dropsuit.
It is also grossly unfair to vehicle drivers to require potentially 100k+ in addition to the cost of the vehicle. Keeping bonuses only and null slots provides operator benefits and reduces the required cost to field the vehicle.
This should be a suit with no tiers. Only racial variation and the dropsuit skill. Although I don't think a pilot suit should be necessarily a combat viable suit, I do believe that they should have at least some bedding so they could get away if they can get out of the vehicle in time, and calling another vehicle. Maybe get to the supply depot and change their suits. You do that by making their base speed stupid-fast. Or tomake it so RDVs respond and drop faster for them
You can't outrun bullets my friend. If their speed was boosted to a stupid FAST level, you would see people running around in pilot suits using side arms all the time.If you think scouts are bad because of their speed, think about how people would miss use the pilot suits. I would say make their speed somewhere between the Scout and the assault suit and give them a little fitting for defense.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Haerr
Clone Manque
1706
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Posted - 2014.10.27 12:30:00 -
[22] - Quote
How about this:
Pilot suits: Pilot module slots: 1 @ STD, 2 @ ADV, 3 @ PRO OR Pilot module slots: 3 @ all tiers, differentiate by CPU / PG cost of modules instead.
Racial Pilot skills are efficacy bonuses to Pilot modules.
Pilot modules can be things like: Higher top speed Higher acceleration Higher torque Quicker Shield Recharge Lower Shield Recharge Delay ... Basically equivalent to rigs in Eve.
Haerr's huge list of wish for 1.9 - 1.10:
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Lost Apollo
RISE of LEGION
15
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Posted - 2014.10.27 12:33:00 -
[23] - Quote
Haerr wrote:How about this:
Pilot suits: Pilot module slots: 1 @ STD, 2 @ ADV, 3 @ PRO OR Pilot module slots: 3 @ all tiers, differentiate by CPU / PG cost of modules instead.
Racial Pilot skills are efficacy bonuses to Pilot modules.
Pilot modules can be things like: Higher top speed Higher acceleration Higher torque Quicker Shield Recharge Lower Shield Recharge Delay ... Basically equivalent to rigs in Eve.
^^THIS^^
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3299
|
Posted - 2014.10.27 19:03:00 -
[24] - 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.
Hotfix Delta Sentinel eHP Calcs
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Haerr
Clone Manque
1714
|
Posted - 2014.10.27 21:18:00 -
[25] - Quote
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.
Haerr's huge list of wish for 1.9 - 1.10:
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3302
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Posted - 2014.10.27 21:26:00 -
[26] - 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.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13859
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Posted - 2014.10.27 21:30:00 -
[27] - Quote
Suggestive Post INCOMING
(Dirty talk for HAV lovers)
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3305
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Posted - 2014.10.27 21:33:00 -
[28] - Quote
True Adamance wrote:Suggestive Post INCOMING
(Dirty talk for HAV lovers)
My body is ready.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13859
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Posted - 2014.10.27 22:04:00 -
[29] - Quote
Pokey Dravon wrote:True Adamance wrote:Suggestive Post INCOMING
(Dirty talk for HAV lovers) My body is ready.
I quite doubt it.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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sabre prime
Crux Special Tasks Group Gallente Federation
680
|
Posted - 2014.10.27 22:10:00 -
[30] - Quote
Good thread. Pilot suits are the one suit where sidearm only makes sense. Otherwise similar to light frames (edit). Two equipments, one grenade. Lower EHP, through reduction of high/low slots. And removal of any scout-like EWAR passive skills. Profile and scanning similar to medium suits, when outside of vehicles.
As has been said earlier, pilots should be encouraged to stay in their vehicles, and get bonuses to vehicle operation as a result.
The slow blade penetrates the shield.
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