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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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..
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3307
|
Posted - 2014.10.27 22:31:00 -
[31] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
17
|
Posted - 2014.10.28 00:00:00 -
[32] - Quote
sabre prime wrote: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.
This is more of a cry for help for other players and it is myself. As I have previously stated, I don't do the vehicles. I would really like to see something implemented for all the people that do. I think we need to push CCP and get this done!
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
18
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Posted - 2014.10.28 06:32:00 -
[33] - Quote
Bump for CCP Ratatti
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Cross Atu
OSG Planetary Operations Covert Intervention
3526
|
Posted - 2014.10.28 08:44:00 -
[34] - Quote
Lost Apollo wrote:Bump for CCP Ratatti Oh, you can trust that the thread is being tracked, no worries there.
See a cool idea thread? Mail me the title and I'll take a look =)
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Lost Apollo
RISE of LEGION
18
|
Posted - 2014.10.28 09:39:00 -
[35] - Quote
Cross Atu wrote:Lost Apollo wrote:Bump for CCP Ratatti Oh, you can trust that the thread is being tracked, no worries there.
I'm going to look at the light frames as well as the scout suits (STD, ADV, PRO & Race) to get a deeper understanding of this and try to come up with something to present. Hopefully, after a small presentation, the pilots of the community will voice their opinions and give people like me (non-pilots) some better incite as to what us needed.
There is one request for SURE. If (hopefully more like when) they are introduced, make them ORANGE!!!
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
18
|
Posted - 2014.10.28 09:49:00 -
[36] - Quote
Can we get some other CPM input as well?
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
18
|
Posted - 2014.10.28 11:37:00 -
[37] - Quote
Okay, I just realized that the patch notes for 1.9 have been announced. I'm very happy with what I saw and I am in no way upset about pilots due to not being in there at this time. I am very hopeful for the future. I would still like to see this pushed.
Thank you CPM Cross Atu for letting us know that this thread (hopefully others like it as well) is beimg watched.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
26
|
Posted - 2014.11.02 02:51:00 -
[38] - Quote
Sorry about the delay, real life has kicked me in the nuts.
I have done some research on the mend Minmatar light frame and the Minmatar scout. I am going to attempt to do a side by side comparison but using my phone it may not look too pretty, so bear with me. I will be listing the basic first then the Scout then a proposed pilot...
Standard PG/CPU. 30/115. 31/183. 31/150 Shield. 100. 100. 100 Armor. 70. 70. 70 Shield Recharge Rate 40hp/s. 40hp/s. 30hp/s (-10hp/s) Shield Recharge Delay. 4s. 4s. 6s (+2s) Shield Depletion Recharge. 5s. 5s. 6.5s (+1.5s) Armor Repair Rate. 1hp/s. 1hp/s. 1hp/s Movement Speed. 5.65 m/s. 5.65 m/s. 5.25 m/s (-.40 m/s) Sprint Speed. 7.91 m/s. 7.91 m/s. 7.31m/s (-.60 m/s) Sprint Duration. 22.5s. 22.5s. 20s (-2.5s) Stamina. 225. 225. 200 (-25) Stamina Recovery Rate. 60/s. 60/s. 50/s (-10/s) Scan Profile. 35DB. 35DB. 35DB Scan Precision. 40DB. 40DB. 45DB (+5DB) Scan Radius. 20m. 20m. 20m Melee Damage. 110. 120. 100 (-10 from basic light frame) Meta Level. 1. 1. 1
High/Low. 2/2. 2/2. 2/2 Equipment. 2. 2. 1 (-1) Grenade. 1. 1. 1 Light Weapon. 1. 1. 0 (-1, where would they put it?!) Sidearm. 1. 1. 1
I have also done the advanced and the prototype gear for the basic and the Scout suits I will post those a little later. If I could get some feedback on what to do as far as pilot suit affecting their vehicles, that would be greatly appreciated.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Hunter Junko
Sebiestor Field Sappers Minmatar Republic
299
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Posted - 2014.11.02 02:58:00 -
[39] - Quote
why not an additional bonus for pilot suits: if the wearer of the suit calls in a vehicle of any kind, it'll immediately take first priority over those who are not wearing a pilot suit of any kind.
just something to throw out an invoke discussion; should it be ok for a pilot to acquire his /her vehicle first so that he/she can do their jobs effectively? |
Lost Apollo
RISE of LEGION
26
|
Posted - 2014.11.02 03:00:00 -
[40] - Quote
Hunter Junko wrote:why not an additional bonus for pilot suits: if the wearer of the suit calls in a vehicle of any kind, it'll immediately take first priority over those who are not wearing a pilot suit of any kind.
just something to throw out an invoke discussion; should it be ok for a pilot to acquire his /her vehicle first so that he/she can do their jobs effectively?
I am definitely no developer but I don't see why that would be an issue. There's going to be a lot of people that don't run pilot suits be very upset about that. I like it though.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14054
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Posted - 2014.11.02 04:08:00 -
[41] - Quote
Speaking of Vehicle I have a proposition for CCP Rattati that puts the power of HAV back in the skill tree and in your module selection if Pilot suits were a thing I think the only need for them would be something like
Suit Bonus - 1% to Turret Tracking Speed
Racial Bonus :
Amarr- 1% to Large and small Laser Turret reload per level Minmatar- " to Artillery Turret reload per level Caldari- " to Missile Turret reload per level Gallente- " to Hybrid Turret reload per level
Small but useful bonuses that don't affect overall balance too much but are worth having.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 04:26:00 -
[42] - Quote
The racial bonus and suits bonus coupled with the pilot suit vehicle priority and my suggestion on the stats for the Standard Minmatar Pilot suit does not make anything OP but helps the effective role of the pilot suit.
I will also be posting the other races basic light frames and scout frames with a proposed pilot suit for each. This will take some time but I hope that the CPM's and Devs are still watching.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Cross Atu
OSG Planetary Operations Covert Intervention
3670
|
Posted - 2014.11.02 04:33:00 -
[43] - Quote
Always watching
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3346
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Posted - 2014.11.02 04:38:00 -
[44] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 04:48:00 -
[45] - Quote
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.
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
3348
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Posted - 2014.11.02 04:53:00 -
[46] - 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.
Hotfix Delta Sentinel eHP Calcs
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Terry Webber
Molon Labe. General Tso's Alliance
469
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Posted - 2014.11.02 05:14:00 -
[47] - Quote
While my experience with vehicles is limited to the LAV, I'm liking a lot of what has been suggested in this thread so far. |
Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 05:42:00 -
[48] - Quote
Pokey Dravon wrote: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.
Given the suggestion on stats, will the link mods fit? Are there vehicle link mods?
Do I need to post the remaining ideas for racial pilot suit suggestions?
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
3349
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Posted - 2014.11.02 05:55:00 -
[49] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 06:03:00 -
[50] - Quote
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?
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 06:05:00 -
[51] - Quote
Also...
wouldn't link mods need to be their own skill?
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
3350
|
Posted - 2014.11.02 06:06:00 -
[52] - 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.
Hotfix Delta Sentinel eHP Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3350
|
Posted - 2014.11.02 06:16:00 -
[53] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 06:21:00 -
[54] - Quote
I honestly hadn't thought of any of that...
With that embarrassing truth out of the way, let me get home to my iPad and I'll be able to do some things a little better than I can on my phone.
I am still going to post all of the ideas I have for the stats on the pilot suit themselves if you want to work on the link modules.
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
3350
|
Posted - 2014.11.02 06:23:00 -
[55] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 06:32:00 -
[56] - Quote
Well when I started getting into AV and stuff like that I decided to start looking into vehicles myself. Who knows a vehicle's week. Better than the pilot themselves? That is when I also noticed that the pilot chute is pretty much non-existent but it's there in the market tab. So I poured over the forums had I seen people complaining because it wasn't there but nobody had really any ideas on what to put.
That is where I came up with the idea for looking at the basic frames of the light suit and then looking at the Scout variations. As I said I fully intend on putting my suggestions in this thread for the other racial suits. As far as the link model all that goes, I'm not a pilot so I really don't know if I can be much help there. I am, however, a number cruncher. I always have been, & I always will be. I get extremely upset if things don't balance out. Call it OCD if you want to but that's just me.
If you can give me a baseline on the racial link mods or something like that or maybe just the link mods themselves I can number crunch the crap out of them
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
3353
|
Posted - 2014.11.02 06:48:00 -
[57] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
RISE of LEGION
26
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Posted - 2014.11.02 06:56:00 -
[58] - Quote
Pokey Dravon wrote: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.
Very VERY true.
I like you lol
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Hunter Junko
Sebiestor Field Sappers Minmatar Republic
300
|
Posted - 2014.11.02 08:39:00 -
[59] - Quote
Lost Apollo wrote:Hunter Junko wrote:why not an additional bonus for pilot suits: if the wearer of the suit calls in a vehicle of any kind, it'll immediately take first priority over those who are not wearing a pilot suit of any kind.
just something to throw out an invoke discussion; should it be ok for a pilot to acquire his /her vehicle first so that he/she can do their jobs effectively? I am definitely no developer but I don't see why that would be an issue. There's going to be a lot of people that don't run pilot suits be very upset about that. I like it though.
as will pilots and tank gunners who have to wait for their vehicles while others with pew-pew in their hands get dibs on their shiny LAV's, right? |
Lost Apollo
RISE of LEGION
26
|
Posted - 2014.11.02 09:05:00 -
[60] - Quote
I like the idea of pilot suits vehicle ques being priority...
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Joseph Ridgeson
WarRavens Capital Punishment.
2306
|
Posted - 2014.11.02 17:14:00 -
[61] - Quote
DARU Prime wrote: 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? It seems I am the only resistance in this thread, so I will mostly stay as the dissenting opinion. I could go all pretentious and say "everything should have noble debate, you fiend!" but I just can't muster those words with a straight face.
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."
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.
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?"
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Cross Atu
OSG Planetary Operations Covert Intervention
3676
|
Posted - 2014.11.02 18:15:00 -
[62] - Quote
Joseph Ridgeson wrote: 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. The simple answer to this, at least for me, is that MTACs require vastly more resources to iterate and add to game than pilot suits. Light frames already have art assets, the various vehicles in which a pilot suit could be used to apply its effects already exist in game and most of the stats that such a suit could modify already have code in place for the application of modifiers.
It is even possible (though admittedly somewhat unlikely) that a pilot suit could be accomplished with ah 'heavy hotfix' rather than a full on patch where as something like the MTAC would require a patch, likely have to be the central focus of that patch (maybe not sole central focus, but central nonetheless) and would very likely need further hotfix iterations to properly balance it.
I am not going to say that my own reasoning applies to everyone, because individuals should speak for themselves, but from a straight up cost benefit analysis regarding getting new content into the game pilot suits make a lot more sense than the MTAC.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3362
|
Posted - 2014.11.02 20:04:00 -
[63] - 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.
Hotfix Delta Sentinel eHP Calcs
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
21
|
Posted - 2014.11.03 01:26:00 -
[64] - Quote
@ Joseph Ridgeson
I wasn't just referring to this thread when I said the idea is met with a lot of resistance. Read the other threads involving the pilot suits. People get very upset over balance issues. I have read that the pilot suit suit is an unfair advantage for vehicle users. In fact, the pilot suit will do the opposite. I think it would add a level of balance and give the AV guys a lil bit more of a challenge. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14064
|
Posted - 2014.11.03 01:41:00 -
[65] - Quote
Pokey Dravon wrote: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.
Basically as I see it rather than considering the Pilot Suit a "Buff to Vehicles" you need to consider it as a re-designation/ affirmation of the players role.
HAV and vehicles have 0 specified roles and very little customisability and build options (were talking maybe 1 effective armour build and 2 shield builds that you regularly see) where once they had an multitude of builds that varied from the standard Combat Maddy or Gunnlogi.
Moreover as I see it the Pilot suit represents an attempt to place limitations of what a pilot can equip while in his HAV of DS that will prevent that player from, in the event that they flee their vehicle like a ******* coward, from immediately engaging into combat once again and making them vulnerable until such as time as they can either flee or get another vehicle.
If were talking suit bonuses all we have to do is talk in 1% increments.
E.G- 1% increase to racially aligned turret tracking speed 1% increase to vehicle mobility (hull tracking and top speed
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
|
DARU Prime
Sinq Laison Gendarmes Gallente Federation
21
|
Posted - 2014.11.03 01:52:00 -
[66] - Quote
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. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3365
|
Posted - 2014.11.03 02:31:00 -
[67] - 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.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14066
|
Posted - 2014.11.03 02:46:00 -
[68] - Quote
Pokey Dravon wrote: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.
I certainly like the premise of having a vehicle option which is as customisable as T3 Strategic Cruisers but I find their application in terms of Dust 514 HAV to be a little off.
Not because the idea is not without merit or because you have not thought it out......but because I simply don't feel CCP is capable of this.
In my vision of vehicles Pilot's being their own class, and supported with a specialised drop-suit to benefit a specific racial groups play style/ attributes of vehicle game play such as
-Specific Racially Aligned Turret Tracking or Reload Speed - Base Mobility Increases - Incremental Module Cool down reductions
and are either designed to enhance the abilities of those vehicle users who have opted to skill into the role/ be the restriction placed on the use of specialise vehicle options like Marauders, Enforcers, Logistics Drop Ships, Assault Dropships, Fighters (god willing), MAV, Etc.
I would like Vehicle users to begin to consider their vehicle their primary suit by restricting them to Combat Ineffective Dropsuit Options if they want to use their vehicles in competitive levels.
Especially if Embarkment and Disembarkment timers are implemented which I suggest scales off of dropsuit frame size, meaning that larger suit frames take longer to embark and disembark, preventing them from immediately hopping into and out of vehicle to escape what should be our deaths.
Moreover I feel that with a tangible representation in the game vehicle operator would have a mean by which to affirm their chosen role like the other classes.
I also have a proposition on Vehicles, Vehicle Roles, and a rebalancing issue that I'd like to discuss on the forum about increasing Armour hardener values back to 30-35% and making armour reps active again.
((PS I ******* hate other tankers....seriously I really do barring a few exceptions))
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
|
Haerr
Clone Manque
1765
|
Posted - 2014.11.03 12:17:00 -
[69] - Quote
True Adamance wrote:In my vision of vehicles Pilot's being their own class, and supported with a specialised dropsuit. I support this vision.True Adamance wrote:I would like Vehicle users to begin to consider their vehicle their primary suit by restricting them to Combat Ineffective Dropsuit Options if they want to use their vehicles in competitive levels.
Especially if Embarkment and Disembarkment timers are implemented which I suggest scales off of dropsuit frame size, meaning that larger suit frames take longer to embark and disembark, preventing them from immediately hopping into and out of vehicle to escape what should be our deaths. Delayed Disembarkment would be a very neat mechanic, and wouldn't be as game breaking as delayed Embarkment.True Adamance wrote:Moreover I feel that with a tangible representation in the game vehicle operator would have a mean by which to affirm their chosen role like the other classes. I really like this. |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.03 12:27:00 -
[70] - Quote
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. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3378
|
Posted - 2014.11.03 16:01:00 -
[71] - 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.
Hotfix Delta Sentinel eHP Calcs
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Haerr
Clone Manque
1771
|
Posted - 2014.11.03 16:10:00 -
[72] - Quote
I would really like for the Pilot suit to have: Shorter waiting time when calling in a vehicle. Shorter time required to recall a vehicle. Shorter delay before you can call in a new vehicle after having recalled one. (No delay at all actually.) Shorter Embark and/or Disembark than other suits. Pilot Suit specific vehicle quota. (Part of the vehicle quota is reserved for players in pilot suits.)
Oh and in general, limit the number of vehicles called in by a player to 1, so that you cannot circumvent the delay between recalling a vehicle and calling in a new one. |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 03:24:00 -
[73] - Quote
I know cross is watching it and for that I'm very thankful. It would be nice to hear some input though. This thread has gotten quite a few views but only a few people are replying. Is it one of those situations where the people are waiting for somebody to say something? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14130
|
Posted - 2014.11.04 03:44:00 -
[74] - Quote
Pokey Dravon wrote: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.
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.
GÇ£How does this all work then?GÇ¥
GÇ£Like so Choirboy.GÇ¥
- Mila to Kador, Sub Zero Club, Shoashu Sasaanko
|
Hakyou Brutor
Capital Acquisitions LLC
1499
|
Posted - 2014.11.04 04:25:00 -
[75] - Quote
/thread
Knight Soiaire = my bae
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:27:00 -
[76] - Quote
What do you think of raciak bonuses True? |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:31:00 -
[77] - Quote
Where did you get that picture?!? |
DARU Prime
Sinq Laison Gendarmes Gallente Federation
26
|
Posted - 2014.11.04 04:59:00 -
[78] - Quote
Got a warning from CCP. do not click the link!!!! |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2456
|
Posted - 2014.11.04 05:13:00 -
[79] - Quote
DARU Prime wrote:What do you think of raciak bonuses True? Sauce. It's from July 2013. There are only Gal and Min since those were the only two light frames available at the time.
I'm pretty sure they'd be changed by now, should they be reintroduced.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|
Hakyou Brutor
Capital Acquisitions LLC
1505
|
Posted - 2014.11.04 05:38:00 -
[80] - Quote
DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8
Knight Soiaire = my bae
|
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DARU Prime
Sinq Laison Gendarmes Gallente Federation
27
|
Posted - 2014.11.04 06:12:00 -
[81] - Quote
Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8
When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all.
Still lovin the link module idea!!! |
Lost Apollo
RISE of LEGION
61
|
Posted - 2014.11.04 07:34:00 -
[82] - Quote
DARU Prime wrote:Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8 When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all. Still lovin the link module idea!!!
This is the very reason Rattati needs to stop by and say something.
I am Caldari, but that does not mean I support our alliance with the Amarr..
|
Lost Apollo
RISE of LEGION
62
|
Posted - 2014.11.04 09:52:00 -
[83] - Quote
Ok... here I go again lol.
Pilot Suit Bonus Proposal (based somewhat one the picture)
All pilot suits - 10% to active vehicle module CD/level (max 50%) Minmatar - 5% to efficiency of vehicle weapon damage modules (max 25%) Caldari - 2% to vehicle shield extender (or recharge, not both) modules per level (max 10%) Amarr - 2% to efficiency of vehicle armor plating modules per level (max 10%)
These bonuses do not seem OP (may need to do somthing different with Minmatar). This is my idea based off that picture. if it seems to much, please give another suggestion. Gallente - 2% to efficiency of vehicle armor repair modules per level (max 10%)
I am Caldari, but that does not mean I support our alliance with the Amarr..
|
DARU Prime
Sinq Laison Gendarmes Gallente Federation
27
|
Posted - 2014.11.04 10:31:00 -
[84] - Quote
Lost Apollo wrote:Ok... here I go again lol.
Pilot Suit Bonus Proposal (based somewhat one the picture)
Keep the Pilot suit close to thr Scout suit. Read the thing I posted about the Minmatar Basic Light Frame vs the Scout vs possible Pilot suit. Take away the grenade slot and 1 of the equipment slots (if there were 2).
All pilot suits - 10% to active vehicle module CD/level (max 50%) Minmatar - 5% to efficiency of vehicle weapon damage modules (max 25%) Caldari - 2% to vehicle shield extender (or recharge, not both) modules per level (max 10%) Amarr - 2% to efficiency of vehicle armor plating modules per level (max 10%) Gallente - 2% to efficiency of armor repair modules per level (max 10%)
These bonuses do not seem OP (may need to do somthing different with Minmatar). This is my idea based off that picture. if it seems to much, please give another suggestion. Simply saying that it will not work is not a good argument. This kind of plays off of the "bonus to link mods" idea.
Whichever the Caldari gets, be it extenders or rechargers, give the Minmatar the opposite. At the 2%/level, of course. I don't remember which race has the better shield extenders/rechargers. Do that, it looks fair to me. |
Cross Atu
OSG Planetary Operations Covert Intervention
3710
|
Posted - 2014.11.04 10:33:00 -
[85] - Quote
Lost Apollo wrote:DARU Prime wrote:Hakyou Brutor wrote:DARU Prime wrote:Got a warning from CCP. do not click the link!!!! lol wot m8 When I clicked on the link a warning page from CCP came up saying something about spammers and keyloggers. I went ahead and clicked on it and that picture was from some time ago? If that is true then why was the idea pulled? If this is true then it also tells me that they already know how to build a pilot suit. I think it just needs a little bit of modification, to make it more viable and a vehicle as opposed to being viable on the field. I believe that a pilot should be able to defend himself when out of his vehicle but not very well at all. Still lovin the link module idea!!! This is the very reason Rattati needs to stop by and say something. CCP Rattati reads more than he posts (don't you Rattati? ) Even that aside this is a worthwhile discussion following some productive trains of thought. One of the best things about this type of constructive conversation is that as the community hammers out some valuable ideas the can eventually be brought to CCP for review, in the end taking much less total Dev time than if the Devs were trying to be neck deep in every aspect of the conversation going on in this and the other feedback threads.
Making sure that constructive threads like this one aren't apt to slip through the cracks is one area where the CPM provides support to the Devs, in this case that means I will continue to follow this thread and will personally ensure that links and info are provided to CCP Rattati. For the present however there are many Patch 1.9 related things taking a lot of Dev time so keep at it, know that I'm keeping an ear to the ground here, and that this conversation will not fail to be read.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
|
Lost Apollo
RISE of LEGION
63
|
Posted - 2014.11.04 10:39:00 -
[86] - Quote
I get impatient at times lol. I will refrain from asking Rattati to say something lol.
I am Caldari, but that does not mean I support our alliance with the Amarr..
|
DARU Prime
Sinq Laison Gendarmes Gallente Federation
31
|
Posted - 2014.11.04 10:40:00 -
[87] - Quote
Thanks Cross. Sorry for our whining lol. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3393
|
Posted - 2014.11.04 16:50:00 -
[88] - 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.
Hotfix Delta Sentinel eHP Calcs
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Cross Atu
OSG Planetary Operations Covert Intervention
3715
|
Posted - 2014.11.04 17:33:00 -
[89] - Quote
Lost Apollo wrote:I get impatient at times lol. I will refrain from asking Rattati to say something lol.
DARU Prime wrote:Thanks Cross. Sorry for our whining lol.
No worries guys, I totally know what it's like to want more info and input. That's why I posted my explanation it wasn't a reprimand just a "even if you don't see a blue tag don't think this is being ignored" statement.
See a cool idea thread? Mail me the title and I'll take a look =)
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3405
|
Posted - 2014.11.05 18:26:00 -
[90] - 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
Hotfix Delta Sentinel eHP Calcs
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Fox Gaden
Immortal Guides
4826
|
Posted - 2014.11.05 18:59:00 -
[91] - Quote
Pilot suit is the only suit for which I support "Sidearm Only".
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4826
|
Posted - 2014.11.05 19:08:00 -
[92] - Quote
Pokey Dravon wrote: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. EDIT^2: On the subject of Mindlinks, I think we can safely buff utility stats like turret rotation, acceleration, ect. without downsides. However in terms of defensive abilities, what if we approach this with a similar approach to Rigs in EVE, where each Defensive Mindlink has a downside as well. This is for the purpose of maintaining Vehicle and AV balance, while allowing players to use their pilot suit to push the vehicle to a specific tanking type. Food for thought: https://docs.google.com/spreadsheets/d/10K_k28JspVlnLNMACn2vRGj9iOezfpH_0wRwRhCzqzI/edit?usp=sharing 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3409
|
Posted - 2014.11.05 19:21:00 -
[93] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
Caldari State
67
|
Posted - 2014.11.06 03:51:00 -
[94] - Quote
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
Do you have any idea as to what the percentages would be? What the percentages go up her with the skill?
I am Caldari, but that does not mean I support our alliance with the Amarr..
|
Terry Webber
Molon Labe. General Tso's Alliance
480
|
Posted - 2014.11.06 05:59:00 -
[95] - Quote
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
I like these stats. Maybe for the second Caldari racial bonus, it can be a percent increase to the zoom-in feature when aiming down the sights for better accuracy. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3416
|
Posted - 2014.11.06 06:17:00 -
[96] - Quote
Zoom actually isn't bad, very good idea
Also I was thinking like 2% per level for the bonuses?
Hotfix Delta Sentinel eHP Calcs
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Terry Webber
Molon Labe. General Tso's Alliance
480
|
Posted - 2014.11.06 06:47:00 -
[97] - Quote
Pokey Dravon wrote:Zoom actually isn't bad, very good idea
Also I was thinking like 2% per level for the bonuses? 2% would be good for the racial bonuses. 3% would be good for the role bonus.
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3416
|
Posted - 2014.11.06 06:53:00 -
[98] - Quote
Eh I'd just go with the scout method for fitting Mindlinks and make it 15% reduction per level
Hotfix Delta Sentinel eHP Calcs
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Terry Webber
Molon Labe. General Tso's Alliance
480
|
Posted - 2014.11.06 06:59:00 -
[99] - Quote
That seems like a much better idea. |
Haerr
Dead Man's Game RUST415
1817
|
Posted - 2014.11.06 18:44:00 -
[100] - Quote
I want vehicle dampeners and cloaks... Oh and I want the Gallente Pilot suit to have better dampening and cloaks! ^_^ |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3430
|
Posted - 2014.11.06 18:50:00 -
[101] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
Caldari State
69
|
Posted - 2014.11.07 03:37:00 -
[102] - Quote
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.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14263
|
Posted - 2014.11.07 03:41:00 -
[103] - Quote
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.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Vell0cet
Vengeance Unbound RISE of LEGION
2476
|
Posted - 2014.11.07 04:51:00 -
[104] - Quote
In my mind pilot suits should provide bonuses for vehicle capacitors. Since we don't have these (yet), the closest approximation would be improving timers on module activation (reducing cooldowns and/or increasing duration of modules). Once we get capacitors (and we should get them!), these bonuses should be to cap instead. This makes balancing easier since it's not a direct damage buff, but more of an increased uptime buff to stay in fights longer/recover faster.
Best PvE idea ever!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3434
|
Posted - 2014.11.07 15:33:00 -
[105] - 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.
Hotfix Delta Sentinel eHP Calcs
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Mr Weird X
Krullefor Organization Minmatar Republic
0
|
Posted - 2014.11.07 16:58:00 -
[106] - Quote
Okay, so regarding the pilot, pilots know how to fly, so without a doubt they'll receive a bonus on airship mechanics and such.. so I'm assuming pilot dropsuits will drop when the rest of the airships come into play, light airships in particular.. in this I propose a concept Idea that I really hope gets recognized. . Now before you reject this, just think about it.. gliding abilities.
Say what?
Well yeah, the ability to just eject from an aircraft vehicle and still be able to glide like a flying squirrel .. just something to think about.
I realize this is weird and crazy but I, however, would love this
Mr. Weird is curious
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Terry Webber
Molon Labe. General Tso's Alliance
484
|
Posted - 2014.11.07 19:39:00 -
[107] - Quote
Mr Weird X wrote:Okay, so regarding the pilot, pilots know how to fly, so without a doubt they'll receive a bonus on airship mechanics and such.. so I'm assuming pilot dropsuits will drop when the rest of the airships come into play, light airships in particular.. in this I propose a concept Idea that I really hope gets recognized. . Now before you reject this, just think about it.. gliding abilities.
Say what?
Well yeah, the ability to just eject from an aircraft vehicle and still be able to glide like a flying squirrel .. just something to think about.
I realize this is weird and crazy but I, however, would love this Interesting idea. It would give us more control over our descent but I'm not sure if it will be necessary since we can use our inertial dampeners. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3440
|
Posted - 2014.11.07 21:11:00 -
[108] - 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.
Hotfix Delta Sentinel eHP Calcs
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Lost Apollo
Caldari State
70
|
Posted - 2014.11.08 05:33:00 -
[109] - Quote
There would be an entire corporation of them... the nut squad!!!
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Midas Fool
Prophets of the Velocirapture
525
|
Posted - 2014.11.08 09:39:00 -
[110] - Quote
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?
[Ironically generic forum signature here]
|
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Lost Apollo
Caldari State
70
|
Posted - 2014.11.08 10:52:00 -
[111] - Quote
No tiers simply would not be viable . Without them, how would your suggestion of 2% mod recharge delat per LEVEL work? They should cost just as much as any other proto suit. Before you bring up the cost of vehicles, look at the cost of running full (or as closs as possible) proto gear on infantry costs. ( the proto breach AR is 77k isk I believe ) Running a proto suit with adv mods and equipment cost around 150K, per fit used. I'm not being an ass here, just arguing the other sidd.
I am Caldari, but that does not mean I support our alliance with the Amarr..
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Midas Fool
Prophets of the Velocirapture
526
|
Posted - 2014.11.08 10:59:00 -
[112] - Quote
Lost Apollo wrote:No tiers simply would not be viable . Without them, how would your suggestion of 2% mod recharge delat per LEVEL work? They should cost just as much as any other proto suit. Before you bring up the cost of vehicles, look at the cost of running full (or as closs as possible) proto gear on infantry costs. ( the proto breach AR is 77k isk I believe ) Running a proto suit with adv mods and equipment cost around 150K, per fit used. I'm not being an ass here, just arguing the other sidd.
The level bonus is independent of tier. For example, my STD Assault gets the same bonuses a PRO does, because I have it trained to 5. In the same fashion, the pilot suit would accrue bonuses with SP, but would not unlock what would be ADV and PRO suits. Does that make sense?
I don't think they should cost as much as a regular specialization's PRO variant. The vehicle itself costs a ton of cash. You can't expect a pilot to pay the full amount for a PRO suit that is relatively much weaker. A few bonuses are not worth adding another chunk of expense to the vehicle.
[Ironically generic forum signature here]
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
639
|
Posted - 2014.11.08 11:38:00 -
[113] - 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.
we could have fitting slots, but give 10 cpu/pg lol. seriously. then the pilot modules could all cost 1 o2 cpu/pg to fit.
the mods could do things like, faster reloads, decreased heat build up, more vehicle cpu/pg, higher top speeds. but all of them would need to be small bonuses. 1-3% across modules tiers with higher tiered modules using more fitting.
the pilot suit itslef though, i agree should not have any equipment or grenade slots, and only a sidearm slot. |
Gabriella Grey
THE HANDS OF DEATH RUST415
218
|
Posted - 2014.11.08 14:31:00 -
[114] - Quote
The pilot suit should not boost damage or anything with turrets but enhance the operation of the vehicle.
Good examples would be:
GÜ£ Bonuses to acceleration/torque GÜ£ Better passive module response GÜ£ Better native vehicle responses GÜ£ Decreased defensive module cooldown (Hardeners, Shield Boosters etc.)
Gabriella Grey
"Amarr Ace Pilot"
Saracen Squadron
7th Fleet Division
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3447
|
Posted - 2014.11.08 18:37:00 -
[115] - 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.
Hotfix Delta Sentinel eHP Calcs
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Midas Fool
Prophets of the Velocirapture
526
|
Posted - 2014.11.08 20:19:00 -
[116] - Quote
Pokey Dravon wrote: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. I mean you could literally slap these exact bonuses on the vehicles directly
Sigh...I know. I really just want to see them in game though. I don't know if the game can handle anything more "interesting".
[Ironically generic forum signature here]
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Cross Atu
OSG Planetary Operations Covert Intervention
3871
|
Posted - 2014.11.16 20:00:00 -
[117] - Quote
Any more thoughts here?
See a cool idea thread? Mail me the title and I'll take a look =)
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Haerr
Dead Man's Game RUST415
1919
|
Posted - 2014.11.16 20:32:00 -
[118] - Quote
Cross Atu wrote:Any more thoughts here? Guristas Pilot Suit? :) |
Haerr
Dead Man's Game RUST415
1919
|
Posted - 2014.11.16 20:34:00 -
[119] - Quote
AoE infantry buff Warlink Modules that you can only fit on vehicles and that you can only activate if you are in a pilot suit? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14681
|
Posted - 2014.11.16 21:06:00 -
[120] - Quote
Haerr wrote:AoE infantry buff Warlink Modules that you can only fit on vehicles and that you can only activate if you are in a pilot suit?
NO NO NOT EVER!
Not unless there are dedicated command vehicles that only apply vehicle related buffs to friendly vehicles and dropsuits that apply dropsuit bonuses within a certain radius.
NO restriction to vehicles for this, no availability for non-designated command units.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Haerr
Dead Man's Game RUST415
1919
|
Posted - 2014.11.16 21:14:00 -
[121] - Quote
True Adamance wrote:Haerr wrote:AoE infantry buff Warlink Modules that you can only fit on vehicles and that you can only activate if you are in a pilot suit? NO NO NOT EVER! Not unless there are dedicated command vehicles that only apply vehicle related buffs to friendly vehicles and dropsuits that apply dropsuit bonuses within a certain radius. NO restriction to vehicles for this, no availability for non-designated command units.
Sounds like maybe it would be something that the MAVs would do on second thought... |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3535
|
Posted - 2014.11.16 21:21:00 -
[122] - 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."
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14682
|
Posted - 2014.11.16 21:24:00 -
[123] - Quote
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.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3536
|
Posted - 2014.11.16 21:44:00 -
[124] - 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?
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
|
Posted - 2014.11.16 21:53:00 -
[125] - Quote
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.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3536
|
Posted - 2014.11.16 22:05:00 -
[126] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
|
Posted - 2014.11.16 22:15:00 -
[127] - Quote
Pokey Dravon wrote: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
Looking at those bonuses (some adding up to 10%)...... I am borderline considering boycotting pilot suits entirely.....
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3537
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Posted - 2014.11.16 22:25:00 -
[128] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 22:37:00 -
[129] - Quote
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. Gallente Pilot Suit
1% reduction to Hybrid Turret PG requirements per level or 1% Hybrid Turret Tracking per level and 1-2% Hybrid Turret Zoom per level
Minmatar Pilot Suit
1% to Projectile Turret Tracking per level 1-2% Projectile Turret Zoom per level
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3537
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Posted - 2014.11.16 22:44:00 -
[130] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14687
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Posted - 2014.11.16 23:10:00 -
[131] - Quote
Pokey Dravon wrote: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? EDIT: Nevermind. Seems to edited out what I was referring to. Alright so lay out what the exact bonuses you would have for each race.
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.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3538
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Posted - 2014.11.17 00:22:00 -
[132] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14694
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Posted - 2014.11.17 00:52:00 -
[133] - Quote
REDACTED
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3538
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Posted - 2014.11.17 01:01:00 -
[134] - Quote
True Adamance wrote:REDACTED
O___O
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14694
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Posted - 2014.11.17 01:03:00 -
[135] - Quote
Pokey Dravon wrote:True Adamance wrote:REDACTED O___O
O_______________________O
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Terry Webber
Molon Labe. General Tso's Alliance
491
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Posted - 2014.11.17 03:17:00 -
[136] - Quote
I, for one, like the stats in your spreadsheet, Pokey. Hopefully, they won't make vehicles OP if they ever have a chance to be added. |
Midas Fool
Prophets of the Velocirapture
527
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Posted - 2014.11.17 19:43:00 -
[137] - Quote
Too many slots but very good bonuses.
Do you really want to add more isk to your vehicle just to fill the slots on the suit that is driving? I guess you don't have to fill the slots if you don't want to but still...
Edit: Oh and I'm on the fence on adding "mindlinks". Are these going to be additional bonuses tied to modules?
[Ironically generic forum signature here]
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14714
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Posted - 2014.11.17 19:51:00 -
[138] - Quote
Midas Fool wrote:Too many slots but very good bonuses. Do you really want to add more isk to your vehicle just to fill the slots on the suit that is driving? I guess you don't have to fill the slots if you don't want to but still... Edit: Oh and I'm on the fence on adding "mindlinks". Are these going to be additional bonuses tied to modules?
In theory tied to modules.
"Warfare Links are ship modules that provide specific bonuses to a fleet or wing that add to the combat or mining effectiveness of all fleet / wing members."
they are then further defined as
"Warfare links are dedicated fleet command systems designed for use on battlecruisers and advanced command class ships. While only one of these units can normally be operated at any given time, certain advanced units allow the use of multiple systems."
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3543
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Posted - 2014.11.17 20:37:00 -
[139] - 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.
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Haerr
1978
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Posted - 2014.11.22 17:55:00 -
[140] - Quote
The pilot suit tab is still sitting there in the market, tauntingly empty... :(
fighter jets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3587
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Posted - 2014.11.22 18:00:00 -
[141] - 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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Haerr
2009
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Posted - 2014.11.25 12:41:00 -
[142] - Quote
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.
fighter jets
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3587
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Posted - 2014.11.25 15:07:00 -
[143] - 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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