Appia Vibbia
3832
|
Posted - 2014.11.14 04:26:00 -
[1] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
2. Vehicle Upgrades Tree Structure
3. Should there be reskinned place holders for FW vehicles (IE Golden Madrugers w/ amarr logo and Rusted Gunlogis /w repub logo) Even if this means that there is a very low chance of having unique models in the foreseeable future or unique stats even?
4. Should Militia Vehicles and Military Grade Vehicles feature similar slot layouts (as to not eat up slot real-estate) akin to standard dropsuit relationship with militia dropsuits?
5. Scout LAV's Role(s) should be?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back?
7. Enforcer HAVs previously did not have a strong role, What roles should it have?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful?
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now?
11. There is thought about bringing turret variants back BUT so many of the old variants were 'useless' in the light of another so in what way or roles would you give these returning turrets to avoid similar fates.
12. Currently we have a selection of active and passive modules. Would you like to see an introduction of Modules that were off behavior of current as additional Options. An example would be an active armor repair that outperforms the passives?
13. There are currently no known technical evaluation on the possibility of more support like game play such as Deploying Equipment (ie Proximity Explosive or Nanohive), Siege Modes (your vehicle sacrifices a large amount of one stat to gain a great strength in another; Like 0 mobility for heavy tank and offensive ability) or even a repair turret or Mobile Supply Depot. Despite this are you very interested in seeing these mechanics brought into playing field to be hotfixed around and design something with? Which ones? Any new ideas of your own you think that could be done?
14. Dropship Immortality was pretty serious issue because of the lack of counters mostly. Would the community support an AA turret variant that cannot lower its turret base underneath a certain point making it difficult to deal with other threats if the Dropships where returned to similar power before 1.8D?
15. Several Quality of Life Features do not have any technical evaluations yet, are you willing to support such features such as: Dropship Drop Camera for passengers, Fixing the Small Turret Facing Bug, Allowing LAV passengers to shoot their weapons, Lock On Warning, Entry and Delay of Exit of a vehicle up to 3 seconds.
16. What kind of new modules are you willing to see?
Finally your links! Gimmie!
I will be starting a comprehensive google document soon over the results that measures various aspects.
1) Option B, to retain as is. This isn't EVE where you slowly build up the ships you can fly where each role builds off the previous. Each suit or vehicle has their own distinct strengths and weaknesses. Drosuits should be mimicing Vehicles and go Dropsuit command -> frame -> role -> racial
2) having the trees be more uniform would be better for people that want to start skilling into 1 after the other so they are less prone to make mistakes.
3) yes.
4) I don't understand this one completely. Should the MLT have -1 slot over STD? Yes. Should ADV have +1 slot over STD? Yes.
5) Transport, Speed, Anti-Equipment
6) Slow, fragile, mobile vehicle resupply, infantry repair (armor and shield).
7) absolutely terrible at anti-infantry, strong anti-vehicle,
8) Anti-air, anti-infantry, poor anti-vehicle
9)Logistics dropships were wonderful gunboats because they couldn't be taken down, that doesn't seem like "underperforming" to me. But I suppose that means they were underperforming in their role. They should have 0 turrets, mCRU, infantry repair, EWAR
10) direct damage (too much splash damage).
11) Pass
12)Yes, but with the caveat that current armor reps are already what should be active module levels
13) In the general sense, yes. Nothing specific, would just like to see more "stuff."
14) No, FFS, the turrets already have absolutely terrible range of motion. Small turrets should just innately be able to look up and down.
15) Yes, all of those please.
16) Pass.
(Pilot of all vehicles and most turrets- because **** small blasters)
Personal Theme Song
|