Meee One
Amakakeru-Ryu-no-Hirameki
1266
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Posted - 2014.11.13 18:11:00 -
[1] - Quote
Iron Wolf Saber wrote:Just a bunch of questions before I help start breaking everything....
1. Vehicle Command Tree Structure
Should it (regardless of multipliers)? a. Mimic the Drop Suits where it is Racial From Top to Bottom? b. Retain the Same as Current (racial at top end only)
Why?
2. Vehicle Upgrades Tree Structure
Should it (regardless of multipliers)(aware of new bonuses depending on the option)
a. mimic the Drop Suit tree more with bonuses on par with the infantry progression b. Retain Current form and bonused the unbounded skills (all 6.1 million sp of it)
Why?
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?
(Mix and Match or even add)
Attack, Ewar, Anti-Infantry, Anti-Equipment, Anti-Vehicle, Anti-Structure, Secondary Damage Support, Sensor, Transport, Speed, Tank, Stealth, Covert Operator, Fast, Slow, Average Speed?
6. Logistics LAV's where the start of the killer bee revolution, What tamer Role(s) should it have if brought back? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
7. Enforcer HAVs previously did not have a strong role, What roles should it have? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
8. Murader HAVs previously had a god like role, What roles should it retain if ever brought back in? (Mix and Match or Add) Vehicle Sniper, Area Denial, Suppression, Gun Platform, Siege Engine, Blockade, Anti-infantry, Anti-Vehicle, Anti-Air, Tanky, Thin Skinned, Fast, Slow, Light Battle Tank, Main Battle Tank, Heavy Battle Tank, Ewar?
9. Logistics DS underperformed massively last time, what roles should it have to make it useful? (Mix and Match or even add) Infantry Support, Vehicle Support, Vehicle Repairs, Infantry Repairs, A 'Mobile' Supply Depot, A Mobile CRU, Tanky, Thin Skinned, Slow, Fast, Secondary Damage Support, Ewar
10. Assault Dropships are a subject of much Hyperbole, What attribute is the ADS hurting in the most right now? Survivability Offensive Capability Skewed Windows of Engagement Transport Ability
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.
Anti-Infantry? Anti-Equipment? Anti-Vehicle? Burst? Long Range? Supression? Breach Firing? Bigger Splash? Higher ROF for lower Damage? Larger Magazines? Faster Reloads? More Backup Ammo? Come up with a goal theme for various prefix names.
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?
#6 LLAVs should have a designated support role. Infantry : light and fast Vehicle : Durable and slower 0 turrets. If possible,replace the turret with a repair tool. The driver will have one,and so will the turret operator. Vehicle shields must protect the driver and turret operator,or LLAVs will be dead at launch. Mobile supply depot module,when active creates a nanohive bubble up to 5m around the vehicle,refills vehicles and infantry. Refill amount,based on level,same for cooldown. High acceleration,high torque (off roading ability),low top speed. LLAV unlock skill bonus 5% efficiency of all logistics modules (scanner,MCRU,repair,Msupply) High shield recharge speed.
#9 LDS same as LLAVs,but with a total of 3 repair turrets. 2 gunners,1 pilot. Mobile triage and supply module.(like hybrid hives,efficiency increases per level) Can repair/refill vehicles and infantry with the module (Range 15-20m) High innate armor repair. Automatic triage/refill for all passengers.(Hospital ship)
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