Vulpes Dolosus
Molon Labe. General Tso's Alliance
2538
|
Posted - 2014.11.13 23:17:00 -
[1] - Quote
1ab) I like the way it is, and I actually want the dropsuit skill tree to mimic it a bit, but I can see arguments either way. I would rather have an Eve-like skill tree for both where each T1 (STD) vehicle has a racial skill but the T2 vehicles (ADS, LLAV, etc) has a skill that applies to all races (each having their own bonus and requiring lvl3-5 in the racial T1 skill).
2ab) Whatever you choose, I'd like to have more skill provide bonuses to vehicles, even if base vehicles have to get nerfed a little to compensate. This way people who actually have SP into vehicles have an advantage over those without.
3) Sure, why not? As long as they're very discernible from the others visually. Though how would their bonuses work without racial turrets? (Unless those are in the works as wellGǪ)
4) They should have lower slot counts, lower fitting space, and be pre-fitted with as many turrets as possible.
5) Attack. A pure scout/EWAR LAV wouldn't be very useful, though I wouldn't turn down a side bonus. They need to be strong enough to viably survive current AV, have bonuses to turret damage/ application (RoF, missile speed, etc), and fast enough to differentiate from regular LAVs.
6) They should be infantry support, not vehicle support. I'd like to see them have a native mod that works like a nanohive centered on the LAV (LLAV bonuses to ammo give, range, duration, or similar). They should also be more tanky (bonus to resistance) than regular LAVs, but not have a turret (with 1 or 2 extra seats in the back), and have a bonus to infantry RR (different bonuses for each race).
7) Anti-infantry, medium tank, bonuses to dispersion, reload, heat build up, accuracy, etc. to make hitting infantry easier, PENALTY TO DAMAGE to make killing infantry a little more difficult and make them powerless against other vehicles, also slowest of the tanks (point defense/ rallying point).
8) Anti-vehicle, moderately fast (same as current, STD tanks get a slight speed nerf), low tank, bonuses to damage and other things to help against vehicles.
9) Vehicle logistics. Should have unique "nose turret" RR mod (shield/armor depending on race) that it gets bonuses to per level. Bonuses to mCRU spawn time per level and defense resistances also considered.
10) Swarms do damage too accurately with no chance of evasion or countermeasures, not to mention bugs (reduce lock on window by about half and insta-cancle locks when out of the window). See my turret thread for more changes I'd propose.
11) Honestly, only variants I want for now are the Accelerated and Fragmented missiles (AV and AI, respectively, and removing the standard variant).
12) I'd like to see ancillary and regular repairs for both defense types. Anciliary armor would be active for a short time, giving bursts of hp, while the shield works like the regular shield booster does now (instant boost of hp), both with considerable recharge time. Regular armor repairs will work the same as current and shield will provide a smaller series of boosts over a longer time, but damage can't block the recharge.
13) Yes. Mobile "nanohives," bubble shields, turret based RR, mobile supply depots, MCRUs that can be turned off.
14) I do not want either suggestion (turrets or 1.8 ADSs).
15) [see points 9, 12, and 13], varied damage mods (reload, heat, recoil, etc), passive resists, "seat mods" (in place of auxiliary turrets), shield regeneration mods, and passive maneuverability mods.
*Note*: #15 should only be implemented if the number of slots for all vehicles get increased. It won't be worth sacrificing tank or fitting mods in place of any of these as vehicles are now. This will probably require a major rework to vehicles.
My ADS/turret thread.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
|