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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
107
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Posted - 2014.11.27 21:44:00 -
[1] - Quote
To begin, vehicles are not in the best state right now. They are reaching their spot with various tweaks here and there, but they need to fill in a huge gap.
Currently, vehicles are very plain. We have HAVs that provide fear and firepower on the field. We have LAVs that provide quick and easy transportation with small firepower. Lastly, we have Dropships that provide excellent transportation with some firepower.
Now, I believe that these are all plain vehicles. Their is currently no variety or tiers of vehicles. I believe that vehicles should be just as effective as dropsuits. Now I ask the creators and developers. What is being done to fix this. What is being done to provide a useful vehicle experience.
First and foremost, I will repeat what many others have said. BRING BACK THE REMOVED VEHICLES. This will be a huge step in fixing vehicles. Tweaks can be made from their.
Standard tier vehicles.
These should be the current vehicles as they serve the only purpose of slaying and transporting troops. These should be effective with one driver only as they are.
Advanced tier vehicles.
These should be a mix of standard and proto vehicles. But here is where my crazy mind kicks in and adds a different flavor in the game. We have squads that are effective on the ground, but could be better on vehicles for the team. My idea is to add different positions IN the vehicles themselves. We already have a pilot/driver. But to spice things up, give new abilities to vehicles. I firstly think that all scanners and electronic advances should be removed/stripped from the pilot. At adv levels, the pilot should ONLY be allowed to drive (I'm still thinking about HAVs though. They might perform better if the driver also controlled turret.) at adv levels, extra passengers slots should be added. This is where the bigger variety comes in. Let's take a HAV as an example. At standard, it should have its 3 turrets/seats and armor/shelf slots with ewar and co is removed, leaving it only useful at slaughter and transportation. At adv, 1 more passenger slot is added with a special purpose. Let's say you have your pilot/gunner, and your 2 gunners, but now, you have lets say a scanner mod. The other passengers takes control of your scanner. He controls when to turn the scanner on or off. He has the ability to focuse the scanner onto a certain area to get better results. He has FULL control on ewar. He can "tag" certain targets to attack first. He is the guy you look up to to help your team spot snipers.
For dropships, this would be the same case. Their is an additional slot next to the pilot who controls what ever other mod you have.
For LAVs, I thought that the current one would be the std tier, and MAVs would be added as adv and proto tier vehicles. Then, since the MAV can carry more passengers, this idea can apply.
Prototype tier vehicles.
Same as adv, except it has two extra slots for controllers and the ability to use multiple mods simultaneously, as well as more slots. Adv and proto vehicles would fall into your "logistics" vehicles as they have LOTS of slots that will help in many ways.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
107
|
Posted - 2014.11.27 21:58:00 -
[2] - Quote
New mods/stuff
Same armor plates and reps
Full function scanner (FULL ewar-precision, profile dampner in certain areas, swarm lock on/jammer, cloak scanner)
Same fuel injectors/afterburner
Same damage mods
Same shield recharger/extenders
Repair mod-repairs teammates/installation close to vehicle.
Nanohive mod - vehicle served as a supply depot/nano hive (ammo only)/also serves as "extra ammo" that is currently on use.
Same cru
Data sharing mod (can only be used if scanner/ewar is used as well) teammates that are near vehicle exchange ewar info
Same hardeners
Flare/disrupter mod. X% chance that swarms will be screwed and missiles won't lock to you
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
107
|
Posted - 2014.11.27 23:31:00 -
[3] - Quote
I guess, well when I tho this out, I wanted the current vehicles to be the std versions so I guess you would still use it as is. The new flavor would be adv and proto vehicles, which would act as our "logistics" vehicles.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
107
|
Posted - 2014.11.28 16:05:00 -
[4] - Quote
Tesfa Alem wrote:True Adamance
I mean I am already paying 700,000 ISK for a hull for a Gunnlogi (more so for ADV tanks) and to be honest I want to fire my main gun and use my own modules.
[i wrote: 700,000 ISK?[/i] All tank Hulls are 97K, what game are you playing? To the OP obviously yes to releasing the old vehicles and more modules. If giving acess is to my modules is optional but not a requiremen nor an impediment to flying or tanking solo then yeah, i could maybe see sharing a cockpit. otherwise, its my isk, my sp, and my ship. it would be fun to eject useless co pilots though, if we ever get that option.
Again, the current vehicles would be the standard. You would be fine. The adv and proto are the logi vehicles that are effective when used with your squad. I'm also hoping we get the ability to kick players from vehicles.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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