Jaran Vilktar
CORP SIX KING
82
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Posted - 2015.01.02 15:38:00 -
[1] - Quote
First a little story: I was in an Ambush match while in a squad with a few corp bro's and at some point our squad's logibro somehow managed to deploy a drop uplink on his own arms and was able to rep players while providing a mobile spawn point. It was hilarious.
So, I thought that such a bug could actually be used to bring back something that was already in this game once but was removed. Team Deploy (Spawning on top of an allied merc).
The Mounted Drop Uplink would be kinda' like a mix between a Cloak Field and a normal uplink. It would be a piece of infantry equipment with high fitting costs that can only remain active for a set period of time and takes twice that much time to recover. Fluxes deplete it's operation time and cause a delay before it begins to recharge again. It's active animation could be similar if not identical to the spawn beacon that every uplink has. DUST merc's have some sort of backpack, once activated the Mounted Drop Uplink could be attached to a merc's back. If you allow the uplink to deplete it's operation time, it causes it to seize for some time like some laser weaponry and you take feedback damage. It can be fitted to any dropsuit with an infantry equipment slot, so long as you can afford to fit it. You can only fit 1 per suit. It is practically the opposite to the cloak field and can't remain active at the same time as the Cloak Field. While active, it produces the same sound uplinks produce and as an added penalty (Yay, more! ) it increases your dropsuit's scan profile by a certain amount that may or may not be less punishing across tiers. Logi Bonuses apply to this equipment. Whether the Amarr Logi bonus should have less of an effect on this particular uplink or not isn't something I'm feeling qualified to discuss as I'm neither a member of CCP or an Amarr Logi.
Required Skills: STD-Drop Uplink Deployment 2, ADV-Drop Uplink Deployment 4 and PRO-Drop Uplink Deployment 5
Stats:
STD "Mounted Drop Uplink" CPU: 46 PG: 10 Meta Level: 2 Max. Active: 1 Active Duration: 20s Recharge Duration: 40s Spawn Time Modifier: +50 % Max. Spawns Before Seize: 4 Feedback Damage: 75 HP Recharge Delay (After being Fluxed): 5s Seize Duration: 5s Scan Profile Increase (While Operational): 5% Cost: 1,800 ISK
ADV "R-9 Mounted Drop Uplink" CPU: 56 PG: 12 Meta Level: 4 Max. Active: 1 Active Duration: 25s Recharge Duration: 50s Spawn Time Modifier: +20 % Max. Spawns Before Seize: 6 Feedback Damage: 75 HP Recharge Delay (After being Fluxed): 5s Seize Duration: 5s Scan Profile Increase (While Operational): 5% Cost: 4,830 ISK
PRO "Viziam Mounted Drop Uplink" CPU: 83 PG: 15 Meta Level: 6 Max. Active: 1 Active Duration: 30s Recharge Duration: 60s Spawn Time Modifier: +5% Max. Spawns Before Seize: 8 Feedback Damage: 75 HP Recharge Delay (After being Fluxed): 5s Seize Duration: 5s Scan Profile Increase (While Operational): 0% Cost: 21,150 ISK
These are some rough stats, just let me know what you think of the general idea. And also, Thank's for reading!
DUST 514 Is the first FPS I played actively for the PS3 and is my favorite FPS to this very day. :)
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Jaran Vilktar
CORP SIX KING
84
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Posted - 2015.01.10 16:48:00 -
[2] - Quote
Regnier Feros wrote:But but my mobile cru dropship :( Honestly, the only way that MCRU's would become more useful atm is if they were to have a PG CPU rebalance, had ADV and PRO tier versions introduced, had improved spawn time modifiers along tier progression (Basically make them mimic uplinks a bit more) and they were set up so that once a player selects an MCRU to spawn in they will succesfully be able to do so even if the driver were to jump out of the vehicle halfway through deployment (only exception is when the vehicle is destroyed). Because nothing sucks more than waiting 10+ seconds just to have to select another valid spawn point.
EDIT: Also, sorry about abandoning the thread... I kinda forgot about it.
DUST 514 Is the first FPS I played actively for the PS3 and is my favorite FPS to this very day. :)
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