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Lazer Fo Cused
Shining Flame Amarr Empire
678
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Posted - 2015.01.27 19:19:00 -
[1] - Quote
1. It has to have an overall role bonus that will affect all vehicles 1a. It has to have a racial bonus 1b. It can have upto 3 bonuses - Dont complain my Amarr Logi has 3 bonuses 1c. It has to have a bonus that can affect the vehicle when in the vehicle
2. Role Bonus - 5% per level to Shield and Armor - Is useful on all vehicles 2a. Role bonus - 5% per level to activation and cooldown timers - Problem only useful on vehicles which have active modules 2b. Role bonus - 5% per level to CPU/PG for vehicles - Problem is you cannot call in invalid vehicles or even spawn inside your vehicle 2c. So out of 3 the 1st one would be more useful to all vehicles overall
3. Racial Bonus - Has to unique and useful enough to each race 3a. Caldari - Shield bonus of some sort such as booster rep rate, Gallente - Armor repair bonus or drones if they existed, Amarr - Armor HP value or possibly a speed modifier to plates since amarr is about buffer, Minmatar - Speed or possibly shield based bonus 3b. Racial weapon bonus - Caldari - Missiles so bonus to either ROF/missile velocitydamage/reload, Gallente - Blaster so bonus to ROF/Damage/Heat build up/Reload/Dispersion, Amarr - Lasers so bonus to Heat Build up/Range/Damage/ROF, Minmatar - Autocannons/Artillery so bonus to ROF/Optimal Range/Damage/Splash 3c. It could be a mixture of bonuses, one for the hull and one for the weapon
4. Possible infantry/vehicle modules than can be fitted onto the suit to enhance the vehicle in various areas such as damage/ROF/shield recharge/Armor rep rate etc 4a. Militia 1%, Basic 2%, Adv 3%, Proto 4%
[quote=Breakin Stuff]
Confirming that pilot input is not, and never was, valued.
[/quote]
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3977
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Posted - 2015.01.31 22:28:00 -
[2] - Quote
The most important thing about the "pilot" suit to me is that you have to account for the tier of the suit. What seems like a very long time ago, I made a post about changing the way bonuses are applied relative to suits.
The key problem is that once you hit 5 in pilot suits, if the bonuses are applied as we have them now, there'd be no reason for an exclusive vehicle-user to deploy in anything but a basic suit. The bonuses would be the same regardless, and the pilot gets most of their protection/utility from their vehicle. Maybe that means we need modules for dropsuits that would impact vehicles too (pilot modules) to warrant using a proto suit. Something to think about anyway.
The Dren Swarm fiasco.
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Atiim
Titans of Phoenix
15362
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Posted - 2015.02.01 01:47:00 -
[3] - Quote
2a. This skill already exists. 2b. This would be better suited as a core skill. 2c. Indeed, 2a is the only practical one you listed.
4a. Bonuses to Damage and RoF would be game-breaking, and in the case of Shield/Armor HP/s would't that fall under the category of an AoE Remote Repairer / Transporter?
Also 1/2/3/4% values are too low to make a significant difference.
The 1st Matari Commando
-HAND
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TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1598
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Posted - 2015.02.01 05:18:00 -
[4] - Quote
yes i'll take that armor rep buff..
AKA Zirzo Valcyn
AFKing since 2012
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2919
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Posted - 2015.02.01 14:56:00 -
[5] - Quote
Something I'd like to amend, as well as make it apply to all bonuses:
Either: Only the pilot's skill apply to the hull and all turrets (even passengers')
or
Only the pilot's skills apply to the hull and main turret; passengers' apply to the turret they are operating.
Skill stacking was a major problem with the old ADS skills. I can't see a way to give pilot suits/vehicle skills decent bonuses if skill stacking is still possible; it will make them OP, and if the bonuses are nerfed to counter it, they'll be pretty much worthless (see ADS skills now).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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