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DeathwindRising
ROGUE RELICS
883
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Posted - 2015.02.28 03:30:00 -
[1] - Quote
What if they didnt go away when you destroyed them? like if we could only disable them?
then they could be repaired and be used again.
everything about them would stay the same, except destroying an installation would only put it into a disabled state. no one can use it until its repaired again.
would that make vehicles useful? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17346
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Posted - 2015.02.28 03:42:00 -
[2] - Quote
DeathwindRising wrote:What if they didnt go away when you destroyed them? like if we could only disable them?
then they could be repaired and be used again.
everything about them would stay the same, except destroying an installation would only put it into a disabled state. no one can use it until its repaired again.
would that make vehicles useful?
Suggested this before. Good to know you had the same thought!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3050
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Posted - 2015.02.28 05:10:00 -
[3] - Quote
That would make using vehicles a pain in the bum.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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LOOKMOM NOHANDS
Warpoint Sharx
45
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Posted - 2015.02.28 06:21:00 -
[4] - Quote
I can see the WP farming already..... |
Heimdallr69
Negative-Feedback. Negative-Feedback
4728
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Posted - 2015.02.28 07:06:00 -
[5] - Quote
Free installations that take 10 years to disable by the already underperforming vehicles would suck.. Now if they cost ISK and weren't free or were a lot quicker to disable than they currently are then hell yeah.
Removed inappropriate content - CCP Logibro
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7403
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Posted - 2015.02.28 08:53:00 -
[6] - Quote
Vulpes Dolosus wrote:That would make using vehicles a pain in the bum. The HP of installations could be returned to previous levels were this the case.
Net gain for vehicles and ground forces.
AV
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3159
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Posted - 2015.02.28 10:01:00 -
[7] - Quote
I am all for this idea..... on ONE CONDITION - CCP brings back the 200+ hp/sec installation repair tool. (Its in the game somewhere) otherwise repairing installations would be a lengthy and unrewarding experience.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7403
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Posted - 2015.02.28 10:44:00 -
[8] - Quote
CommanderBolt wrote:I am all for this idea..... on ONE CONDITION - CCP brings back the 200+ hp/sec installation repair tool. (Its in the game somewhere) otherwise repairing installations would be a lengthy and unrewarding experience. Just give the installations a 2x rep bonus from remote reps received along with current regen values.
This could make installation capture more involved thanwhat we have. Disable turret, then hack. Then repair. Giving manned installations an active repair "module" that disables the gun while the installation recovers could be neat.
AV
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17355
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Posted - 2015.02.28 11:07:00 -
[9] - Quote
Breakin Stuff wrote:CommanderBolt wrote:I am all for this idea..... on ONE CONDITION - CCP brings back the 200+ hp/sec installation repair tool. (Its in the game somewhere) otherwise repairing installations would be a lengthy and unrewarding experience. Just give the installations a 2x rep bonus from remote reps received along with current regen values. This could make installation capture more involved thanwhat we have. Disable turret, then hack. Then repair. Giving manned installations an active repair "module" that disables the gun while the installation recovers could be neat.
I've always thought one way of doing it was to allow vehicles and infantry to put them into a "reinforced mode" once in that mode they are returned to neutral status and do nothing but repair slowly over time. Infantry and Vehicles can attempt to help them repair past a 50% threshold at which point they can be used again.
To prevent WP farming simply reduce the WP pay out for disabling them.
Result being turrets that do not completely hold up and stop the function of vehicle play, also turrets that infantry are required to defend and maintain if they want the benefits of. At the same time these turrets cannot be removed from play entirely meaning infantry can repair and maintain them as they see fit to be used in an anti vehicle role from angles vehicle pilots might not expect.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Stefan Stahl
Seituoda Taskforce Command
1004
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Posted - 2015.02.28 11:36:00 -
[10] - Quote
Breakin Stuff wrote:Vulpes Dolosus wrote:That would make using vehicles a pain in the bum. The HP of installations could be returned to previous levels were this the case. Net gain for vehicles and ground forces. This is the way forward. |
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Takahiro Kashuken
Red Star.
4038
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Posted - 2015.02.28 13:29:00 -
[11] - Quote
No
I hate installations because the blaster and missiles are automatic and they have more HP than my HAV and blue dots don't defend them and red dots just hack them and i have to destroy them just so i can get out of the redline without being shot.
Now with this change it means i have to make sure that installations are down and out before i can even hunt any enemy vehicles but sods law the installation goes red at the wrong time and does more damage to me than the enemy does and i die all because blue dots do not look after anything and that i cannot cause enough damage to kill the installation either. |
DeathwindRising
ROGUE RELICS
889
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Posted - 2015.02.28 14:43:00 -
[12] - Quote
True Adamance wrote:Breakin Stuff wrote:CommanderBolt wrote:I am all for this idea..... on ONE CONDITION - CCP brings back the 200+ hp/sec installation repair tool. (Its in the game somewhere) otherwise repairing installations would be a lengthy and unrewarding experience. Just give the installations a 2x rep bonus from remote reps received along with current regen values. This could make installation capture more involved thanwhat we have. Disable turret, then hack. Then repair. Giving manned installations an active repair "module" that disables the gun while the installation recovers could be neat. I've always thought one way of doing it was to allow vehicles and infantry to put them into a "reinforced mode" once in that mode they are returned to neutral status and do nothing but repair slowly over time. Infantry and Vehicles can attempt to help them repair past a 50% threshold at which point they can be used again. To prevent WP farming simply reduce the WP pay out for disabling them. Result being turrets that do not completely hold up and stop the function of vehicle play, also turrets that infantry are required to defend and maintain if they want the benefits of. At the same time these turrets cannot be removed from play entirely meaning infantry can repair and maintain them as they see fit to be used in an anti vehicle role from angles vehicle pilots might not expect.
Being able to have the option of repairing disabled installations opens up an engineering role, comparable to logistics. Current rep tools could have their installation and vehicle reps buffed.
ive had other ideas as well. such as the ability to change the turret, or even upgrade the turret using wp. i also want a radar installation lol.
its been how long since the game's been out and literally zero work has been done to installations. i think they would be a great way to give vehicles a role on the battle field |
Stefan Stahl
Seituoda Taskforce Command
1004
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Posted - 2015.02.28 15:02:00 -
[13] - Quote
DeathwindRising wrote:ive had other ideas as well. such as the ability to change the turret, or even upgrade the turret using wp. i also want a radar installation lol. I feel that this is PC territory. Conquer district, choose installation types, upgrade installation defenses, fortify null cannons (hacks take longer) etc. or raid a hostile district to reduce its defenses.
I like the radar installation though. Great idea. |
Derpty Derp
Dead Man's Game
865
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Posted - 2015.02.28 17:58:00 -
[14] - Quote
I'd rather people payed 50k - 200k isk to call in new turrets if they wanted them.
As someone who has several times defended a (somewhat overpowered) installation, I can say with some certainty, bringing it back from the dead would make them stupidly over the top.
If you want a turret, keep it alive...
If you want your tanker to keep it alive, keep it blue...
If you want it to be useful, use it. |
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