Pokey Dravon
OSG Planetary Operations Covert Intervention
5097
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Posted - 2015.03.01 07:52:00 -
[1] - Quote
DaemonVok wrote: CCP, I'm not saying you have not made progress, because saying such couldn't be further from the truth. However, I'd like to propose that even as you have many leads into creating a better game experience, you seemingly chucked the most entertaining idea you've ever had, in my opinion.
I remember watching your trailers back in the olden days, back when the suits were reportedly 375k, tanks were 1.5m, and we could buy installations, and lastly the MCC was actually going to be bought, and piloted. Don't be so quick to dismiss me, OR your long passed ideas. Please hear me out, even though this will be very long-- The tanks you had in mind, obviously would've been tiered, and thus proto would be far more expensive, upwards of 3m per tank.
That does support an interview you guys made in said olden days to suggest pride in earning one's place in battle. To pilot such a death machine as that tank would have been glorious. As it is, no-skill players just pay for a respec and dominate in what SHOULD be, a heap of junk. I know you're making progress already but please, bring back our tanks and more so the real tankers can take back our places.
Secondly, Lavs are extremely underpowered and should be able, if HIGHLY skilled into, to play an actual role. For now, they are just ground transport vehicles that we just leave to die. I want either my Light ASSAULT vehicle back, or my Little Tank Logi Buddy back. I like to rep my tank friends.
Thirdly, Dropships need a few adjustments. Whether it means granting a buff to speed in general, level-wise or tiered speed ranks (1-3-5 slower to faster ships) or be buffed to take less damage from swarms and forges, because they are really squishy and I hate dying to lightpoles that graze my ship, or INVISIBLE swarms that somehow hit with more missiles than should be shot (lag swarms I call them) where the swarmer somehow shoots all 3 volleys simultaniously. I hate that and it happens often.
Also, The Mobile CRU's need to be brought back and have their purpose. Same as uplinks, given faster spawn times as tiered up or skilled into. (I personally want to propose the idea that the GALLENTE pilot suit be the scanner pilot, the AMARR be the uplink or mobile CRU pilot, the CALDARI be the mobile ammo crate pilot(for vehicles of course), and the MINMITAR be the bonus-to-vehicle-reps pilot. AKA, the LOGI LAV pilot, or LOGI DS pilot).
Along with the vehicle ideas, I've already touched on this but I'd like to say this quickly, PILOT SUITS NEED TO ACTUALLY BE MADE. It wouldn't be TOO difficult, and here are my ideas. For starters they'd need modules for boosting what they do as their role in the vehicle. Their boosts given for what the suit does, their modules that grant greater boosts AND race bonus boosts to say, Amarr Pilots in Amarr vehicles. Such modules could be, say for Gallente, the scanner pilot, precision to their scans, range to their scans, what have you. Caldari, more ammo reserves, and maybe even act like a supply depot and rep a VERY LIMITED amount so as to not infringe on the Minmitar pilots' rep bonus, (assuming you bring back logi vehicle things) and the Amarr get a -% to Mobile CRU spawn times.
Giving an EVEN GREATER ROLE to vehicles. Pilot suit would GREATLY change the face of the game. As per their suits... This would be tricky. All suits force you to equip a weapon, but I think Pilot suits should not be granted any weapons whatsoever. Instead, given a boost to their specific race's vehicle weapon. (only granted if in and on their race's vehicle) They're not made for combat unless said combat is within their vehicles.
If they choose to bail just before their vehicle dies, the should not be able to defend the suit, because that's cowardly. Maybe high and low slots similar to scouts for the modules that boost their vehicles, kind of limited, because we don't want super OP vehicles. No grenades, and maybe one equipment slot probably for a cloak to get to safety if the decide to bail, just to get to a safe and secure place to drop another vehicle. The last thing on pilot suits, maybe add two more things to do when they're in their vehicle, one would be an eject button, (EVERYONE THAT HAS EVER PILOTED ANY VEHICLE KNOWS WHY) and a lock-in button.
This lock-in button is not a forced choice but one that would substantially boost their specific role such as for Caldari, more ammo granted per second or slightly more supply-depot-like reps. Gallente, longer and/or 'deeper' scans. Minmitar, greater reps per second. And Amarr, maybe even less spawn time, or since at this point it's getting kind of redundant, give the suit it drops an overshield-like characteristic once they land after jumping out, because the Amarr has got to have some other sort of purpose than JUST spawning benefits.
Each suit could buff their race-specific ADS to do more damage with their weapon. Amarr ADS, some kind of laser weapon, Gallente ADS, blaster and more straight olden day fire, not cone fire, Minmitar ADS, missles, and Caldari, the rails. You know. Lastly, and CCP this is the idea I cherish the most and seriously beg you to try to make real, the MCC. Spec'ing into the MCC to pilot, to make it more resilient, (obviously faction-based MCCs), or deal more damage, grant bonuses to damage depending on orders to capture specific null cannons, and even the possibility to lose it's turret from tanks, LAVs, or DS, by damage to the turret on the bottom being brought back. Missle turrets for the MCC, RAILS, and.... somehow, if possible, blasters. Bring back the MCC rotating around the map for more intersting gameplay. All ideas obtainable. Just after you make some more tweaks, this should be your next step to evolve this game.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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