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Avallo Kantor
465
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Posted - 2015.03.02 20:47:00 -
[1] - Quote
The main points that need to be addressed as well for pilot suits is:
-How do you make an advantage on the suits that make them better than running other suits for vehicles?
I agree with IWS on the matter of not making pilots a "forced" choice to drive a vehicle, but that means that pilot suits need someway to be more attractive than other suits in driving a vehicle, such that it becomes the "sensible" option.
-How do you make a pilot wish to run a pilot suit other than militia.
For this one, we have to acknowledge for Pilot suits to be viable they have to have some benefit other than the naked suit itself, and that benefit has to be vehicle directed. People are not going to be willing to take on pilot suits if they are not in vehicles, and if a proto pilot suit can't give benefits to a vehicle over a militia suit, then nobody will run anything higher.
-They have to be balanced in cost WITH the cost of a tank or dropship in mind.
The pricing structure on these suits has to be something that can not add significant costs to vehicle users per life over what they have now. Already some vehicle users find themselves running hard on being ISK-neutral, let alone ISK-positive. Adding potentially the cost of a fully kitted out Proto Suit in cost is not something most pilots would be able to tolerate, except for the hyper wealthy.
(Note this could also be balanced by dropping the cost of vehicles, and modules)
-They cannot have PG / CPU Bonuses to Vehicles
A vehicle fitting must be able to stand independent of a pilot suit, or else you will have the situation of having to allow vehicles to fit illegal fittings, and potentially sit useless on the battle field. A Pilot should not have to take into account fitting considerations that nobody else in EVE or DUST has to.
-They should not have the "dead on exit" issue.
This issue originates in EVE where it was once possible to destroy a ship upon leaving it, as pilot skills enhanced it's hp values. By leaving the ship, these additional hp values would be lost causing the ship to blow up simply by having the capsuleer leave their ship.
This should not happen in DUST.
-Considerations for Multi-person vehicles and Dedicated Gunners?
Will pilot suits be able to affect any vehicle they enter, or would only the driver benefit the vehicle? Will there be any ways for "dedicated gunners" to affect their favored small turrets. (For example, a dedicated Dropship gunner may want to be able to improve their own gun, regardless of their pilot)
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Avallo Kantor
466
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Posted - 2015.03.03 17:47:00 -
[2] - Quote
Pokey Dravon wrote:Iron Wolf Saber wrote: Pilot suits are naturally fast and naturally stealthy weakest on hp of all classes weakest on repair and recovery of all classes decent stamina but slow to re-gen it back to be used more for running away to call a new vehicle in; not to rush into combat.
Id much rather have a slower, higher HP option so I don't get screwed as an LAV driver.
LAVs should be 'everyman' vehicles that don't require pilot suits. As such pilot suits will generally be in a vehicle, and not need to worry about how much hp they need to buffer.
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Avallo Kantor
469
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Posted - 2015.03.03 19:33:00 -
[3] - Quote
Pokey Dravon wrote:Avallo Kantor wrote:Pokey Dravon wrote:Iron Wolf Saber wrote: Pilot suits are naturally fast and naturally stealthy weakest on hp of all classes weakest on repair and recovery of all classes decent stamina but slow to re-gen it back to be used more for running away to call a new vehicle in; not to rush into combat.
Id much rather have a slower, higher HP option so I don't get screwed as an LAV driver. LAVs should be 'everyman' vehicles that don't require pilot suits. As such pilot suits will generally be in a vehicle, and not need to worry about how much hp they need to buffer. No vehicle should require a pilot suit. My point being that once we get our specialist LAVs back, I'll want to use a pilot suit to increase their capabilities, and if I'm so absurdly squishy that grazing shots will take my head off, that's going to be problematic.
Role bonus: 90% damage reduction while in a vehicle?
-Lore hoook: Pilot suits are unique configured to interface with a vehicle, and as such are able to access unique sub-routines to reroute ship shielding to protect their suits.
This would also help address the -extremely- rare issue of a pilot being shot out of a Dropship. (Which is possible)
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Avallo Kantor
469
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Posted - 2015.03.03 21:44:00 -
[4] - Quote
Why not have a vehicle link module that reduces damage taken while inside a vehicle? (In lieu of a pilot suit role bonus)
This helps to solve both sides of the argument:
-It allows Logi Lav drivers to protect themselves by choosing to fit a module that adds protection, but only inside a vehicle. (Such as a LAV)
-It weakens the max fitting benefit of a pilot suit on a LAV, by taking up one of the modules to fit protection, so that the max links a pilot may put on their LAV is limited, unless they sacrifice their durability completely for it.
-It still allows other suits to drive LAVs with no issue, and potentially allows for "gunner" fittings that focus on operating exposed gun turret seats.
On a note of balance: what % damage reduction while in a vehicle should such a module offer at std / adv /pro? |
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