Kaeru Nayiri wrote:Posting this on behalf of someone, I also think it's a great idea and a potentially less difficult implementation compared to full blown EVE style vehicle capacitor.
CONTEXT:
For awhile now, many vehicle users have wanted to have a capacitor on vehicles to manage active modules and balance them a bit better. Balance itself could be made easier with capacitor as very strong active modules do not need be nerfed into the ground or limited in other ways that may render them un-fun to use. Capacitor is an arguably complex system that DOES NOT cater well to the average FPS player. It's something that is very important in Eve but potentially just an unnecessary level of complexity in Dust.
IDEA:
What we are proposing is a compromise. Something simple, effective and different that can achieve the desired goal. This idea requires no change in the functionality of current active_duration modules.
Every vehicle has a certain number of Battery Cells. This is a number based on the hull. Some vehicles can have less others can have more. Every active module "occupies" a certain number of battery cells when it is turned on. When the module's active duration has run out, or when the active module is manually turned off, those battery cells are liberated for use. This is akin to bandwidth for equipment or even RAM for computer applications. If there are not enough available battery cells to activate a given module, it cannot be turned on.
EXAMPLE:
Tank with 8 battery cells rolls out onto the field. It is equipped with:
Heat Sink (2 cells)
FuelInjector (3 cells)
Armor HardenerA (5 cells)
Armor HardenerB (5 cells)
Passive Armor Repair (null)
Tank activates Armor Hardener A and drops from 8 cells to 3.
Tank activates Heat Sink and drops from 3 to 1
Armor Hardener A active duration runs out, battery cells go from 1 up to 6
Tank activates Armor Hardener B, going from 6 back to 1
Tank manually de-activates Heat Sink after ending engagement with hostile armor, going from 1 to 3
Tank activates Fuel Injector to escape hostile AV with hardener B still on, going from 3 to 0 cells left available for other modules.
After escaping into redline and all active modules turn off, all 8 cells are available for use again.
The important thing here is that it does not change the active_time and cooldown_time of current modules, meaning less overhead.
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In the future, I would like to see weapons that can disable X number of battery cells on vehicles, forcing their modules to deactivate if they cannot be sustained. I would also like to see more active modules, the likes of which we cannot implement right now because they would be OP. With this battery cell system, we could easily see the co-existence of active and passive armor repair, as well as shield boosting.
THANK YOU FOR READING