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Lenz Hong
THE ANGELS CALL
25
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Posted - 2015.06.03 04:51:00 -
[1] - Quote
Well, considering the Power Cores concept CCP Rattati was studying may become real, i have some doubts if this could be used as base to expand the game in some ways...
Is possible to apply this Power Core concept to Vehicles, Weapons and Equipment? Considering that LAVs and HAVs are already made with the same Slots and everything, changing just the CPU/PG, they are the easiest option to update to this concept, right?
Regarding Weapons and Equipment, if they are not already made using a concept like this, would be possible to change to this concept? If change, would be possible to have enough free space to all Weapons and Equipment be editable, as we have now for Vehicles and Dropsuit?
As example, I'm pretty sure that all the rifles "have" a scope attached, even if it's not used (case of the Assault Rifle "family", all have a scope, but just the Burst and Tactical use it), maybe a module to activate it, changing the zoom? a core to say how the weapon will behave? Also, if i remember correctly, someone already made this suggestion (to apply just modules that would activate or change values, not changing the 3D model itself) and someone from CCP said that this could be done. Any chance to this concept help to develop this?
This could be expanded to have modular enhancements to the equipments, for example a module to apply more nanites to a nanohive or more clones to a drop uplink without using more space?
Using the model we have now (H and L slots, CPU/PG) would be possible to change in such a way that the mods would use the Weapon/Equipment's CPU/PG (if needed), instead of using the Dropsuit's CPU/PG?
Regards o7 |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.06.03 04:59:00 -
[2] - Quote
I see no reason why the Vehicles could not have a powercore, as they have already undergone sloticide as you pointed out.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Lenz Hong
THE ANGELS CALL
26
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Posted - 2015.06.04 02:28:00 -
[3] - Quote
Pokey Dravon wrote:I see no reason why the Vehicles could not have a powercore, as they have already undergone sloticide as you pointed out.
I hope they add Vehicles to the Power Core concept, would be nice to have Scout/Logistic Vehicles (maybe this can even help in the development of the Pilot suit) |
spridis
D3M3NT3D M1NDZ
4
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Posted - 2015.06.04 05:54:00 -
[4] - Quote
I have a question? Why dose a missile tank have more then 6 shoots if it has 6 barrels then it should shoot 6 missiles. For many reasons one it can shoot like 12 before reloading so where is it keeping the ammo, two it being full auto pluses a damage mod kills every thing. My proto shield tank with more then 4000 shields and a shield hardener was killed by a basic missile tank with a proto damage mod. I only know this because i asked the guy/girl after some angry words where exchanged lol. Back to my point my tank was killed with in a few seconds of engaging his/her madruger and i shoot him/her first with a adv rail. Just wondering if you are going to put it back into volleys so its more fair nested of a full auto harbinger of death. Ps i know this is a syfy game and any thing is possible i just think it would be more fair is all, mainly because it took me and my friend in gun-logys i had a adv rail and he had a proto and the mudruger with a proto missile still got my shilds even with a hardener on from over 4000 down to just about 300 shields before he/she died (Ps this was a different battle) my point is that it's supper op the way it is now that's all. So some info on what you plan to do with it or any havs drop ships or lav or there weapons would be nice. Ty for your time
Blood before Honor, Honor before Friends, Friends before Lies, Lies before Enemy's.
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Lenz Hong
THE ANGELS CALL
27
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Posted - 2015.06.10 00:44:00 -
[5] - Quote
bump |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
434
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Posted - 2015.06.10 03:39:00 -
[6] - Quote
spridis wrote:I have a question? Why dose a missile tank have more then 6 shoots if it has 6 barrels then it should shoot 6 missiles. For many reasons one it can shoot like 12 before reloading so where is it keeping the ammo, two it being full auto pluses a damage mod kills every thing. My proto shield tank with more then 4000 shields and a shield hardener was killed by a basic missile tank with a proto damage mod. I only know this because i asked the guy/girl after some angry words where exchanged lol. Back to my point my tank was killed with in a few seconds of engaging his/her madruger and i shoot him/her first with a adv rail. Just wondering if you are going to put it back into volleys so its more fair nested of a full auto harbinger of death. Ps i know this is a syfy game and any thing is possible i just think it would be more fair is all, mainly because it took me and my friend in gun-logys i had a adv rail and he had a proto and the mudruger with a proto missile still got my shilds even with a hardener on from over 4000 down to just about 300 shields before he/she died (Ps this was a different battle) my point is that it's supper op the way it is now that's all. So some info on what you plan to do with it or any havs drop ships or lav or there weapons would be nice. Ty for your time
Can you please never make such a wall of text again? I can't look at that, it hurts.
As for your question at the beginning (couldn't read the rest), it's because the first iteration of Large Missile turrets fired burst of 6 shots. 12 still however makses sense, as systems similar to it have been made before..... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.10 12:17:00 -
[7] - Quote
Lenz Hong wrote:Well, considering the Power Cores concept CCP Rattati was studying may become real, i have some doubts if this could be used as base to expand the game in some ways...
Is possible to apply this Power Core concept to Vehicles, Weapons and Equipment? Considering that LAVs and HAVs are already made with the same Slots and everything, changing just the CPU/PG, they are the easiest option to update to this concept, right?
Regarding Weapons and Equipment, if they are not already made using a concept like this, would be possible to change to this concept? If change, would be possible to have enough free space (with the changes in Dropsuits) to all Weapons and Equipment be editable, as we have now for Vehicles and Dropsuit?
As example, I'm pretty sure that all the rifles "have" a scope attached, even if it's not used (case of the Assault Rifle "family", all have a scope, but just the Burst and Tactical use it), maybe a module to activate it, changing the zoom? a core to say how the weapon will behave? Also, if i remember correctly, someone already made this suggestion (to apply just modules that would activate or change values, not changing the 3D model itself) and someone from CCP said that this could be done. Any chance to this concept help to develop this?
This could be expanded to have modular enhancements to the equipments, for example a module to apply more nanites to a nanohive or more clones to a drop uplink without using more space?
Using the model we have now (H and L slots, CPU/PG) would be possible to change in such a way that the mods would use the Weapon/Equipment's CPU/PG (if needed), instead of using the Dropsuit's CPU/PG?
Regards o7
utilizing the power core system combined with SKINs could only bring more benefit to the game in terms of resource management. There is no reason whatsoever why it should not be applied.
Weapons can be accomplished by adding a weapon SKIN slot to the dropsuits and then pointing all identically scripted variants to the same rendered model.
The only equipment not using a generic, universal model/SKIN is the templar uplink if I recall correctly.
Weapon modification not being a thing may be related to the resource problem cores are meant to address.
Weapon/equipment PG/CPU is a COST taken away from the dropsuit, not additional resources provided. there should never be a way to expand dropsuit resources via adding items other than PG/CPU mods.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Lenz Hong
THE ANGELS CALL
27
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Posted - 2015.06.11 04:12:00 -
[8] - Quote
Breakin Stuff wrote:Lenz Hong wrote:Well, considering the Power Cores concept CCP Rattati was studying may become real, i have some doubts if this could be used as base to expand the game in some ways...
Is possible to apply this Power Core concept to Vehicles, Weapons and Equipment? Considering that LAVs and HAVs are already made with the same Slots and everything, changing just the CPU/PG, they are the easiest option to update to this concept, right?
Regarding Weapons and Equipment, if they are not already made using a concept like this, would be possible to change to this concept? If change, would be possible to have enough free space (with the changes in Dropsuits) to all Weapons and Equipment be editable, as we have now for Vehicles and Dropsuit?
As example, I'm pretty sure that all the rifles "have" a scope attached, even if it's not used (case of the Assault Rifle "family", all have a scope, but just the Burst and Tactical use it), maybe a module to activate it, changing the zoom? a core to say how the weapon will behave? Also, if i remember correctly, someone already made this suggestion (to apply just modules that would activate or change values, not changing the 3D model itself) and someone from CCP said that this could be done. Any chance to this concept help to develop this?
This could be expanded to have modular enhancements to the equipments, for example a module to apply more nanites to a nanohive or more clones to a drop uplink without using more space?
Using the model we have now (H and L slots, CPU/PG) would be possible to change in such a way that the mods would use the Weapon/Equipment's CPU/PG (if needed), instead of using the Dropsuit's CPU/PG?
Regards o7 utilizing the power core system combined with SKINs could only bring more benefit to the game in terms of resource management. There is no reason whatsoever why it should not be applied. Weapons can be accomplished by adding a weapon SKIN slot to the dropsuits and then pointing all identically scripted variants to the same rendered model. The only equipment not using a generic, universal model/SKIN is the templar uplink if I recall correctly. Weapon modification not being a thing may be related to the resource problem cores are meant to address. Weapon/equipment PG/CPU is a COST taken away from the dropsuit, not additional resources provided. there should never be a way to expand dropsuit resources via adding items other than PG/CPU mods.
I agree that would bring benefits, the only doubt was about how it'll be implemented. Considering the way it'll be implemented to Dropsuits, can it be implemented in some way that helps the ability to customize the weapons, equipment and vehicle?
About the weapons, I understand that the only way to upgrade the CPU/PG should be the upgrades, but i still think that weapon modules should stick with the weapon.
Why not change to Weapon is a BPO + PC (just in the Dropsuits model) but the PC instead of just the slots act as a BPC? For example, the (plasma) Assault Rifle, would be: Magazine (x1 = 70) Max Ammo (x1 = 350) Reload modifier (x1 = 3sec) Damage (per tier, x1 = 30.9, 32.44, 34..) Accuracy Rating (per type, Assault, Breach...) Scope (default=no)
the damage would be changed per tier and would be what use more resources, but everything would be editable, changing the CPU/PG of the weapon...
Anything like this could/would break the game? Or it would stay as it is? o.O |
Maken Tosch
Dust University Ivy League
11
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Posted - 2015.06.11 04:42:00 -
[9] - Quote
It is possible, but vehicles are a special case and not everyone in the game (who don't attend the forums) agrees with applying that concept to vehicles. Not only that, the concept of power cores will only be applied to dropsuits in particular for the time being as this is a major change to how progression is handled. Thankfully, the concept does not carry any of the faults that were seen in CCP Z's idea of progression for Project Legion.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.11 07:47:00 -
[10] - Quote
While I understand you are eager for customizable weaponry, my realistic assessment is that it is off the table because the PS3 has no RAM, only VRAM.
The game, besides the obvious graphical memory hogging and database bloat, also shares a lot of calculation spam on the fly.
Not only do dropsuits need to be rendered, but skill profiles have to be loaded to those dropsuits (and vehicles) preloaded into the VRAM. This means the affect of one player on another is never going to be equal to the effect by his teammate five meters away.
This creates uneven application of force and defense mechanics that the game must resolve on the fly. That calculation spam that DUST shares with EVE is why I expect that the modifiable weaponry features discussed on and off over the years are off the table.
Once we get a port to a new platform, whether that is to PC or PS4, that issue can very likely be given another look.
But until then, I'm pretty certain it's off the table. The more flexibility available on the fly to players, the more RAM must be available in order for the game to function.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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