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Thokk Nightshade
Montana Militia
895
|
Posted - 2015.06.11 01:02:00 -
[1] - Quote
Just like the title says, what if, in addition to Drop uplinks to be placed, it was possible to have an uplink backpack? Think of it as a Mini Mobile CRU. Here are my ideas on how it would work. It would take up an equipment slot (obviously).
1. It should cost ~ 15 bandwidth give or take (yes, I know it is high. It should have a high cost) 2. It should be 2-3 times the price in ISK of the same level of actual drop uplink. 2. Unlimited Spawns while the clone is active (if I am on the ground bleeding out, someone can still spawn on that point until it is terminated. Since it is in a backpack, it can hold an infinitely larger supply of material for cloning. 3. Set up Std./Adv/Pro by spawn time.... 15/10/5 seconds 4. It is not automatically activated upon spawning. Once turned on, it is activated and begins eating bandwidth. Placing any equipment that would push someone over their bandwidth, if no other equipment is placed, would automatically destroy the equipment placed down. 5. Equipment can be placed while it is active provided it follows bandwidth protocol. 6. The user is still able to fire weapons/throw grenades/hack as normal.
This gives Logis (primarily) another tool and a way to be useful to the team. If I am WEARING the spawn pack, I am able to defend it much easier. It also allows for squad spawning on a particular location to push an objective and would give others an incentive to keep the logis alive (in addition to the ones they already have). It will also paint a bigger target on said Logi's back when people realize there are clones spawning in right on top of him like a mobile CRU
Let me know your thoughts about the positives/ negatives of something like this. Thanks in advance!
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
895
|
Posted - 2015.06.11 02:20:00 -
[2] - Quote
Alena Ventrallis wrote:1. Spawn links don't generate the clones. They simply make a wormhole to get the clone onto the battlefield.
2. We have no assets to add on backpacks to clones.
3. What's stopping this from being put on a scout? Doesn't a link that can cloak and shoot back and is controlled by a player seem a little OP?
4. Mobile CRUs barely work on vehicles, I don't want to know what chaos they'd cause on infantry. Imagine a whole team that spawns inside a wall and gets stuck because the link person is too near a wall.
That is why I had the 15 bandwidth. We can up ot so only Logis can equip it or do like heavy weapons and lake it logi only.
The backpack doesn't have to be visible. Visually nothing needs to change. As for the wall issue, I agree that could be a problem but it is no different than uplinks placed in bad places that locks a clone in a specific location.
As to your first point.... I don't have an answer than doea it matter if it works?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
896
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Posted - 2015.06.12 15:04:00 -
[3] - Quote
Zan Azikuchi wrote:Alena Ventrallis wrote:1. Spawn links don't generate the clones. They simply make a wormhole to get the clone onto the battlefield.
2. We have no assets to add on backpacks to clones.
3. What's stopping this from being put on a scout? Doesn't a link that can cloak and shoot back and is controlled by a player seem a little OP?
4. Mobile CRUs barely work on vehicles, I don't want to know what chaos they'd cause on infantry. Imagine a whole team that spawns inside a wall and gets stuck because the link person is too near a wall. Make it have heavy CPU and PG cost, it doesn't have to be/add a backpack (it can be an invisible equipment) , think of BF3-BF4-BFHL. Makes sense so long as said logi cant super brick shield or armor or put on ANY adv/proto gear, and so long as cost of said uplink cost in isk is heavy as well, it'll balanced just fine.
Agreed. I was thinking for CPU/ PG It would have to be steep since we are getting unlimited clones oit of it. Not sure on numbers. For ISK, maybe 60-70-80k at std/adv/pro?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
896
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Posted - 2015.06.12 15:05:00 -
[4] - Quote
Kain Spero wrote:Personally, I'd like this actually instead of uplinks.
Good idea though +1.
I was going to suggest that but figured a LOT of people would be screaming (scouts mostly) because it takes away one of their functions.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
896
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Posted - 2015.06.12 15:08:00 -
[5] - Quote
DJINN Jecture wrote:Thokk Nightshade wrote:Just like the title says, what if, in addition to Drop uplinks to be placed, it was possible to have an uplink backpack? Think of it as a Mini Mobile CRU. Here are my ideas on how it would work. It would take up an equipment slot (obviously).
1. It should cost ~ 15 bandwidth give or take (yes, I know it is high. It should have a high cost) 2. It should be 2-3 times the price in ISK of the same level of actual drop uplink. 2. Unlimited Spawns while the clone is active (if I am on the ground bleeding out, someone can still spawn on that point until it is terminated. Since it is in a backpack, it can hold an infinitely larger supply of material for cloning. 3. Set up Std./Adv/Pro by spawn time.... 15/10/5 seconds 4. It is not automatically activated upon spawning. Once turned on, it is activated and begins eating bandwidth. Placing any equipment that would push someone over their bandwidth, if no other equipment is placed, would automatically destroy the equipment placed down. 5. Equipment can be placed while it is active provided it follows bandwidth protocol. 6. The user is still able to fire weapons/throw grenades/hack as normal.
This gives Logis (primarily) another tool and a way to be useful to the team. If I am WEARING the spawn pack, I am able to defend it much easier. It also allows for squad spawning on a particular location to push an objective and would give others an incentive to keep the logis alive (in addition to the ones they already have). It will also paint a bigger target on said Logi's back when people realize there are clones spawning in right on top of him like a mobile CRU
Let me know your thoughts about the positives/ negatives of something like this. Thanks in advance! You are really overthinking this, no one cares who dies, clones already spawn right in on top of me when I activate my links. I can fire my gun now so far I see no need for this.
But your links are only good for so many clones and you are not (normally) going to stand right next to your uplink to defend it the entire time it is functioning. I get your point and appreciate the feedback. I'm just trying to diversify the options and give up MOAR CHOICE which is always positive, right?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
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Posted - 2015.06.12 18:43:00 -
[6] - Quote
Kain Spero wrote:Before we get too caught up in what the CPU/PG and ISK cost of this hypothetical item might be it'd be nice I think to find out if something is even plausible in terms of coding.
As far as I know the mCRU code is a mess and we'd need CCP weigh in on if this idea could commandeer the current drop uplink code.
Also a suggestion instead of Uplink Backpack maybe just call it a Mobile Uplink?
Honestly, I could almost see this as something that logistics dropsuits have built-in like the logi dropships of old.
I like the idea overall, but would we have to look at equipment slots? Uf we build it into the Logiframe, that is giving Gal/Min logis essentially 5 equipment slots at proto. If we did build it in and cut the CPU/PG comparatively. Also, would Std/Adv/Pro suits have the same parameters (flat 5-7 second spawn time) or would we tier it based on level?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
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Posted - 2015.06.12 18:51:00 -
[7] - Quote
Zan Azikuchi wrote:Kain Spero wrote:Before we get too caught up in what the CPU/PG and ISK cost of this hypothetical item might be it'd be nice I think to find out if something is even plausible in terms of coding.
As far as I know the mCRU code is a mess and we'd need CCP weigh in on if this idea could commandeer the current drop uplink code.
Also a suggestion instead of Uplink Backpack maybe just call it a Mobile Uplink?
Honestly, I could almost see this as something that logistics dropsuits have built-in like the logi dropships of old. Logically speaking, it just has to be like a module, just in the equipment slot, no graphic's really needed, if people cry that much about it, you can have said logi's make the uplink sound, but a little louder (a little). It is in fact, simply code, so there's nothing else to it, i'm sure the dev's could punch this out over the week-end. (Was I positive about CCP for once? First I agree with Breakin Stuff on something, now THIS?!... Something's wrong with me.)
I agree on the module slot. Steal the mcru code, add it to an uplink, rename it and have it work either with an activation or automatically, with no additional graphics needed. The sound idea is also a possibility. If we want to increase their EWAR as was suggedted so they are scanned by, well, basically anything as a negative, that could be a good drawback to offset the various benefits.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
|
Posted - 2015.06.12 18:57:00 -
[8] - Quote
Zan Azikuchi wrote:Thokk Nightshade wrote:Kain Spero wrote:Before we get too caught up in what the CPU/PG and ISK cost of this hypothetical item might be it'd be nice I think to find out if something is even plausible in terms of coding.
As far as I know the mCRU code is a mess and we'd need CCP weigh in on if this idea could commandeer the current drop uplink code.
Also a suggestion instead of Uplink Backpack maybe just call it a Mobile Uplink?
Honestly, I could almost see this as something that logistics dropsuits have built-in like the logi dropships of old. I like the idea overall, but would we have to look at equipment slots? If we build it into the Logiframe, that is giving Gal/Min logis essentially 5 equipment slots at proto. If we did build it in, I think we would have to cut the CPU/PG comparatively or take a slot away (similar to the built in cloak idea for scouts). Also, would Std/Adv/Pro suits have the same parameters (flat 5-7 second spawn time) or would we tier it based on level? 20 second's basic, 15 seconds adv, 10 seconds proto, kind of seemed a bit obvious.... And it shouldn't be a built in module, it should be a piece of equipment that takes alot of PG and CPU but leaves enough for a weapon and a few modules basic modules
I'm on my phone so can't type as fast ad you. Lol. I do think the 20 seconds at std seems a bit high. Even a standard uplink has lower spawn times than that. Is this because it is unlimited, you want it to have an additional drawback?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
|
Posted - 2015.06.12 19:09:00 -
[9] - Quote
Zan Azikuchi wrote:Thokk Nightshade wrote:Zan Azikuchi wrote:Kain Spero wrote:Before we get too caught up in what the CPU/PG and ISK cost of this hypothetical item might be it'd be nice I think to find out if something is even plausible in terms of coding.
As far as I know the mCRU code is a mess and we'd need CCP weigh in on if this idea could commandeer the current drop uplink code.
Also a suggestion instead of Uplink Backpack maybe just call it a Mobile Uplink?
Honestly, I could almost see this as something that logistics dropsuits have built-in like the logi dropships of old. Logically speaking, it just has to be like a module, just in the equipment slot, no graphic's really needed, if people cry that much about it, you can have said logi's make the uplink sound, but a little louder (a little). It is in fact, simply code, so there's nothing else to it, i'm sure the dev's could punch this out over the week-end. (Was I positive about CCP for once? First I agree with Breakin Stuff on something, now THIS?!... Something's wrong with me.) I agree on the module slot. Steal the mcru code, add it to an uplink, rename it and have it work either with an activation or automatically, with no additional graphics needed. The sound idea is also a possibility. If we want to increase their EWAR as was suggedted so they are scanned by, well, basically anything as a negative, that could be a good drawback to offset the various benefits. Thats why I said basic modules, it'll give them little room for anything good, but make it at least a little (very miniscule) possible to survive, I think it should be an activation module, like give it time while its active and have them wait the same amount of time it takes to spawn someone (so basic 20/20, adv 15/15, proto 10/10, it could also work as simply wait 20 seconds for it to be ready again across the board, that could definitely work too). As for spawning area, you should spawn behind said logi with the Uplink Pack, not in front, always behind.
So would it be limited to one spawn per activation or as many people as can start their spawn in the alloted time? Is there a reason it wouldn't be able to remain actve like a regular uplink or MCRU?
Agree on location of spawn. It should always be behind. That just makes sense.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
|
Posted - 2015.06.12 19:11:00 -
[10] - Quote
Zan Azikuchi wrote:Thokk Nightshade wrote:Zan Azikuchi wrote:Thokk Nightshade wrote:Kain Spero wrote:Before we get too caught up in what the CPU/PG and ISK cost of this hypothetical item might be it'd be nice I think to find out if something is even plausible in terms of coding.
As far as I know the mCRU code is a mess and we'd need CCP weigh in on if this idea could commandeer the current drop uplink code.
Also a suggestion instead of Uplink Backpack maybe just call it a Mobile Uplink?
Honestly, I could almost see this as something that logistics dropsuits have built-in like the logi dropships of old. I like the idea overall, but would we have to look at equipment slots? If we build it into the Logiframe, that is giving Gal/Min logis essentially 5 equipment slots at proto. If we did build it in, I think we would have to cut the CPU/PG comparatively or take a slot away (similar to the built in cloak idea for scouts). Also, would Std/Adv/Pro suits have the same parameters (flat 5-7 second spawn time) or would we tier it based on level? 20 second's basic, 15 seconds adv, 10 seconds proto, kind of seemed a bit obvious.... And it shouldn't be a built in module, it should be a piece of equipment that takes alot of PG and CPU but leaves enough for a weapon and a few modules basic modules I'm on my phone so can't type as fast ad you. Lol. I do think the 20 seconds at std seems a bit high. Even a standard uplink has lower spawn times than that. Is this because it is unlimited, you want it to have an additional drawback? Sorry for double post, that's actually EXACTLY it, unlimited spawns on someone, potentially means that allies can spawn in on someone even hacking an objective, in ambush a heavy could spawn right behind them, in PC 1 guy turns into 6.
Makes sense. It is still possible to happen but only if they queue spawned and hit at the same time. Makes sense. Agreed.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
|
Posted - 2015.06.12 23:27:00 -
[11] - Quote
Kain Spero wrote:Not really sure why people are thinking that this needs to have such a high fitting cost associated with it. A proto uplink gives you the ability to place two pieces of equipment that get a reasonable set of spawns and gives you 4 more links in reserve. These links also persist even if the carrier is killed.
In the case of the mobile uplink once the logi is dead that's it for spawns. I could see a profile penalty being reasonable though.
So are you thinking along the lines of fitting cost = uplink of same tier? I just see a lot of people screaming "infinite spawns = OP". The fact the spawn point dies when you do kind of negates the fears in my opinion and I don't like the idea. However, it is building a negative I to the equipment to make sure it keeps balance.
What I could see is a logi having this plus maxed out shields/armor + proto rep tool with two proto sents protecting him and an assault with a needle around to bring him back . That squad could single handedly allow an entire team to spawn in. By upping the fitting costs, the logi would have to go down in tier of rep tool & HP stacking, making the logi and, by extension, the uplink more vulnerable.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
899
|
Posted - 2015.06.12 23:33:00 -
[12] - Quote
Jaran Vilktar wrote:I like this idea. I actually made a similar post several months ago Here. The topic is locked and forgotten but check it out if you want.
There are some solid ideas and yours is certainly more fleshed out than mine. A lot of the negatives brought up in your thread are being touched upon here as well, but if you want to add suggestions revisions, I am all for it.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
905
|
Posted - 2015.06.13 13:35:00 -
[13] - Quote
CommanderBolt wrote:I'm not going to go into detail but thing main thing I like about spawning on a dedicated logi as opposed to a random location dotted around the map is that it encourages and fosters teamwork. (That's not to say that links are still not great to have along too)
This is one of the things I had in mind. I like the idea of keeping uplinks but, in doing this, it gives Logis a more significant impact and also means (hopefully) people will be tryi g to keep the Logi alive to give the team a better chance to push either an objective or an area or to reclaim a supply depot/etc.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
941
|
Posted - 2015.06.14 20:11:00 -
[14] - Quote
I am in agreement with the general thoughts on the thread. The bw + fitting seem to be the points of conversation. I agree on the "spawn behind always" is a solid idea.
The only other point of conversation is whether it is permanently active like an uplink or something that has to be turned on/off a la a cloak. I think both ideas could be acceptable given we have the fitting costs/ISK costs etc. set to be comparable. Maybe have 2 seperate ones, 1 always on and 1 that has to be turned off/on, similar to regular and triage nanohives. There isn't really a need fir a "one or the other mentality."
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
941
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Posted - 2015.06.15 20:21:00 -
[15] - Quote
Zan Azikuchi wrote:Thokk Nightshade wrote:I am in agreement with the general thoughts on the thread. The bw + fitting seem to be the points of conversation. I agree on the "spawn behind always" is a solid idea.
The only other point of conversation is whether it is permanently active like an uplink or something that has to be turned on/off a la a cloak. I think both ideas could be acceptable given we have the fitting costs/ISK costs etc. set to be comparable. Maybe have 2 seperate ones, 1 always on and 1 that has to be turned off/on, similar to regular and triage nanohives. There isn't really a need fir a "one or the other mentality." Then, the one that is active, has to be like the RDV thing's are que'd when their being brought down, and given time to drop (spawn).
Might be a little excessive. I don't think the people playing are going to want to wait for the spawn and then sit and wait on the RDV to drop them down. Most likely they will get hung up in the air by their head and get slapped around until they get either get killed or someone comes up and shoots them while hanging from the RDV. It would be funny but I don't think the people spawning would appreciate it.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
941
|
Posted - 2015.06.28 04:23:00 -
[16] - Quote
Zan Azikuchi wrote:
But then what'd be the point of turning it off when you can just carry a MUP and a repair tool? Repair tool's don't use bandwith last time I checked.
Kain touched on it but to expand on his. You can run wirh this/rep tool and nanite injector and let it run the whole match. However, you could also roll with nanohives and RE's / uplinks etc... you are in a squad on rhe move and your squad mates are running low on ammo. You shut off the Backpack, drop some nanohives to restock, then restart it.
Another scenario.. you are rolling and all of a sudden your squadmates get wiped. You know the enemy is closing in. You know you are toast and anyone spawning in is basically committing auicide. Instead of burimg clones, shut it off and take your death without anyone else dying unnecessarily.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
941
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Posted - 2015.06.28 04:25:00 -
[17] - Quote
el OPERATOR wrote:Was hoping for awesome tale of Tash Murkon random Amarrlogi blueberry carrying failing teams to success with strategic deployment options in faction warfare. Oh well.
Mobile CRU fannypack? I kind of like our non-teammate spawning, when I play BF4 now its always disorienting to kill a dude then be shot at by one his squadmates spawning in on his corpse. But thats just me.
Is it different than hacking a CRU and someone spawning in on it amd taking you out when you are hacking it? Situational awareness is going to just play a bigger part.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
946
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Posted - 2015.06.29 02:42:00 -
[18] - Quote
Zan Azikuchi wrote:Still think it should be more like the cloak, cause then you won't have to constantly worry about your enemies spawning in against you, need's to be timed. Otherwise new FOTM, also because it would completely over shadow the use of normal Uplink's, because EVERYONE often carries hive's of their own, any squad with enough common sense is gonna have someone with link's and someone else with hive's, or just carry their own basic hive. Anything to keep themselves or the squad sustained.
Let's not turn this into a "This is what's right, your wrong" kind of thread because that's where this is heading right now.
Naw, agree completely. This is for discussion and we are getting a lot of it, and good discussion at that.
I can see both variants working as long as the fitting costs are appropriate. If the CPU/PG is high enough on the "permalink" version, it would dissuade enough people (I believe) from it becoming FOTM.
The idea of making it like a cloak module that has to be turned on / off is plausible as well. We would just have to look at duration/fitting costs. I could see an issue with someone trying to spawn in on you and the timer runs out on the "open window" so he has to re-queue on a normal uplink.
I do honestly believe there is room for both versions just like the variations of nanohives, burst amd regular weapons, etc. Give people variety and let them decide if the bonus of a permalink is worth the CPU/PG/ISK costs and gimping the rest of the fit or if they would prefer to have an infinite uplink but they have to manually control it more.
The idea of this lighting up your scan profile seems to me it would benefit the person using it off/on becsuse it can be killed to hide. Risk/reward plays in. Do you run the perma that, once on, puts a beacon on our ass but gives a greater chance for WP or run the manual one that give s you less of a chance for WP but more security and hiding ability?
That is a question I would lve to have an opportunity to answer.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
982
|
Posted - 2015.07.03 19:15:00 -
[19] - Quote
Devadander wrote:So far so good. Couple things though.
Needs to be to logi, what cloak is to scout. Usable(ish) by other roles but at great cost. (Sacrifice) Perhaps a slight fitting bonus for logi if the equipment fitting bonus isn't enough.
Extreme bandwidth cost that can't be negated. Sprinkle or wear. Suits without enough can use but nothing else, suits with enough can try to sprinkle a little. Don't forget, there's four popular equipment that cost no bandwidth. A walking uplink with scans needles and reps is powerful enough.
Following that line of reason, always on.
The mcru timing is nice, if that could be debugged. If not I have no suggestions there. Just really don't want to fight a 1v1 that suddenly becomes 1v8.
Profile increase I like, but not extreme ranges. And a huge no to a noise. Please no. Less for giving my position and more for my headache lol.
As a neat suggestion, there could be an augment equipment that a logi could sac another equip slot for spawn modifiers. Skilling crupack gives the related augment tier, or just another tree for sp sink, either one.
Mods could include; reduced profile, faster spawns, fitting reduction ( as the mods would cost little to no pg cpu ) more spawns at once, etc.
Loving it, lets not let this one fade guys.
Thanks for the great feedback Devadander. I think most of your ideas are definitely a step in the right direction.
I see what your saying about the cloak. I just don't like the idea (it was mentioned before) of a scout being able to sneak in somewhere with a cloak, turn this on, and spawn in a whole team. Of course, with fitting costs for CPU and PG high enough, the ability to put this and a cloak on would mean they have room for almost nothing else so it may not be as bad as I'm thinking.
I agree on the bandwidth cost but remember, at Proto a logi has, what, 32 bandwidth? If the bandwidth cost is too high, only proto logis will be able to use it. We need to have it so even a standard logi can use this, even if it can use nothing else. Make it 18 and give Logis a 20% fitting cost so a std. Logi can use it.
The two paragraphs above highlight a major issue. If we want everyone to be able to use it, the bandwidth has to be low enough to allow that. If we want extreme bandwidth, it limits it to exclusively logis. So we have to determine which is more important; the ability for everyone to use it or to make it cost so much they can use only this and nothing else.
I personally like the idea of limiting it to logis. It gives them SOMETHING that is strictly theirs
I love your idea of the augments. Giving up a second slot to make it have faster spawns, etc. You can make this even better if you are willing to sacrifice something else to get it. However, I think putting this into the skill tree for SP is a better use of it. I can't see people sacrificing their one logi bonus (more equipment slots) to make 1 piece of equipment better.
I also put out, on a different thread, the idea of having Std/adv/proto be a difference in scan profile (removing 1 possible modifier). 25/15/5 db increase in profile at std/adv/pro (officer would have 0db difference if we want to go that far).
Again, thanks for the feedback. What's your take on my suggestions to your ideas. I love the overall concept and it definitely points out some positives/negatives of the overall idea.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.30 00:13:00 -
[20] - Quote
Meee One wrote:0 Bw to let other classes use it. Logis get a fitting bonus,amarr logi bonus applies.
Consumes 1 equipment slot.
Just like the cloak you must keep the activator out for it to work. Switching to a weapon disables it.
You can move,it doesn't effect your signature.
Capacitor based.
4 spawns at basic. 7 at ADV. 10 at Pro. Giving preference to squad mates.
Then the capacitor must refill.
Same cost as equivalent tier uplink.
So,dedicated large spawn counts. Or small mobile spawn counts.
I like the idea of the capacitor that limits how many can spawn in on a particular level. This would give a reason to use higher rated backpacks.
The capacitor could have a set recharge time of 30 seconds/ 45 seconds or something like that so after my adv. uplink backpack has 7 clones spawn in, it becomes inoperable for 30 seconds while it "refills" and then an additional 7 can spawn in..
I do think, if that was implemented, it should have something like a recharge where, if no one spawns in for so many seconds, that limit slowly refills (like 1 clone added up to max for every 15 seconds there is no spawn on it. If I have 3 spawns left, and no one spawns on me for 45 seconds, I have 6. It is just like reloading a 1/2 empty magazine.)
However, I don't agree with not being able to use a weapon. This does nothing to take away from visibility. In fact, with some of the suggestions, we would have greater visibility because it would increase our scan profile. By not allowing someone to use a weapon (by extention a rep tool, nanite injector, scanner or swapping to anything else) is too excessive and too much of a penalty. They need to be able to do other things besides be a moving target and spawn point. Even a MCRU on a dropship can defend itself, right?
I also don't agree with the 0 bandwidth. A sentinel should not be allowed to also be a mobile spawn point. I also don't like the idea of assaults or scouts running around with this ability. If they put it at 16, a proto assault or any logi can use it. That is a solid baseline in my opinion.
Good ideas and solid imput overall. Thanks for the ideas.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.30 00:35:00 -
[21] - Quote
Devadander wrote:My thoughts aren't always the most coherent.
When I mentioned cloaks I meant this should be like the cloak. Others can technically use it, but not like a scout.
I want the bandwidth high enough that you can't scatter much with one on at pro, and nothing else at lower levels. (keeping bandwidth-less equipment in mind this is not a big setback) One or the other, or being mediocre at both.
Also, with that high bandwidth, it will still be equipable/usable by suits with not enough bandwidth Lore; Bandwidth is in use keeping jump stream open. idk But the cost keeps one from using other items that deploy.
Example: Jonny Newberry has his callogi at adv and his crupack at pro. He can indeed put a pro crupack on his std logi and goto town. However, costs and requirements keep him from being a litter-logi, and also from fitting crazy tank.
This makes a few new classes of logi / gives logis more than just "fit one of each and brick out"
Glad to see this topic come back. o7
Discuss
Yeah, I get what you're saying on that. Logical. I wouldn't be totally opposed to others using it but I don't like the idea of a myofib scout with a mass driver hopping around and then in the middle of a jump, 2 sentinels drop out of the sky on top you.
I am a fan of bandwidth on it because we need to give it some sort of offset to ensure it isn't completely OP. Bandwidth, the ewar profile, and the idea that Meee One came up with about the capacitor to limit how many can spawn in at once would all help in offsetting the positives.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.30 01:00:00 -
[22] - Quote
Meee One wrote: Lol,i'm glad you thoroughly read,and didn't just post nonchalantly about sentinels carrying equipment.
Especially since they can't.
I did specifically say "consumes 1 equipment slot".
As for assaults and scouts,i'm taking into consideration WP as a whole.
Logis can carry it easily,then some.
Assaults will be using their one and only equipment slot.
And scouts can enable sneak attacks on enemies caught unawares.
As for not firing back... The ability to instantly spawn in up to 10 allies compensates for that.
Unlike links,the pack can spawn multiple allies at once,until the capacitor is extinguished. No timer,no waiting.
That sounds like a fair trade to me.
I read the 1 equipment slot and had a DERP moment with Sentinels. LOL. Good call.
I'm not totally opposed to allowing other suits to use it. I am just worried about the balance aspect of it and wanting to ensure we aren't giving one suit too many different positives.
As for the not firing back/ I guess I wasn't thinking "insta-spawn". I was thinking that when someone clicks on "you" technically, there is a countdown timer for them like an uplink or other spawn point, (be it 5, 7, 10 seconds). The ability to flip it on, have 3 squad mates or 9 teammates insta spawn on you, then turn it off seems excessive. If it WERE, insta-spawn, then by all means don't allow the operator to fire a weapon. If this is ever considered, I would want them to do extensive testing of that. 1 Proto backpack at the right time can completely flip a whole battle. Imagine the train track map with the point in the facility on Dom. I am able to get onto the walkway above the point. I turn this on, 5 heavies 2, assaults, 2 logis, a scout, and a partridge and a pear tree spawn in within 2 seconds, that is going to be such a huge advantage that I can't see how to balance it out with negativity. Even an ewar profile of 100 while it's on won't help because before someone can react and try and come after you, there are 10 people next to you pushing back.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.30 21:53:00 -
[23] - Quote
I would love to get a blue tag on this to see if there is any possibility of this happening. Or, vote Kain for CPM and let him bring it up on my behalf. Lol
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.30 21:58:00 -
[24] - Quote
Kain Spero wrote:Devadander wrote:Thokk Nightshade wrote:.... I turn this on, 5 heavies 2, assaults, 2 logis, a scout, and a partridge and a pear tree spawn in within 2 seconds..... Made me lol so hard Seriously, it has to be UP and tweaked up, or it will be stupid OP. Again tying spawning to an actual merc on the field has way more drawbacks than a fire-and-forget spawn pad that gets thrown in every nook and cranny. Again, it seems that the argument isn't whether or not the mechanic should exist, but more about the particulars of the form it would take.
Since you have a lot more experience with this game , what style of implementation/ mechanics do you think would work most efficiently. Sgt. Kirk, that is for you as well. I respect both your opinions and always enjoy your input.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.31 00:02:00 -
[25] - Quote
Devadander wrote:So far I like it as a non-handheld, high bandwidth, high cost pg cpu, logi specialty item.
I would like to see other classes use it, but badly compared to any tier logi. ( cost reduction and spawn time modifiers to role skills )
I like it as a sprinkle or wear option, with adv/pro logi being able to at least toss a few hives maybe one or two links. ( more for crupack fallback spawn than anything )
I really prefer it to be a mobile cru timing, one at a time, thing than having one guy turn into a whole team. Bad enough the first to spawn on a scout with one crammed on it will always be a heavy. (PC......)
Please god no sound. If we must... make it a soft soothing yet recognizable one. Please.
I'd like to see required resources keep the user from becoming a 1000 ehp uplink that can jump... ( no amount of flux will stop that roof party )
And more than anything, I'd like to see the lore be a 5th party like ORE or something that manufactures it.
You are basically in lockstep with my thoughts on this. I don't know about anyone being able to use it but if a scout or assault wants to waste a slot on it, they can, but at double the spawn timer.
I would also prefer two seperate models (a la the regular and triage nanohive). 1 is on all the time and the other can be switched off and on. I like the idea about the capacitor in addition as a drawback. you can spawn in x people then there is something like a cool down time (like the cloak) while it recharges to allow more people to spawn in.
I really dislike the multi-spawning at once. It needs to be 1 per/ x seconds or something like that..
Sound... ugh.That is going to be brutal to have that buzzing in your ear the entire time it is active.
As for the resources, I don't really know HOW we would prevent a commando from using this on his lone slot unless the bandwidth is high enough to restrict it to Logis and proto assaults.
BTW, I gave you one of my votes for CPM. I know anonymous and all but I like your suggestions and willingness to discuss things for the betterment of the game.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.31 13:33:00 -
[26] - Quote
Kierkegaard Soren wrote:Uplinks - limited spawn count, static deployment, available for whole team.
CRU Backpack - unlimited spawns tempered by longer spawn time modifier, carried by logis, available for squads that logi deploys with, similar to squad deploy from Battlefield series.
If it was for squads only, the incentive to run it is really diminished, especially in Pubs. Logis use equipment (for the most part) to help their team and gain WP. If only 3 people can use it, I would suspect people will choose other pieces of equopment that can assist the whole team instead of 3 people.
I run solo a lot aince I am also normally watching my daughter. I would NEVER be able to use this piece of equipment.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.31 20:45:00 -
[27] - Quote
Devadander wrote:Thokk Nightshade wrote:Kierkegaard Soren wrote:Uplinks - limited spawn count, static deployment, available for whole team.
CRU Backpack - unlimited spawns tempered by longer spawn time modifier, carried by logis, available for squads that logi deploys with, similar to squad deploy from Battlefield series. If it was for squads only, the incentive to run it is really diminished, especially in Pubs. Logis use equipment (for the most part) to help their team and gain WP. If only 3 people can use it, I would suspect people will choose other pieces of equopment that can assist the whole team instead of 3 people. I run solo a lot aince I am also normally watching my daughter. I would NEVER be able to use this piece of equipment. Feel free to join my pub chat, its on my CPM post. We're extremely casual and fine with random breaks. Give us a chance to bounce ideas real-time and assemble one mean post.
Good deal. I don't use my mic to often since I am normally watching the baby girl but if I get a chance to turn it on I'd love to have some realtime chats.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.31 23:19:00 -
[28] - Quote
deezy dabest wrote:Megaman Trigger wrote:Isn't there a glitch that does this already? I swear I've seen an Uplink stick to a merc before. You are exactly right. It has become far more rare but it still happens. Nothing is more fun than running around with a link on your back meaning you always have reinforcements. I would venture into the area of calling it a little OP but if it were function and not a glitch balancing would come into play.
I have tried to do it before just to see if I could. Never been able to. I did, somehow, however, get a nanohive stuck to a fattie with an HMG. That was pretty comical. The only time it has ever happened.
And I agree. If it was a thing, there would be balancing put into place beforehand.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.31 23:21:00 -
[29] - Quote
Devadander wrote:I'm just afraid for it to be a reality, and be super OP upon release, then get nerfed into uselessness.
Before Rattati, I would be worried about that. Rattati seems for the most part to err on the side of caution with a new item release (other than the cloaks but that is a different issue) so I would think he'd be cautious with it. I am thinking the shield threshold starting at 6 instead of something outrageous. Then after playtesting and seeing it life, he can adjust it up and down as necessary to make it worthwhile without being OP.
Thokk Kill. Thokk Crush. Thokk Smash.
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