KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.23 13:29:00 -
[1] - Quote
That suggestion does have merit.
The point is not just to throw it in and add it to current gameplay.
What should either be done:
Option A): Part of finishing the vehicle roles as non-infantry CCP Rattati announced a while ago that non of the large turrets are meant to be anti-infantry anymore (well that change and intent hasn't been finished, L turrets still slay infantry).
But if HAVs have no purpose in fighting infantry, they are indeed lacking purpose. Being able to damage MCC would give a purpose to have them on field. In turn, creating a real reason to go anti-tank (infantry or other tank).
Option B): New game mode where objective can be damaged from certain position It would be bad design if HAV turrets could damage objective just anywhere, even though range might set some limits)
I've been devising a new or variation of a game mode where: - MCC (or some other target objective) has vulnerable spot underneath it (or some other close area) - New HAV turret capable of high turret elevation (a heavy AA turret? An artilley? An anti-MCC rail?) fittable on tanks - Those tanks wouldn't be as good as main battle tanks
That would create an area where you'd want to have specialist tanks be in order to win the game. Then, enter the counter gameplay. Note that some traditional hackable null cannons could be in game still.
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.24 18:08:00 -
[2] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:Just make it so that when all null cannons are in possession by one team they get a damage multiplier - make the match go by faster for stomps and/or give the losing team a chance to make an epic come-back if they get their **** together. ^ Much easier solution than attempting to shorten pointless matches by introducing something that could be exploited or not work as intended. If it still isn't ending fast enough...double the multiplier every 30 seconds.
That, or a mechanic which would work for BOTH the multiple null cannon control AND damage by vehicles ability:
If the MCC takes several hits during small time period, it would take proportionally greater damage. That would work well for cases of total null cannon control, as well as vehicles' supporting.
Technical implementation could be: Besides traditional shield and armor HP, MCCs could have a variable resistance shield, which would recharge at moderate rate. It would start with, say, 50% maximum damage mitigation (just an easy example!) A single null cannon hit would take it down to 30% (another example) in addition to normal damage that the null hit would cause although reduced by 50%. IF the MCC would be hit immediately, the normal damage would be higher as the resistance would be lower! The resist % would drop even further to some 10-15%.
That way rapid shots on MCC would be more powerful, even devastating
Now the sweet thing considering the vehicle damaging ability: The HAV rails could be too weak to cause too much HP damage BUT they could possibly help keep the resistance low! That way HAVs themselves couldn't decide the outcome of the match but could be beneficial to the effort! Also, that would avoid the dull job of being a non-stop MCC pounding monkey; it would be enough to fire a volley just before a null cannon would hit the red MCC! Allowing the tanker to do other tasks in the meantime.
KERO-TRADER is my official Eve character for Dust trading.
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