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[Veteran_Mavado V Noriega]
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Posted - 2012.06.10 15:32:00 -
[31] - Quote
Zekain Kade wrote:I would like to see how jump packs would work in this game. Hell I'd like to see thruster packs (being able to skate along the ground at twice the running speed in any direction, but only being able to use it once or twice per charge.)
if u want to see how jump packs work take a look @ killzone 3 and how they did it
EDIT: i see ppl talking about jetpacks im against any form of this. Jump packs however like how KZ3 had them, im open to see how they could work. We dont need ppl flying through the air all game with jetpacks |
[Veteran_JohnnyAugust]
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Posted - 2012.06.10 15:37:00 -
[32] - Quote
Nova Knife wrote:No. That is all.
Seriously - You can't make a 'suggestion' without at least providing some thoughts on how to implement them, what they would add to the game, or even why you want them added.
"Because they are awesome, or because XXX game had them" Are not valid reasons.
Any game with enhanced jumping simply makes you see everyone jump nonstop during combat. They already nerfed jumping once to make it cost more stamina and not possible to jump with less than half of your maximum. Why would they revert that change by giving everyone superjumps? Granted, jumping makes you an easier target to anyone who can actually aim, the majority of players can't track people for whatever reason. Totally different ball of wax, and I digress. A lot of the terrain is designed so that you can get up/around it. Terrain is not just there to look pretty as scenery, it creates bottlenecks that enforce 'tactical gameplay'. If you can ignore terrain as you please to just go whereever you want, you risk breaking the game, as everything may as well be flat at that point. An infantry who is hard to see should not have unhindered mobility, ever. If you want unlimited mobility around the battlefield without worrying about terrain- Like said above, use a dropship.
As mentioned in an above post : Jetpacks are terrible for essentially the same reasons I just listed. They are slightly more acceptable if anti-air weapons are able to lock them and installations saw them as a valid auto-fire target. However, they still seem highly unnecessary and any 'advantage' they pose is mirrored by a dropship, which has the added bonus of being able to carry more people, better guns, more tank, have people spawn in it, and (later) cloak.
This. You want jumppacks? Play KZ, Warhawk, or Starhawk --- something those games do unapologetic b/c those are what those games are meant to do. I want a legit shooter. Jetpack implementation is begging for this to be turned into a cartoony spam swarm ridden arcade game. |
[Veteran_Danfen Stark]
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Posted - 2012.06.10 15:56:00 -
[33] - Quote
I say...
A. Jumppack, not Jetpack. Make it so it lifts you up, but only for 2-3 seconds, to get up some of the higher ledges. B. Make it empty your shields. Easily explained that the power for your shields are instead diverted to power the Jumppack
AND
C. Give it a limited amount of uses per life (rechargable via nanohives etc)
D. Make it a module to be fitted, such as in an equipment slot
Afterall, they should be a tool for navigating terrain and overcomming obstacles. Under this system, they 'can' still be used in combat, but only as a last resort, such as to escape by jumping up the nearest cliff. People who try to bunnyhop with them will soon learn...
It may 'seem' severely gimped, but only through looking at it from a direct combat perspective imo. |
[Veteran_Traynor Youngs]
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Posted - 2012.06.10 16:09:00 -
[34] - Quote
I think that any idea, if balanced, is just another dimension to the game.
For those that say jumppacks=no teamwork, I could say fast scout drop suits just run away and go all hero, so scouts = no teamwork. Or I could say that the heavies slow us down and we leave them, so heavies=no teamwork. Or I could say tanks only have one pilot and can't follow into buildings and so we leave them behind, so tanks=no teamwork...see where I am going with this?
As for the "if you want jump packs, go play XXX" Well if you don't want jump packs go play a game without them. Another spurious argument.
Now, for the constructive part.
A jump pack that has some set thrust. This thrust acts differently based on how heavy you are. So a heavy suit with a jump pack would not be able to jump nearly as high and would take longer to do so. THis way it is not restrictive to a single suit, but a tradeoff. Second, it should use a fuel that is like ammo, has to be refueled and can only be good enough to get a scout from the bottom of the canyon, onto one of the mesas on our current map, but that would eat up all of the fuel. A heavy would be able to jump over something smaller, or over a barrier but not much else. They should be an equipment slot so you can't carry them and nano hives. Your shield and armor repair should not work while using it (it takes all your suits power) or they could have a set % decrease to shields, and you shouldn't be able to use any primary weapons while jumping, only sidearms and only from the hip and should suffer from a penalty to accuracy. They should also be pretty hard CPU/Powergrid wise to fit it but not so much to require a 99% reduction bonus on any kind.
So in summary, Equipment slot so they prevent you from having too much utility/power to solo with it. Uses fuel that needs to be refilled by nano hives or supply points. Has a thrust value that in relation to your suits weight, determines speed and height. Prevents your shield and armor reps from functioning while in use. (or set % decrease to shields all the time) needs discussion. Prevents primary weapon use. Only sidearms from the hip use Penalty to accuracy. Intensive to fit.
This would add some mobility to certain drop suit fits, but would require tradeoffs. They could easily be countered. They cannot operate solo well because they run out of fuel. They would not be good for "OMG!, RUN" because you make yourself visible and your shields and armor don't refill.
All in all, it would be fun, and would add an additional level of complexity and strategy to fitting and deployment. Does your sniper use a jump pack to get to those great sniper spots, or a nano hive so he can rearm when needed? |
[Veteran_Templar Two]
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Posted - 2012.06.10 16:29:00 -
[35] - Quote
Well I imagined the jetpacks to use fuel/energy bar but also that fuel/energy would regenerate over time. As a trade off for this kind of jetpacks should be that you can only fly for 2-3 seconds max.
Also to use jetpack you would have to sacrifice shields & armor: -Less shields because that powers is used for the the "fuel recharge" -Less armor because if you must be light to fly. |
[Veteran_Sintel Jenner]
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Posted - 2012.06.10 18:04:00 -
[36] - Quote
if.. IF.. and only IF we are going to be stuck with jumppacks because everyone is begging for them, they'd better work like mechwarrior jump jets. Although since we don't have an overheating mechanic in this game it's hard to really balance them. Still, I think it's a horrible idea. I just have flashbacks of Tribes with everyone jumping around like fleas on meth. |
[Veteran_Ascythian]
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Posted - 2012.06.10 18:26:00 -
[37] - Quote
As a current player of tribes ascend whose entire gameplay is based around jumppacks, I can only attest to their awesomeness. How they would work in dust 514 is another matter of course. |
[Veteran_Sintel Jenner]
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Posted - 2012.06.10 18:30:00 -
[38] - Quote
Well I only played the first Tribes. It was a mess, and I really would rather not see that kind of "gameplay" again. |
[Veteran_Ascythian]
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Posted - 2012.06.10 18:35:00 -
[39] - Quote
Sintel Jenner wrote:Well I only played the first Tribes. It was a mess, and I really would rather not see that kind of "gameplay" again.
Different strokes for different folks although I personally like different kinds of fps's. I currently like ascends fast movement based, class based gameplay [best free to play game so far I think]. Dust 514 is a more realistic, tactical futuristic based gameplay which I also like but that doesn't mean jetpacks have no future. They just have to be designed well and the controls would need to be decent. Also swarm launchers would be able to home in on them ;P |
[Veteran_knight dt]
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Posted - 2012.06.11 05:15:00 -
[40] - Quote
As I said about them before: "Jet Packs. Yes, if you let people shoot while flying then that increases the rate of foolish wild gunfire, people doing crazy up/down bunny exploitation things. But what if you couldn't shoot while flying? Also, there is the problem of people getting damaged and then flying away before you can kill them. But what if armor damage prevented flight? Problem of increased mobility being an advantage far above any other speed module attachment. How about limiting fuel to just a few short jumps or one moderate jump?
Each of the other suggestions also has drawbacks and flaws that could be discussed.
My point is simply that there are ways these could be implemented to increase options (and fun) without giving unfair advantages or creating silly situations."
From my previous thread:
https://forums.dust514.com/default.aspx?g=posts&m=112876#post112876 |
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[Veteran_Kovak Therim]
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Posted - 2012.06.11 05:27:00 -
[41] - Quote
Commsnipes16 wrote:You don't want this turning into HALO though with their extremely ridiculous jumps
Absolutely not, but a little jump assist for a guy using a heavy suit would be nice. Hell, maybe make a prototype heavy suit with that built in for a big price.
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[Veteran_Cantus]
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Posted - 2012.06.11 05:36:00 -
[42] - Quote
Um. No.
I don't think the Eve/Dust lore mentioned anything about it. It wouldn't be canon to the story. |
[Veteran_Templar Two]
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Posted - 2012.06.11 08:01:00 -
[43] - Quote
knight dt wrote:As I said about them before: "Jet Packs. Yes, if you let people shoot while flying then that increases the rate of foolish wild gunfire, people doing crazy up/down bunny exploitation things. But what if you couldn't shoot while flying? Also, there is the problem of people getting damaged and then flying away before you can kill them. But what if armor damage prevented flight? Problem of increased mobility being an advantage far above any other speed module attachment. How about limiting fuel to just a few short jumps or one moderate jump? Each of the other suggestions also has drawbacks and flaws that could be discussed. My point is simply that there are ways these could be implemented to increase options (and fun) without giving unfair advantages or creating silly situations." From my previous thread: https://forums.dust514.com/default.aspx?g=posts&m=112876#post112876
Ia agree with you: adding options is a noble goal.
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[Veteran_Templar Two]
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Posted - 2012.06.22 11:13:00 -
[44] - Quote
CCP you showed interest in Stealth Claking and I feel that Jetpacks could really be great as well. Are you considering them? |
[Veteran_Fat Axel]
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Posted - 2012.06.22 14:59:00 -
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Sindavathar Jr wrote:Any of you gents played/read warhammer 40k stuff? Like the space marine jump packs. Basically a super jump with controlled landing =D! I would LOVE to see that since they have the controlled landing in place. And it would be a good anti flyer class. Jump up close to a flyer and try to plan explosives if its low enough. Then fall back down.
+1 in spacemarine the jump packs where just one big blast of a jump then a more graceful fall to the ground where u aimed for a landing zone. i would like this as long as u cant use it to divebomb into ppl like in warhammer |
[Veteran_Templar Two]
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Posted - 2012.06.23 07:37:00 -
[46] - Quote
Jumpacks a la Space Marine are too much IMO. Also in Space Marine jetpacks are tuned for a specific class, a melee class if I am not mistaken, so they have been designed with that gamepaly in mind. |
[Veteran_ma ho ho]
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Posted - 2012.06.23 08:22:00 -
[47] - Quote
I approve so long as wearing one makes you eligible for scram missile launcher lock. Even if you are not jumping. |
[Veteran_ma ho ho]
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Posted - 2012.06.23 08:23:00 -
[48] - Quote
ma ho ho wrote:I approve so long as wearing one makes you eligible for scram missile launcher lock. Even if you are not jumping.
also i want the back pack to blow up if someone shoots it. That is all. |
[Veteran_Templar Two]
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Posted - 2012.06.30 08:23:00 -
[49] - Quote
Any plans for jetpacks CCP? Medics with jetpacks would be invaluable IMO. |
Brann Ereon
Amarr Templars Amarr Empire
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Posted - 2012.06.30 09:24:00 -
[50] - Quote
Cool idea but I don't think it fits into the game very well, if at all. I would rather see a small, one or two person gunship style aerial vehicle implemented. Make the one seater quick, lightly armored and lightly armed and it'll probably fit in better than a Halo style cartoon jump jet pack. |
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