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Shamarskii Simon
The Hundred Acre Hood
535
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Posted - 2015.12.15 02:34:00 -
[1] - Quote
Pilot Suits: The proposal By 'Shamarskii Simon'
This is not final. Suggestions and criticism will be gladly appreciated.
Objective: to introduce a new method to approach vehicles in Dust 514 through the use of suits. These suits will possess the ability to alter the vehicles modules and/or properties without interfering with vehicle fittings. These suits are complementary to vehicles, not supplementary.
Through analysis of multiple conversations and topics referring to pilot suits, I've came to the conclusion that pilot suits must alter the vehicle in question; however, without causing non-pilot suit users to become ineffective in vehicular combat. Pilot suits have the ability to add a dynamic nature to vehicles, rather than fits staying predictable and simplistic. This creates an SP sink for vehicle pilots (pet peeve... GÇ£Tanker.GÇ¥ I always think of those gas trucks first...) and increases vehicle diversity.
The main forum topic which the discussion has come from is "https://forums.dust514.com/default.aspx?g=posts&t=194343GÇ¥ A topic by Spkr4theDead mentioning pilot suits. Further along, Pokey, Derrith, True, and I, have stated a few ideas referring to the suits, also. Ignore the.. GÇ£disagreementsGÇ¥ that occur if you're going to read the topic.
You can also check out Pokey's document about a Vehicle Redesign... GǣIt needs to be revised... you can see some of my general thoughts on page 8: https://docs.google.com/document/d/16DwpratAsrJ1zbxry8VFqoeAMdFGuc-IsHNSPULZK6M/edit?usp=sharingGǥ GǪ which also influenced/reinforced my ideas for pilot suits.
Part 1: The bonuses Multiple people have said what the suit bonus should be, but I believe in keeping the bonuses simple and direct. Each bonus is affecting that races style: Amarr is armor, Caldari is shield, Gallente is armor repair, and Minmatar is speed. This is the most basic racial bonuses can get. If it is too complex, it can cause a situation of absolutes: the suit will be too strong, or too weak.
Amarr suits shall effect total aHP. Caldari suits shall effect total sHP (or shield recharge, or shield recharge delay). Gallente suits shall effect total aHP recovery. Minmatar suits shall effect top speed (m/s) and acceleration (m/s^2).
The bonus must be small to create small differences between pilot users and non pilot users. Thus a 2% increase per level is reasonable. The bonuses should be applied to either modules, the base vehicle itself, or the vehicle fitting.
Another idea is that the bonus is increased to 4 or 5% per level, and is applied to Vehicle Link Modules (which I will cover in more detail later) of the same type (aHP modifying modules for Amarr, speed for Minmatar, etc.) only. 25% of 10% is just a 12.5% module.
As for which to choose, that is for further discussion.
If it is applied to the vehicle, this brings a small issue referring to innate reps... I recommend reducing the innate repair rate firstly. If that is insufficient then reducing repair modules repair rates may be required -- especially at the rate things are going at right now.
Also, the bonus is applied to all vehicles. Racial suit is not for racial vehicle. As True Admance said,
GÇ£...pilot suits supplementing [sic] a specific style but at the same time not defining it. Aka the bonuses I feel should be applicable to all vehicles so that it is not simply a matter of picking the Caldari Pilot suit for the Caldari tankGÇ¥
This will lead to people using an intricate combination of both suit and vehicle, where the suit GÇ£compensates for a lack of slots on particular hullsGÇ¥ GÇô Pokey. and makes up for the lack of vehicles, too.
Part 2: The Suit and Modules For fitting the suits themselves, I believe the suit should only have a sidearm and 1 equipment slot (for the vehicle is the source of the pilot suits' uses). The suit should mimic a light suit but have more eHP, lower stamina, and rudimentary electronic abilities (well... they are listed as light suits in Assets after all.). The suit should also be extremely cheap for they are complementary to vehicles and vehicles already have a high isk cost. A fully proto fit Pilot Suit should be less than 30k isk, but that is my opinion.
The pilot suits shall also have modules which affect the vehicle. I'll call these modules Vehicle Link Modules (VLMs for short). VLMs will be similar to rigs in Eve (for a lack of better terminology), where it strengthens one aspect but a drawback on another**. The pilot suit bonus will be a 15-20% reduction to VLM resource costs per level (Forcing VLMs to shine on pilot suits and discouraging the use of VLMs on non-pilot suits [similar to Cloak with Scout].).
For clarification, a VLM has nothing to do with the fitting resources of a vehicle. As True Admance, Takahiro Kashuken, Pokey Dravon, Spkr4theDead, Mad Syringe have realized that
GÇ£Anything modifying PG/CPU for *vehicles* attached to a *dropsuit* is going to get messy on the technical sideGÇ¥ GÇô Pokey
An example of what a VLM will do is increase armor repair rate, while lowering aHP. To make up for lost aHP, I will add aHP through VLM but lower acceleration and top speed.
Another example would be damage control. Reducing damage of one damage type, while increasing damage of the other. Realistically speaking, the bulk of AV is anti-armor so armor damage control will cause a larger boost to anti-shield weaponry (possibly including flux being capable to damage armor) compared to shield damage control.
I will list several VLMs just to give you an idea of what I mean. I do not intend for these to be the VLM, they are only examples (I tried to be realistic though). Random names also... Attempting to be self explanatory... simplicity?
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
535
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Posted - 2015.12.15 02:34:00 -
[2] - Quote
reserve
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
535
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Posted - 2015.12.15 02:35:00 -
[3] - Quote
reserve
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
535
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Posted - 2015.12.15 02:36:00 -
[4] - Quote
reserved
Forever ADS. Best role.
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.12.15 03:27:00 -
[5] - Quote
Nice, a worthwhile thread. Anyway, I'm afraid my pilot math is a bit rusty, so all the help I can give is with my opinion is what I think the bonuses should be racially. I'm honestly not sure on the universal bonus, only got one on my mind universally.
Anyway, I'm going to go over the bonuses racially: (NOTE: these bonuses are not applied at the same time, just my thoughts on them)
Amarr: 10% to vehicle precision per level (in tandem with Amarr scout) 3% to damage mod efficiency per level 2% reduction to turret head build up per level (like the assault) 2% efficiency to armor hardeners per level
Minmatar: 3% to cooldown of AB modules per level 10% reduction to armor plate speed penalty (give a reason to use GAL ADS)
Caldari: 3% reduction to shield recharge delay per level 2% reduction to active shield modules per level 2% bonus to ROF of rocket and/or rail turrets 4% bonus to missile splash radius per level (should give it a 3.00 meter splash if my math is right)
Gallente: 2% reduction to armor hardener cooldown per level (against giving better reps, Incubus already has powerful reps in dogfights) 5% bonus to blaster blast radius per level 3% reduction to blaster/rail heat buildup per level
I'm sure I'm forgetting a few of my ideas, but I just found this awesome flight song. Hope I helped.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Bittervet ADS pilot, redheads are hot.
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.12.16 03:09:00 -
[6] - Quote
Make it official. Coward.
Real CPM Platform
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.12.16 11:55:00 -
[7] - Quote
Pilot bonus: 2% increase to vehicle armor/shield resistance per level
Amarr: 2% increase to efficacy of armor hardeners modules, 2% reduction to heat buildup per level Caldari: 2% increase in shield hardener efficacy, 3% increase in missile splash radius per level Gallente: 2% increase in armor repairer efficacy per level, 3% decrease in cooldown time per level Minmatar: 2% increase in agility (acceleration and turn speed), 3% decrease to cooldown per level
Over thinking, over analyzing separates the body from the mind.
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Shamarskii Simon
The Hundred Acre Hood
544
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Posted - 2015.12.16 20:50:00 -
[8] - Quote
I'll reply in bold...
Derrith Erador wrote:Anyway, I'm going to go over the bonuses racially: (NOTE: these bonuses are not applied at the same time, just my thoughts on them) Amarr: 10% to vehicle precision per level (in tandem with Amarr scout) 3% to damage mod efficiency per level 2% reduction to turret head build up per level (like the assault) 2% efficiency to armor hardeners per level see, these bonuses make sense now... but it kinda defines the fits they'll be used on. Other than precision but... that's a whole other story. It's not bad, but not too good either... in the sense that it is TOO specific. Buff or nerf one of them and the suit is useful, or useless. Minmatar: 3% to cooldown of AB modules per level 10% reduction to armor plate speed penalty (give a reason to use GAL ADS) YES! but not to the plate... to the vehicle itself? Similar to what i said with 10% (at level 5 nevertheless) bonus to speed and acceleration.
not bad on minmatar... definite plus 1 Caldari: 3% reduction to shield recharge delay per level +1 2% reduction to active shield modules per level 2% bonus to ROF of rocket and/or rail turrets Python + Caldari suit... nuff said 4% bonus to missile splash radius per level (should give it a 3.00 meter splash if my math is right) works good as a turret VLM actually... if your math is correct :P Gallente: 2% reduction to armor hardener cooldown per level (against giving better reps, Incubus already has powerful reps in dogfights) 5% bonus to blaster blast radius per level 3% reduction to blaster/rail heat buildup per level Incubus + Gallente suit... nuff said i don't really feel your gallente bonuses that much either... similar with the amarr ones... good now, but if something changes... not so good. I'm sure I'm forgetting a few of my ideas, but I just found this awesome flight song. Hope I helped. "You were my thrills, you were my pills You dropped a bomb on me You turn me out, you turn me on You turned me loose, then you turned me wrong"
definitely helped. appreciate it
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
544
|
Posted - 2015.12.16 21:06:00 -
[9] - Quote
I'll reply in bold...
Alena Ventrallis wrote:Pilot bonus: 2% increase to vehicle armor/shield resistance per level hmm.............. okay. I feel this one. Scrap the resistance VLM, have it straight in the suit bonus instead. How about shield resist for Cal/Min, armor for Ama/Gal? how would that look? Amarr: 2% increase to efficacy of armor hardeners modules, 2% reduction to heat buildup per level Caldari: 2% increase in shield hardener efficacy, 3% increase in missile splash radius per level Gallente: 2% increase in armor repairer efficacy per level, 3% decrease in cooldown time per level Minmatar: 2% increase in agility (acceleration and turn speed), 3% decrease to cooldown per level I see that you went racially with the turrets... would that work better as a VLM? It kinda makes sense but it kinda racial or bust... which i'm kinda avoiding suit skill wise... I'm looking at it like this:
Use an Ama pilot suit... shield vehicle... python. 10% more aHP... but in a python is it really worth it? I just get 96 more aHP.... It would be better to use a Cal suit for 155.5 more sHP instead.
Good for all, best racially... or based on fit (I like to call these special fits) is what I tried to get with my bonuses.
Thanks! It's helping me make some ideas for modules
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
544
|
Posted - 2015.12.16 21:08:00 -
[10] - Quote
Talos Vagheitan wrote:Make it official. Coward.
How to apply the suit bonuses (to vehicle, vehicle modules, or VLM) and modules is all i need.
Forever ADS. Best role.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.12.16 22:05:00 -
[11] - Quote
Very interesting and well thought out read..... and I can't stop grinning about having had such an old statement quoted.
Perhaps you can clarify something more me. When it comes to the Damage Control VLM's what does anti-armour and anti-shield refer to?
A proportional increase or decrease against armour/shield resistances universally or increased resistances vs weapons designed to target shield or armour universally across both stats.
E.G- Is it
+10% Armour Resistance vs All Sources, - 12% Shield Resistance vs All Sources
or
+10% Armour and Shield Resistance vs Missile, Projectile, and Hybrid Rail, -12% Armour and Shield Resistance vs Hybrid Blasters, Laser, and EM Missile
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Shamarskii Simon
The Hundred Acre Hood
545
|
Posted - 2015.12.16 22:34:00 -
[12] - Quote
True Adamance wrote:
Perhaps you can clarify something more me. When it comes to the Damage Control VLM's what does anti-armour and anti-shield refer to? No prob
...increased resistances vs weapons designed to target shield or armour universally across both stats. ...
+10% Armour and Shield Resistance vs Missile, Projectile, and Hybrid Rail, -12% Armour and Shield Resistance vs Hybrid Blasters, Laser, and EM Missile
Lol I tried to give credit where it was due.
Potential Pilot Proposal? Yes!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2015.12.16 22:57:00 -
[13] - Quote
An interesting VLM to be sure. Very useful if you are aware of the specific kinds of enemy vehicles present against you (e.g if you fought my corporation) but otherwise very risky to employ.
The Heat module would also have to take into consideration whether the Large and Small Amarr turrets employed the mechanics of the existing Laser Rifle or something more like Scrambler technology which could skew intended design slightly.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.12.17 02:25:00 -
[14] - Quote
Very much in favour.
+1
Alt of Halla Murr. Sentinel.
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Bri Bub
Dead TOOMEY
386
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Posted - 2015.12.17 18:22:00 -
[15] - Quote
Excellent post!
Possible VLM: Stability module - crap pilots like myself have difficulty flying in and maintaining altitude and stabilizing to either shoot from the nose or to allow gunners to take aim; could also counter the gripe many pilots have of swarms doing limited direct damage but knocking them into buildings or upside-down like a pinball; no idea what % stability grant would be appropriate and this may be useful to only entry-level Charles Lindbergs so should probably be on an earlier node of the pilot skill tree and not be a prerequisite to later nodes
Be just and if you can't be just be arbitrary.
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Shamarskii Simon
The Hundred Acre Hood
553
|
Posted - 2015.12.17 21:58:00 -
[16] - Quote
True Adamance wrote: The Heat module would also have to take into consideration whether the Large and Small Amarr turrets employed the mechanics of the existing Laser Rifle or something more like Scrambler technology which could skew intended design slightly.
Good point... if the damage is exponential... with a linear reduction it wouldn't really work as intended would it...? longer firing = more damage... more damage applied exponentially; nuff said.
This one needs work if the Amarr turret is like a laser rifle....
I think exponential damage reduction could make up for it.... maybe by 100 rounds it'll be a 20% reduction to damage. (Just guessing... Help me out?)
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
553
|
Posted - 2015.12.17 22:01:00 -
[17] - Quote
Bri Bub wrote:Excellent post!
Possible VLM: Stability module - crap pilots like myself have difficulty flying in and maintaining altitude and stabilizing to either shoot from the nose or to allow gunners to take aim; could also counter the gripe many pilots have of swarms doing limited direct damage but knocking them into buildings or upside-down like a pinball; no idea what % stability grant would be appropriate and this may be useful to only entry-level Charles Lindbergs so should probably be on an earlier node of the pilot skill tree and not be a prerequisite to later nodes
If Rattati changed the knockback effect by swarms, the variable exists... just what is it named??
good idea though... will add to the list as soon as we have some %'s
Potential Pilot Proposal? Yes!
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THEAMAZING POTHEAD
House of Blue Leaves
1
|
Posted - 2015.12.18 00:14:00 -
[18] - Quote
We already have a problem where too many skills and sp are required for tanks that virtually every bit of, even every single small turret fitting optimization 5, is required for vastly superior tank survivability. Its about 55-60mil for everything, and thats combined with 1.3mil isk tanks, that lose hard to heat sinked rails, all the bajillions of commandos, super powerful AV grenades, and officer spam with alldins and kubos. We just need to reduce the SP and isk of tanks for christ sake, and add the pilot suits of course, but keep away from more modules. Keep it simple-adress the problems-make it viable to run tanks all the time by keeping a correlation between effectiveness and cost. Cus right now tankings way too unbelievably expensive for being less effective that a STD AR on an infantry suit
Corps: P.R.O.---O.H.---Not Guilty/Pure Innocence---Nyain San---T.o.P.
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Shamarskii Simon
The Hundred Acre Hood
553
|
Posted - 2015.12.18 00:40:00 -
[19] - Quote
THEAMAZING POTHEAD wrote:We already have a problem where too many skills and sp are required for tanks that virtually every bit of, even every single small turret fitting optimization 5, is required for vastly superior tank survivability. Its about 55-60mil for everything, and thats combined with 1.3mil isk tanks, that lose hard to heat sinked rails, all the bajillions of commandos, super powerful AV grenades, and officer spam with alldins and kubos. We just need to reduce the SP and isk of tanks for christ sake, and add the pilot suits of course, but keep away from more modules. Keep it simple-adress the problems-make it viable to run tanks all the time by keeping a correlation between effectiveness and cost. Cus right now tankings way too unbelievably expensive for being less effective that a STD AR on an infantry suit
Can you explain what you're saying please? I don't quite understand what you're getting at :D
Potential Pilot Proposal? Yes!
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.12.18 16:50:00 -
[20] - Quote
Shamarskii Simon wrote:f Rattati changed the knockback effect by swarms, the variable exists... just what is it named?? Impulse effect, I think?
Alt of Halla Murr. Sentinel.
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Shamarskii Simon
The Hundred Acre Hood
554
|
Posted - 2015.12.20 17:23:00 -
[21] - Quote
Kallas Hallytyr wrote:Shamarskii Simon wrote:f Rattati changed the knockback effect by swarms, the variable exists... just what is it named?? Impulse effect, I think?
Maybe... hmm
Potential Pilot Proposal? Yes!
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Apoleon II
Rooky rooks
34
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Posted - 2015.12.23 22:06:00 -
[22] - Quote
Or maybe a big buff, but you spawn in the vehicle and die in your vehicle, and be unable to have a weapon or modules or equip, this idea is pretty simple,....., but is better than a wallpaper patch *cough* warlord.....
Sorry for my bad english :$
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Apoleon II
Rooky rooks
34
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Posted - 2015.12.23 22:10:00 -
[23] - Quote
And maybe a vehicle skin after a certain number of kills using the vehicle.......
Sorry for my bad english :$
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Shamarskii Simon
The Hundred Acre Hood
561
|
Posted - 2016.01.05 03:03:00 -
[24] - Quote
Bumpity bump.
I've decided that this should be an actual proposal, that's a work in progress from other people!
Potential Pilot Proposal? Yes!
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3
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Posted - 2016.01.05 03:21:00 -
[25] - Quote
Noted
Top lel
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maybe deadcatz
Serris Inc
2
|
Posted - 2016.01.13 01:54:00 -
[26] - Quote
Question. How would these bonuses apply themselves? Is it when you click to call for a vehicle and it comes delivered with the stat bonuses? Because getting into a tank and suddenly have the armour suddenly increase is weird.
And what about changing pilot suits at a depot while you have a tank out already?
Just some issues I want to address.
And what of the slot layout for these suits? The number of slots? The layout for each race? Will you give the ability to only equip vlms(those vehicle modules) or can they also equip standard dropsuit modules like a biotic or armour plate?
And what about their weapons? Should pilot suits only be allowed to equip a sidearm? Or one light weapon? Would they be allowed to have a grenade? And how about equipment slots? Do they get only one? Or none at all? Edit:just thought bumping this was better than that turret qq thread.
Ha!You can't kill me! I'm already dead!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.01.13 03:00:00 -
[27] - Quote
Shamarskii Simon wrote:THEAMAZING POTHEAD wrote:We already have a problem where too many skills and sp are required for tanks that virtually every bit of, even every single small turret fitting optimization 5, is required for vastly superior tank survivability. Its about 55-60mil for everything, and thats combined with 1.3mil isk tanks, that lose hard to heat sinked rails, all the bajillions of commandos, super powerful AV grenades, and officer spam with alldins and kubos. We just need to reduce the SP and isk of tanks for christ sake, and add the pilot suits of course, but keep away from more modules. Keep it simple-adress the problems-make it viable to run tanks all the time by keeping a correlation between effectiveness and cost. Cus right now tankings way too unbelievably expensive for being less effective that a STD AR on an infantry suit Can you explain what you're saying please? I don't quite understand what you're getting at :D
I disagree with him.
The vehicle SP tree is small, non specific, and overly simplified. It was a vastly more enjoyable and expansive skill tree to work with Pre 1.7 where Shield and Armour Adaptions provided passive resistances, each tank had its own unique operations skill and marauder operation skill, and many more modules were employed with each of those modules have a skill attached to its operation.
"That means Sir Isaac Newton is the deadliest son-of-a-bitch in space."
- Unnamed Gunnery Chief, The Citadel
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Shamarskii Simon
The Hundred Acre Hood
607
|
Posted - 2016.01.13 03:40:00 -
[28] - Quote
I'll reply in bold...
maybe deadcatz wrote:Question. How would these bonuses apply themselves? Is it when you click to call for a vehicle and it comes delivered with the stat bonuses? Because getting into a tank and suddenly have the armour suddenly increase is weird.
No, it's not like that... Ideally yeah that would be nice... But a few problems come up, like someone with a pilot suit calls in a vehicle for a non-pilot user. Non pilot gets the pilot's benefits w/o the suit.
Sure having the eHP suddenly jump up will feel weird but... It's the trade off for "active" skill application.
And what about changing pilot suits at a depot while you have a tank out already?
Definitely possible! Once you hop out, you strip the vehicle of the pilot suit's bonuses... Just like if you hop out of a turret, you strip the turret of your turret skills.
Just some issues I want to address.
And what of the slot layout for these suits i was thinking scout-esque... But if that has any issues then it's open for discourse!
The number of slots? above layout for each race? above Will you give the ability to only equip vlms(those vehicle modules) or can they also equip standard dropsuit modules like a biotic or armour plate? Any module you'd like. It is a dropsuit after all! The only difference (similar to cloak on scout) is a role bonus towards VLM fitting.
And what about their weapons? Should pilot suits only be allowed to equip a sidearm? Or one light weapon? Would they be allowed to have a grenade? And how about equipment slots? Do they get only one? Or none at all?
that's a tough one. Some would say sidearm only, others would say sure light weapon.
Grenade.......... I want to say no. But it depends on the majority :D
Yes equipment! Just 1 though...
Edit:just thought bumping this was better than that turret qq thread. Thanks! Imma go check out the qq right now lol. Free to ask any questions/Critique whenever you'd like
Potential Pilot Proposal? Yes!
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Shamarskii Simon
The Hundred Acre Hood
607
|
Posted - 2016.01.13 03:48:00 -
[29] - Quote
True Adamance wrote:Shamarskii Simon wrote:THEAMAZING POTHEAD wrote:We already have a problem where too many skills and sp are required for tanks that virtually every bit of, even every single small turret fitting optimization 5, is required for vastly superior tank survivability. Its about 55-60mil for everything, and thats combined with 1.3mil isk tanks, that lose hard to heat sinked rails, all the bajillions of commandos, super powerful AV grenades, and officer spam with alldins and kubos. We just need to reduce the SP and isk of tanks for christ sake, and add the pilot suits of course, but keep away from more modules. Keep it simple-adress the problems-make it viable to run tanks all the time by keeping a correlation between effectiveness and cost. Cus right now tankings way too unbelievably expensive for being less effective that a STD AR on an infantry suit Can you explain what you're saying please? I don't quite understand what you're getting at :D I disagree with him. The vehicle SP tree is small, non specific, and overly simplified. It was a vastly more enjoyable and expansive skill tree to work with Pre 1.7 where Shield and Armour Adaptions provided passive resistances, each tank had its own unique operations skill and marauder operation skill, and many more modules were employed with each of those modules have a skill attached to its operation. I'm no tank pilot but... Seeing how straight forward skills are for vehicles... You're pretty much a jack of all trades for the vehicle tree.
To prove a point:
I've only spent about... 25-30mil specifically for ADS. That's including Python 5, Incubus 5, and ADS 5 (5+ mil right there alone)
This includes almost all of the vehicle upgrades to 5 (scanner, mCRU, damage mods, and armor augmentation are the only not 5 ones)
... To go into tanks i just need to shell out 2.3 mil SP + 3-5 mil in large turrets.
(proves it is "small, non specific, etc" )
Potential Pilot Proposal? Yes!
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maybe deadcatz
Serris Inc
2
|
Posted - 2016.01.13 05:12:00 -
[30] - Quote
Shamarskii Simon wrote:I'll reply in bold... maybe deadcatz wrote:Question. How would these bonuses apply themselves? Is it when you click to call for a vehicle and it comes delivered with the stat bonuses? Because getting into a tank and suddenly have the armour suddenly increase is weird.
No, it's not like that... Ideally yeah that would be nice... But a few problems come up, like someone with a pilot suit calls in a vehicle for a non-pilot user. Non pilot gets the pilot's benefits w/o the suit.
Sure having the eHP suddenly jump up will feel weird but... It's the trade off for "active" skill application.
And what about changing pilot suits at a depot while you have a tank out already?
Definitely possible! Once you hop out, you strip the vehicle of the pilot suit's bonuses... Just like if you hop out of a turret, you strip the turret of your turret skills.
Just some issues I want to address.
And what of the slot layout for these suits i was thinking scout-esque... But if that has any issues then it's open for discourse!
The number of slots? above layout for each race? above Will you give the ability to only equip vlms(those vehicle modules) or can they also equip standard dropsuit modules like a biotic or armour plate? Any module you'd like. It is a dropsuit after all! The only difference (similar to cloak on scout) is a role bonus towards VLM fitting.
And what about their weapons? Should pilot suits only be allowed to equip a sidearm? Or one light weapon? Would they be allowed to have a grenade? And how about equipment slots? Do they get only one? Or none at all?
that's a tough one. Some would say sidearm only, others would say sure light weapon.
Grenade.......... I want to say no. But it depends on the majority :D
Yes equipment! Just 1 though...
Edit:just thought bumping this was better than that turret qq thread. Thanks! Imma go check out the qq right now lol. Free to ask any questions/Critique whenever you'd like
On the sidearm or light weapon debate. I'm all for pilot suits only having one weapon. If they get a sidearm then let them have a equipment slot. If the plan is for them to have only a light weapon then take away the equipment slot and let them have a grenade.
As long as they have two ways of dealing damage then it'll be fine(ish) Sidearm paired with equipment slot(can use remotes or nanohives to replenish ammo for sidearm) Light weapon paired with grenade(you can have a plasma cannon/swarm and av grenades but won't be able to replenish them on the field)
^stops people from running full av loadouts^
Have you decided on their base values as well? Suit hp,ehp,speed,ewar?
Ha!You can't kill me! I'm already dead!
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