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?