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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.09 00:12:00 -
[1] - Quote
A well written conclusion to the Dust 514 arc of New Eden Lore and a well rationalised continuation of the same thing in the new game with emphasis on operative freedom and links to PI/Orbital Infrastructure.
"That means Sir Isaac Newton is the deadliest son-of-a-bitch in space."
- Unnamed Gunnery Chief, The Citadel
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.09 09:53:00 -
[2] - Quote
SILENTSAM 69 wrote:True Adamance wrote:A well written conclusion to the Dust 514 arc of New Eden Lore and a well rationalised continuation of the same thing in the new game with emphasis on operative freedom and links to PI/Orbital Infrastructure. Good point. This should be a significant step in the lore. Something that shows these mercs branching out fro a smaller limited role into something larger. There must become a point when the DUST merc stop being simply immortal soldiers, but demi gods just as the pilots of the ships among the stars.
I'm more inclined to say the opposite really. Something that takes us back from being demi gods and puts us into a believable, useful, and desirable role.
We're super soldiers sure but that's face value. Who needs a goddamn super soldier when 1000 regular soldiers could do the same job for less. We're the guys you send in when things get so complicated it becomes to expensive to send in the regulars or the technology required to do something doesn't exist for mortals.
Part Immortal, Part Warrior, Part Astronaut.
People who can reliably operate Planetary Infrastructure and defend it if need be. People willing to make the one way trip into a ships corridors though the midship hull. Operators who can continue to salvage and fight even while being irradiated by reactors or suffering from lethal temperatures.
Demi Gods are boring. Their contrived. They're what we were.
That wasn't fun. We're supposed to be goddamn professionals, the best at what we do, and what we can't do in combat no one can.
*Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
The path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.09 19:42:00 -
[3] - Quote
I do feel like whatever new FPS CCP creates could benefit from vehicle capacitors. It's arguably the best way to allow vehicle users the flexibility to use their modules however they see fit while also forcing them to manage those modules or risk a complete shut down.
Also for reference in EVE it sucks to be Energy Neuted..... not being able to fire or use even simple propulsion modules makes you a sitting duck for just about everyone.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.09 23:03:00 -
[4] - Quote
Living Rock 523 wrote:How would capacitors work with a passive module style of play? My favorite DS build was always armor stacked, no active modules (aside from 1 build that carried a scanner).
Would a vehicle focused on passive mods have an advantage, maybe be considered OP? Or would it be underpowered, or simply not possible (if nearly all mods were active)?
Obviously we don't know the answer, but what would be the ideal situation? I've been informed that active is the way to go currently in Dust, at least for dropships, but sometime around jan/feb of 2014 all passive mods on a dropship was very possible and very effective (affective? I always screw those up), and I still get much more enjoyment from flying a passive 4800-6k+ armor block than I ever did flying lighter craft and managing cooldowns.
I've played a bit of EVE so I have somewhat of a grasp on capacitors, and I'm not against having to go all active for an aircraft in the next Dust. But I do enjoy the simple elegance (in any game) of relying on passive skills and a clear understanding of the role you are geared for, and I'd like to see that option available in the next Dust.
The ideal away I imagine capacitors workings is almost exactly as they do in EVE.
They are a pool of energy representing your capacitors output beyond what it required to operate the basic systems of the vehicle that regenerates on a second by second basis.
E.G- Your vehicles Capacitor produced/stored 1000 MW of energy. You regenerate 10 MW a second. Your Capacitor Recharge time is 100 seconds.
Passive Modules are modules are those modules that provide statistical increases without the player having to manage them. Their features are that their effects are constant, comparatively lesser that active modules, and do not or barely penalise your capacitors recharge values.
Examples of Passive Modules include Standard 90mm,150mm, and 210mm Armour Plating, Shield Extenders, Resistance Armour Plating, Shield Ward Fields, Heat Sinks and Turret Modifications, CPU and PG Extenders, Capacitor Rechargers, Profile Dampening Armour Weaves.
Active modules are those modules that players choose to activate in combat and must actively manage/monitor or risk consuming their capacitors. Their features are comparatively more powerful than passive modules, pulse based, and quite significantly tax your capacitor.
Examples of Active Modules include Armour Repair Systems, Shield Boosters, Armour Hardeners, Shield Hardeners, Remote Armour Repair Systems, Remote Shield Boosters, Propulsion Modules, and Specialist Modules such as Bastion, Triage, or Cloaking Modules.
The ideal system in my mind would be to allow passive fits to be combat viable yet not quite as powerful in terms of yield as active fits. It would also encourage and reward combinations of active and passive modules to create fittings that can sustain their capacitors either indefinitely or for longer durations of time.
That said it's a bloody complicated system that I honestly have no idea how to implement.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 01:24:00 -
[5] - Quote
There are and I think in any future product people are going to have to accept certain conditions when it comes to tanks.
They'll be hard to destroy and be able to take multiple hits.
But they'll hit hard like nothing else with main guns.
They'll move accelerate and turn slowly.
But their top speeds will be nothing to sneeze at.
They won't offer pilots significant rates of fire or anti-infantry capabilities in their main turret.
But they will offer range and AoE effects.
They aren't going to have the same regenerative powers as they have in the past.
But they will have heavy armour that must be managed.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 19:40:00 -
[6] - Quote
AldnoahZero wrote:True Adamance wrote:There are and I think in any future product people are going to have to accept certain conditions when it comes to tanks.
They'll be hard to destroy and be able to take multiple hits.
But they'll hit hard like nothing else with main guns.
They'll move accelerate and turn slowly.
But their top speeds will be nothing to sneeze at.
They won't offer pilots significant rates of fire or anti-infantry capabilities in their main turret.
But they will offer range and AoE effects.
They aren't going to have the same regenerative powers as they have in the past.
But they will have heavy armour that must be managed.
So basically you want the pilots of tomorrow to have copy and paste tanks from this iteration?
Not at all.
In this iteration we have HAV with fast regeneration, high EHP, and relatively low Raw HP (with the exception of Shield HAV which has all three of these things).
These tanks accelerate and turn very quickly, their main guns are pitifully weak and inappropriate for a tank, they have barely noteworthy AoE effects, and absolutely no range projection.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
21
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Posted - 2016.02.11 20:40:00 -
[7] - Quote
Avallo Kantor wrote:[quote=Takahiro Kashuken][quote=Avallo Kantor] Pokey Grade Optimism.
So long as I can shoot back and bombard infantry formations and emplacements I don't see why not.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.02.24 21:36:00 -
[8] - Quote
Skihids wrote:CCP has to build the need into the game, they can't just throw vehicles in and hope for something to work.
They proved that with the dropship. It was supposed to be a troop carrier, but drop uplinks and walking were better modes of travel and that killed the transport role before it began. The only unique role was getting on top of tall structures and CCP killed that by adding ladders to most buildings, ensuring the dropship's redundancy.
Then to finish them off they glued a gun on the front so it would become just another assault suit.
To be fair though while including the advantages of verticality and high ground into the game it also was a huge ******* annoyance when players literally just roof top camped because they were too scared or lazy to get into the action.
There shouldn't have been areas that were expressly accessible by dropship and not by foot bridge, staircase, or elevator especially overlooking objectives.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.02.25 00:49:00 -
[9] - Quote
Maken Tosch wrote:True Adamance wrote:Skihids wrote:CCP has to build the need into the game, they can't just throw vehicles in and hope for something to work.
They proved that with the dropship. It was supposed to be a troop carrier, but drop uplinks and walking were better modes of travel and that killed the transport role before it began. The only unique role was getting on top of tall structures and CCP killed that by adding ladders to most buildings, ensuring the dropship's redundancy.
Then to finish them off they glued a gun on the front so it would become just another assault suit. To be fair though while including the advantages of verticality and high ground into the game it also was a huge ******* annoyance when players literally just roof top camped because they were too scared or lazy to get into the action. There shouldn't have been areas that were expressly accessible by dropship and not by foot bridge, staircase, or elevator especially overlooking objectives. The main problem was the small size of the maps. Skim Junction is by far the biggest map I can think of at the moment and that seems to be the only sizable map big enough to encourage some vehicle use for transport. But even then, once uplinks are spammed everywhere, their purpose as transports becomes meaningless. If CCP had opened up the maps to at least twice or three times the size of Skim Junction with the same team size, vehicles as a troop transport would have become important to the team's overall success as objectives become so spread out. Not only that, a bigger map would have meant that uplinks would have been spread thin across such large areas since even Amarr Logistics players would only be able to carry and sustain a finite number of active uplinks which could have reinforced the role of vehicles as transports.
Agreed but that doesn't really address the issue with infantry not being able to access building tops by foot. Sure some maps have ladders.....
.... Ladders
Not walkways complying with sci-fi health and safety protocols but enormous uncovered ladders without fall protection, or elevators, or teleporters, etc.
.... Ladders
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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