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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2016.03.06 05:32:00 -
[1] - Quote
Living Rock 523 wrote:Not sure about the mini OB part lol, but I would love fighters.
Unfortunately from what I've understood the fighters CCP had envisioned (for Dust514) more than likely were of a VTOL type. This screams abuse and endangers balance, I feel, as this sort of craft would inevitably lead to far more infantry killing than it has any business doing. In response, AV damage would have to be set unreasonably high, and the only way around this would be keeping the (in my opinion) incredibly stupid system of "windows of effectivness" or "windows of opportunity", or however they refer to the function of vehicle mechanics at the moment.
PC= the ability to create large enough maps to insert and require runways for fighter craft (and hopefully bomber craft) to embark from. This would also add a new tactical layer to battles, as control of a runway could become very important in control over objectives, and therefore important to overall victory.
As I've suggested before (into the empty void that is these forums) fighters should NOT be VTOL, they should be very lightly armored, very fast, and do relatively low damage. A fighter should be for air superiority only. A fighter should only be effective against other fighters, as well as bomber aircraft. Leave ground attack combat to bombers, and to a smaller degree, dropships. If the enemy does not insert fighters or bombers into a battle, there should be absolutely no benefit to fielding fighters of your own.
Dropships should only be slightly worried about fighters, as the speed difference between the 2 craft should make targeting a dropship with a fighter unbelievably difficult.
A fighter of this type should not be concerned with small arms fire in the least, due to its speed and normal/recommended operating altitude. I would support a fighter flying extremely low/slow taking worrisome damage from small arms fire, but I would not support a fighter being able to deal damage in any way to ground troops, aside from a 1 in a trillion shot, or maybe a kamakazi style attack (which would be discouraged by the unreasonable tradeoff of 1 fighter for 1 ground troop).
I also do not know how I would feel about a fighter carrying lockon/target following munitions. Being a supposed game of skill, I do not support any fire and forget weapons, and the only thing that would even begin to sway me would be the addition of countermeasures for vehicles.
For the game we have now, I feel the swarm launcher is at best a stopgap measure to attempt to maintain balance. After seeing the many different changes to swarms and to the way they effect/interact with vehicles over the years, I feel that for the AV/V dynamic to progress past the (silly) point it is at now, damage output needs to get away from simple straight damage, and the ability to fire and forget multiple volleys of missiles over the course of a handful of seconds needs to be left behind.
And before any AV folks cry foul, please know I am of the school of thought in which vehicles should not perform well at all vs infantry. AV should be possibly a very painful thorn in the side of vehicles, and should be dealt with mainly through teamwork with infantry, not a large turret/flying craft taking potshots at ground troops. As far as attacking dedicated fixed-wing aircraft, I would think that AV weapons would be needed that specialize in that.
As far as your fears of VTOL capability, I wouldn't worry about that. If you implement VTOL as just directing thrust downwards with no vector control, players who attempted to use that to attack infantry would end up just as dead as anyone who tries to do that with the F-35 in Battlefield games.
I may think James Cameron is an arrogant ass, but he was right in Avatar in that using aircraft that rely on runways when you're going to be operating in all kinds of conditions on all kinds of planets doesn't make any sense.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.06 18:02:00 -
[2] - Quote
Living Rock 523 wrote:*chopped for response space*
As far as balance is concerned, I think we should have dedicated Fighter and Attacker aircraft specialized toward each role. Trying to make a multi-role that does both would be VERY hard to balance and probably feel unsatisfying.
Anti-air turrets for vehicles would be excellent, in my opinion, as that moves more toward a large-scale battlefield setup which I think this new game should strive for. No more 32v32 matchmade lobby-shooter crap.
As far as balance of risk-vs-reward, a Fighter should be VERY easy to kill. Since it's primarily designed to take on other Fighters, getting in range of ground-based AV should be punished. An Attacker should be harder to kill but still fairly "squishy" in order to balance out the amount of damage it can do to ground vehicles.
The above will place importance on coodinating with your teamates on the ground to know where targets are and set up your runs to prosecute them without getting shot down. I would consider it very negative if an Attacker pilot could just go "Ace Combat Mode" and waste all the targets they want without needing ground support.
Additionally, the current turret system would be fine for "guns" on aircraft, but all their other weapons should be one-time-use and require you to fly to a Supply Depot or some sort of landing pad in order to rearm after you've used them all. Unlimited ammo with a long reload time may work for lobby-based games like Battlefield, but it would be VERY bad for balance in this case.
So for example, you would equip missiles and bombs the same way you would grenades, except with only one use per slot. Once you deploy that weapon, it's gone and you have to fly away and resupply to get another one.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.07 02:31:00 -
[3] - Quote
Galm Fae wrote:I'm just going to stake my claim here in this thread for when I finally have a chance to respond later tonight. Trust me, I can tell you more about aircraft than you'd ever want to know and would love to help put our heads together to develop some sort of in-atmosphere aircraft.
Just to point something out right off the bat, to anyone that might say that in-atmosphere mechanics that react similarly to modern aircraft being used in DUST doesn't make sense given the existence of anti-gravity levitation... Yes and no. Yes, technically aircraft employed in DUST 514 could hypothetically not have to subscribe to modern aircraft conventions and resemble aircraft similar to the Dragonfly in EVE. Hell, the Valkyrie comic depicts a Wraith mk II diving in atmosphere to engage a target, so we know that spacecraft can operate in-atmosphere.
However canonically anti-gravity manipulation relies on fixed-particle physics like the balloon islands in Bioshock Infinite. Moving these particles through space-time, especially at warp, causes a significant amount of "drag" which is why ships in EVE move as if submerged in a liquid medium. So you can imagine that a dogfight in-atmosphere in a EVE-style spacecraft would be like trying to fly a puck on an air hockey table underwater. Maneuverability would be GOD awful, so it would make far more sense to build separate in-atmosphere aircraft for land battles. That also explains why dropships, which are made to be deployed from low-orbit, use conventional plasma engines instead of gravity wells.
I just felt the need to justify this thread before me continue any farther. That's a good point to make.
Honestly, I would say that having a believable maneuverability model would be the only requirement. I don't think players of an MMOFPS should have to worry about Angle-of-Attack or wing stalls or engine flame-outs.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.07 02:43:00 -
[4] - Quote
Living Rock 523 wrote:If I may pick your brain a bit more Mobius, what do you see as a viable ground attack aircraft?
I personally drew myself into the vision of a dedicated bomber aircraft. In my mind I pictured a very basic Fighter/Bomber/Transport system as I have some reservations about CCPs ability (or any companies ability really) to balance the air dynamic beyond this simple setup.
Now obviously if CCP were to go full on in depth with it, we could see fighters, fighter bombers, pure bombers of both the dive and level variety, AWACS, large transports (for tanks and such), small transports (for troops, most likely a dropship), and a helicopter gunship equivalent (which is kinda how I view current ADSs).
I think the above is a bit too ambitious, at least in the beginning/without knowledge of what kind of framework/boundaries a possible new Dust would have.
I feel the cautious approach at first would be the simple fighter/bomber/transport dynamic.
My main fear (and everything I'm basing my calculations/propaganda on) is an aircraft targeting infantry with guns/lasers/rails/etc. as I worry about perceived balance and the effects this could have on aircraft. CCP (to me at least) never seemed to use incremental changes to alter balance, and instead put into place large, sweeping changes which, in my opinion, threw away any progress in regards to balance and basically reverted things back to square 1.
With that in mind, and to refine my question, should they start extremely simple and have a pure fighter, a pure bomber (no guns, only dumb bombs) and a pure transport (no guns).
**also, should aircraft be for attacking infantry at all, or only vehicles?**
Or should they introduce a ground attack aircraft with the ability to place gun/cannon fire onto infantry targets as well as bombs?
Beyond this, should the type of ground attack aircraft/bomber be dictated by race, or should each race have a vehicle of every type.
Example- Minmatar- Dive Bomber Amarr- Ground Attack Fighter Gallante- Level Bomber Caldari- uhhhhh.....I don't know lol. A balanced aircraft that is a bit of all of the above.
Or
Should each race have a Dive, level, and ground attack type? I see aircraft as a potential means of better emphasizing tactics as opposed to a game like Planetside 2.
One of the issues I always had with that game was the repeated nerfs to all AoE weapons, thereby making the game more and more about just running in a thick group gunning down everything in front of you and drowning the enemy in a sea of corpses until you took the base. That got REALLY boring really quick.
Large AoE bombs would be an excellent way to punish zerging without tactics, thus emphasizing fighting with a strategy as opposed to just playing herd-style. Also any weapon with large AoE would do far less damage to vehicles, which would be the biggest threat to aircraft, so trying to "farm" infantry would still be impossible without support on the ground and in the air to make sure you don't get shot down before you can drop a single bomb.
As far as aircraft type, I don't think we should follow the same path Dust did with firearms. Each race gets a Fighter and Attacker that operate the same way except for racial differences in speed, handling, and hitpoints. Players shouldn't be forced to spec into other races just to get an extremely specialized aircraft. We should try to emulate modern aviation where there are dedicated aircraft for specific roles, but not nearly to the level of specialization we had in WWII, for example.
I would think that all infantry transport aircraft would be full-VTOL. Without an altitude cap like we have right now they'd still be capable of reaching significant heights, which also opens up the possibility for high-altitude drops which I would personally love.
Now, as far as how weapons would work, I would think it would be a fair restriction that Fighters/Attackers have limitations in "radar". Instead of having a 360 detection radius like current vehicles, I think they should only be able to detect targets in a cone in front of them, and only detect vehicles. That way, the only way they can prosecute infantry is if infantry or vehicles on the ground scan the enemy infantry so that they can see them. Obviously if the player was using an unguided bomb they could spot their targets visually, but that would require being low enough for all AV weapons to reach them easily.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.07 13:18:00 -
[5] - Quote
To address what Galm said about aircraft classes, I think it's important to discuss the current Assault Dropship.
The thing that always got me about that aircraft was that it basically attempts to be both a Gunship and a Scout Helicopter, and only marginally succeeds at the two roles.
In the next game, I'd like to see that split into a 4-passenger VTOL with 2 Small Turrets in fixed mounts on the sides, and a 2-seater gunship. The new "Scout VTOL" would give greater firepower but require doing passes over targets as opposed to hovering over top of them like you have to do now. (That links into my interest in Small Missile Turrets firing in bursts of 3 rockets before reloading similar to how Large Missile Turrets work.)
As for what Galm mentioned about dumbfire versus fire-and-forget weaponry, all concerns can be fairly easily addressed.
I will always agree that Gameplay>Reality, but if you "cherrypick" elements of reality you can end up with a balanced in-game system.
That being said, AoE weapons should be dumbfire as soon as their explosion radius crosses a certain threshold, and "precision-guided" weapons should all have very small radius and be focused on destroying vehicles.
Also, weapons with a large area-of-effect that would make them very dangerous to infantry would be set up to do negligible damage to vehicles. If your enemy tries to zerg your base with infantry, you can punish them quite thuroughly. However, if they use armored transports to bring their troops in, you're forced to prosecute each vehicle one by one, which I would consider working as intended.
Imagine a bomb with a 100+ meter radius that does 3000 damage versus infantry, but maybe 150 at most to any vehicle in the blast radius. You could drop AoE bombs all day on your enemy's transports and just be wasting your time.
The difference between the weapons could also mean that in a pinch, you could dismount from your vehicles and rush to your objective on foot, leaving the aircraft which are armed to kill vehicles and unable to detect infantry helpless to stop you. You end up with a play-counterplay system that encourages flexibility.
As for "precision guided weapons", these could take the form of glide-bombs like the JDAMs and SDBs we have now, or could be guided missiles. In both cases the vehicle targeted by them should be warned as soon as you start locking on so that they can seek cover or activate countermeasures. Ideally they'd have one warning for being locked onto and then another warning when the weapon is actually launched at them. Under no circumstances should ground-vehicle users be getting "dunked" from above with no warning.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.08 03:26:00 -
[6] - Quote
Living Rock 523 wrote:This is taking way more space than I thought. Will continue, maybe tonight maybe tomorrow Don't leave us hanging!
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.08 15:29:00 -
[7] - Quote
Some of what I'm thinking as far as implementation:
Ordnance One time use weapons like missiles and bombs. They work similar to the Rigs in the Fitting screen in EVE. You have a set of slots and a single stat that would be called "weight" or "capacity" or something and you can fit any combination of Ordnance to those as long as it fits within the "weight" stat. That allows players to fully choose what they take and also means they can't use Fitting Upgrades to just carry a bunch of huge bombs.
Fitting VERY limited. I'm thinking a max of 2-3 High/Low slots. That means you're pretty much restricted to utility modules instead of trying to fit more HP or Hardeners. The true fitting freedom comes through the Ordnance I mentioned above.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.09 04:55:00 -
[8] - Quote
Living Rock 523 wrote:@True Adamacne
Fair enough, warning systems being either standard, a mod, or standard with the ability to be enhanced by a mod should give sufficient wiggle room to make the mechanic work. Maybe restrict an aircrafts choices (through mod limitations) of either enhanced warning systems or countermeasures, not both.
Or just have warning systems standard and equal through all aircraft types, with no enhancement possible. Warning systems should be standard and equal across ALL vehicle types.
If you are being locked onto, you are always warned. The mechanic of passive-vs-active sensors is a bit too complicated to be getting into for a shooter, so I'd say any lock-ons should trigger a warning.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.09 18:43:00 -
[9] - Quote
Leonida Terzo wrote:I like very much this discussion :) I like to dream about the New Dust 514 I was watching this Star Wars Battlefront trailer that shows something similar to my idea for a new Dust 514 Fighter https://youtu.be/yjqqwZGNHPgI think CCP could use this as a reference point, They could add also a new Mode like Air Superiority with only Air Combat Vehicles And for example an Amarr Laser Cannon similar to Star Wars Laser Beam Weapons Each race should have a different Fighter with differences in handling, speed, and health In this other trailer You can see how Battlefront Fighters can hit infantry targets with their laser beams but due to their high speed can't stay on target for more than few seconds https://youtu.be/JDfbhM9rkAoPs: i have not played yet Star Wars Battlefront but it looks a Fun Game :) Part of what I think would be important would be to have as realistic flight mechanics as possible as opposed to games like Battlefront or Battlefield.
Basically think of how Dropships are. There's a bit of a skill ceiling as far as learning to fly them, but it makes flying them more rewarding and skilled pilots a valuable commodity.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.10 18:36:00 -
[10] - Quote
Leonida Terzo wrote:Mobius Wyvern wrote:Leonida Terzo wrote:I like very much this discussion :) I like to dream about the New Dust 514 I was watching this Star Wars Battlefront trailer that shows something similar to my idea for a new Dust 514 Fighter https://youtu.be/yjqqwZGNHPgI think CCP could use this as a reference point, Part of what I think would be important would be to have as realistic flight mechanics as possible as opposed to games like Battlefront or Battlefield. Basically think of how Dropships are. There's a bit of a skill ceiling as far as learning to fly them, but it makes flying them more rewarding and skilled pilots a valuable commodity. Totally agree with You! I Love How Dropship Fly, CCP should do a similar flight mechanics for The Fighters, Maybe It could be a Very Light Weight AirCraft, with a Big Jet Engine in the Back and 2 Little Directional Jets in Front The Big Jet in the back should keep a high constant speed movement while the 2 little jets down the Nose are Directionals I don't know maybe it's a bad idea :) Maybe it would feel like Flying a Rocket i think... but maybe it could be Fun :) I more meant in how they fly in a complex matter rather than just pressing the W key like in games like Battlefield. Aircraft should have a high skill ceiling in exchange for their capability.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.11 17:20:00 -
[11] - Quote
XxBlazikenxX wrote:I hope that in the next game we will actually be able to go to those areas and those areas will be more developed and actually part of the battle.
HELL yes.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.13 23:18:00 -
[12] - Quote
Leonida Terzo wrote:Mobius Wyvern wrote:Leonida Terzo wrote:Mobius Wyvern wrote:Leonida Terzo wrote:I like very much this discussion :) I like to dream about the New Dust 514 I was watching this Star Wars Battlefront trailer that shows something similar to my idea for a new Dust 514 Fighter https://youtu.be/yjqqwZGNHPgI think CCP could use this as a reference point, Part of what I think would be important would be to have as realistic flight mechanics as possible as opposed to games like Battlefront or Battlefield. Basically think of how Dropships are. There's a bit of a skill ceiling as far as learning to fly them, but it makes flying them more rewarding and skilled pilots a valuable commodity. Totally agree with You! I Love How Dropship Fly, CCP should do a similar flight mechanics for The Fighters, Maybe It could be a Very Light Weight AirCraft, with a Big Jet Engine in the Back and 2 Little Directional Jets in Front The Big Jet in the back should keep a high constant speed movement while the 2 little jets down the Nose are Directionals I don't know maybe it's a bad idea :) Maybe it would feel like Flying a Rocket i think... but maybe it could be Fun :) I more meant in how they fly in a complex matter rather than just pressing the W key like in games like Battlefield. Aircraft should have a high skill ceiling in exchange for their capability. Yeah that is a Must! I remember how many dropships i crashed while learning how to fly them :) but like you said it makes flying them more rewarding Precisely. The easier an asset is to master, the less valuable that mastery is.
One of the things I loved about Dust 514 was that it allowed a really good player to basically market themselves, like people who "professionally" ring for PC battles.
I want to see skilled "jet" pilots be just as valuable in the manner as any other skilled player.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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