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Leonida Terzo
Dead Man's Game Preatoriani
88
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Posted - 2016.03.05 16:24:00 -
[1] - Quote
We explored the Boundary of this map :)
It's HUGE !!!!!!!!
https://youtu.be/IMsQPa9_npI?list=PLbcZ50krlBvTYwCPnEDHzUpABww0r7IgW
Hope You Enjoy the Trip!
Maybe CCP will give us Bigger maps in The New Dust 514, maybe we will Fight Hundreds all together :)
Imagine 40 tanks fighting while 20 Minmatar and Amar Dropship are flying and fighting and exploding.
Pilots with their Pilots Dropsuits falling from Sky, followed by pieces of Exploded Dropships like meteors...
Hundreds of Soldiers Fighting for take control over 10 Objectives or maybe More :)
It Could Be Epic :)
o7
ShBoomBros!!!!!
ShBoomBrosChannel ShBoomBros!!!!!
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Raven-747
WarRavens Imperium Eden
336
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Posted - 2016.03.05 16:33:00 -
[2] - Quote
Ikr even the lag will be epic along with 40 LAVs glitching around totally worth it.
When you headshot a frontline with proto
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Living Rock 523
Intara Direct Action Caldari State
222
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Posted - 2016.03.05 17:03:00 -
[3] - Quote
I would like to see vehicles actually effected by damage. Think Microsoft Combat Flight Simulator.
For example, instead of say a dropship being fully functional even at 1 HP (silliness), let engine power, directional stability, and turret effectiveness be impacted by damage.
This goes back to my suggestion for vehicle HP to be split into sections (something along the lines of Front Mission 2), and opens up a whole new angle for the never ending war of AV/V balance.
And larger maps would be awesome, if not a must. |
Leonida Terzo
Dead Man's Game Preatoriani
89
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Posted - 2016.03.05 23:44:00 -
[4] - Quote
Living Rock 523 wrote:I would like to see vehicles actually effected by damage. Think Microsoft Combat Flight Simulator.
For example, instead of say a dropship being fully functional even at 1 HP (silliness), let engine power, directional stability, and turret effectiveness be impacted by damage.
This goes back to my suggestion for vehicle HP to be split into sections (something along the lines of Front Mission 2), and opens up a whole new angle for the never ending war of AV/V balance.
And larger maps would be awesome, if not a must.
That would be awesome!
Also in Battlefield there is something similar, jet and helicopter's stability and engine power are affected when damaged.
CCP could also add something faster than dropships,
i compare dropships to helicopters, so we need something comparable with Jets in the New Dust 514
Larger maps = Faster Vehicles
Wouldn't You like a Shiny and Very Fast Spaceship?
Capable of Mini Orbital Strikes???
Maybe could Be a little OP
But should be Fun LOL
ShBoomBros!!!!!
ShBoomBrosChannel ShBoomBros!!!!!
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Living Rock 523
Intara Direct Action Caldari State
224
|
Posted - 2016.03.06 01:29:00 -
[5] - Quote
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. |
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.06 05:32:00 -
[6] - 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
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Living Rock 523
Intara Direct Action Caldari State
226
|
Posted - 2016.03.06 17:33:00 -
[7] - Quote
Mobius Wyvern wrote: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.
I would understand AV impacting any aircraft performing a ground attack role. Obviously a bomber swooping in would need to be deterred by more than just a fighter aircraft. But when I think of the speed and altitude that (in my opinion) would be required to justify calling something a fighter, I don't see how AV can be a justifiable threat. As I said, of course if I wanted to take my fighter low and slow, AV should become a massive concern. But being as how (again in my opinion) a fighter should have no business operating at such low altitudes and speeds, I don't feel AV v Fighters should be a realistic/common scenario.
I really hate to take into account RL scenarios because many on the forums are (somewhat justifiably) not interested in drawing parallels between a game and RL, but as far as I'm aware (not saying I'm right here, just going off the knowledge I have) most aircraft kills by handheld weapons in RL have come against aircraft performing ground attack operations. I cite Russias war in Afghanistan (not a fool proof argument I know, as Afghanistan had no aircraft of their own) in which many Russian aircraft were downed by the Stinger missile system, but being as how they were exclusively performing air to ground operations, they simply raised their operating altitude beyond the Stingers reach. At the expense of accurate munitions delivery of course.
I also would in no way be against some form of Flak/SAM installation. As in RL Flak would be Flak, and there isn't really much a fighter could do about that other than bug out. For SAMs I would like to see either countermeasures introduced, or the ability to maneuver yourself out of a SAM lock (ideally both).
On the VTOL situation, I'm not firm on my stance. As long as fighters becoming ground (infantry) attackers is not possible, I could accept VTOL craft. My only concern with straight downward thrust and no vector control would be precision landings, but that I would imagine would not be hard to address. Again, glancing at RL, all currently combat proven VTOL aircraft are not (to my knowledge) air superiority craft but ground attack craft. I know the F-35 may change this, but it seems to be heavily dependent on extremely advanced radar and smart weapons, as opposed to the classic attributes of speed and maneuverability. This upcoming little tidbit is a conversation for another place and time, but I wonder about the effectiveness of an F-35 vs a true Gen 5 air superiority fighter.
As for the Avatar scenario (I understand this was not meant to be the meat of your counterpoints lol so I won't get into it too much) Avatar did take place in an environment that was not conducive to runways, as the resources required to construct an operational air base would have been immense, and the nature of combat in that scenario would have made it difficult to split attentions between combat and construction. The forces in Avatar were also put down by natives using flying lizard things, rocks, and sticks and such. I'm kinda grasping at straws here lol but I think a Gen 5 fighter equivalent in that situation would have shifted the balance of power in some way or another.
Lastly, the environment we had in Dust (obviously I'm not sure what our future environments will hold) was devoid of foliage and was in large part empty, flat ground. Runway construction would be fairly simple, I imagine. I am of course ignoring the fact it would be a nice juicey target for orbital bombardment, but a man can dream no? lol. I mainly just like the idea of calling my fighter in to a hanger, taxi-ing out to the runway, and taking off into battle. The proper implementation of a VTOL system would obviously erase the need for runways.
At the end of the day Fighter aircraft (really any aircraft that aren't dropships) are what really got my motor going when thinking about Dust. I love the conversation, and in no way am I saying I'm right or my way is the way to go. But with near complete silence from CCP on fighter aircraft (at least during my time in Dust) I simply want to keep the conversation alive and at least narrow down the theoretical aspects so one day we can move on to practical application of the aircraft dynamic. At the moment I'm not sure I will be able to take part in the new Dust if and when it comes out, but I fully intend to position myself as a champion of the fighter/fixed wing aircraft dynamic no matter what form it takes or whether I agree with the implementation.
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.06 18:02:00 -
[8] - 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
|
Living Rock 523
Intara Direct Action Caldari State
226
|
Posted - 2016.03.06 18:21:00 -
[9] - Quote
I can get behind this. I would have no problems with fighters being aluminum foil vs AV if the proper response was simply for a fighter to stay within its intended role. I'm all for fighters interacting with infantry being extremely discouraged, and with a fighters maneuverability being so much greater than infantry, it makes sense that AV would produce a level of damage that would make fighters stay clear, as opposed to a fighters attributes forcing AV to stay clear.
My main concern would be getting picked off by say Swarms at a fighters operational ceiling. If that wasn't a concern, I would have no issues at all, and I'm all for fighters being very squishy.
I'm also fully supportive of close coordination with friendly ground troops as that is a requirement in RL and would greatly benefit overall balance.
I hadn't takend into consideration supply depot interaction, and that is a very good point, especially when it comes to balancing a ground attack aircraft. I'm currently picturing a JU-87 carrying it's single bomb (at least early in that conflict) and delivering it with precision, then leaving battle to rearm.
I would be very supportive of aircraft being balanced by teamwork, situational awarness, and acknowledgment of intended roles. One thing I did really like about Dropships was the difficulty in actually flying them. I saw many people calling for a dumbing down of flight controls back when I played, but with the state of balance at the time I think this difficulty in simply flying a dropship with any proficiency is at least partly what kept the skies from being blackened by ADSs. |
1e 3peat
WarRavens Imperium Eden
92
|
Posted - 2016.03.06 19:30:00 -
[10] - Quote
Lack of memory 514 |
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Living Rock 523
Intara Direct Action Caldari State
226
|
Posted - 2016.03.06 20:10:00 -
[11] - Quote
Which is why this is in reference to a (possible) Dust2 |
Living Rock 523
Intara Direct Action Caldari State
226
|
Posted - 2016.03.06 21:26:00 -
[12] - Quote
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? |
Galm Fae
Eskola Ergonomics
511
|
Posted - 2016.03.07 00:33:00 -
[13] - Quote
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.
Rich Hipster With No Skill
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.07 02:31:00 -
[14] - 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 -
[15] - 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
|
Galm Fae
Eskola Ergonomics
512
|
Posted - 2016.03.07 06:19:00 -
[16] - Quote
So this post is going to be a bit of a tall order, but lets see if I can address everything that's been discussed so far and offer some of my initial input before I move on to the more intricate details.
Quote: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. The idea of DUST 514 ever being a "game of skill" would be funny, if it wasn't so painful to hear. That's an opinion at best, and an opinion that can't be applied to this situation considering how radically different air combat is from conventional infantry combat. While I'm not saying that aircraft should be inherently overpowered (and they won't be for several reasons that I hope to discuss) the idea of removing precision guided munitions from aircraft will make them useless. By refusing to allow guided ordinance (which why would there not be in this distant future when the US has been following a trend of using guided weapons in conventional war since the Gulf War) you force them to rely on the current system of dumb-fire turrets. While I agree that any aircraft made should have the option of fitting a small turret in place of a traditional gun pod for survivability-sake, by limiting them to the currently existing turrets you've made objectively irrelevant.
Think about it, why would anyone spend the extra ISK to purchase a fixed wing aircraft that can only fit dumb fire munitions (especially in the case of your argument that would prevent any sort of VTOL capability to prevent engaging infantry) when it is more cost effective to purchase a tank. It sounds stupid at first, I know, but an armored vehicle would have the inherit advantage over a jet aircraft in its ability to hide behind cover, carry heavier armor, and is only suceptable to enemy fire from cardinal direction. Meanwhile the aircraft will have less armor, less armament, and is susceptible to enemy fire in all directions without the ability to take cover. Even an assault dropship, the bastard child of a troop transport, would have an inherent advantage over a fixed wing aircraft at this point. It's an odd parallelism to draw, but I hope it gives you the idea of how useless it would make these vehicles. Fixed wing aircraft require a tremendous amount of skill to operate effectively given the fact that the accelerate constantly along one vector at high speeds, carry relatively small amounts of ammo, etcetera etcetera. I could go on and on and create a whole shopping list of reasons why not having guided munitions on jets would be a horrible idea here. In fact:
I) Reliance on dumb-fire weaponry gives pilots the ability to engage ground targets, directly contradicting your whole point of preventing attacks to ground targets (reference issues dumb-fire swarm launchers had against infantry)
II) Gun-to-gun point blank dogfights, while seemingly thrilling, severely limits the ability for aircraft to engage dropships, VTOL gunships, and other aircraft at high speeds. (Would likely encourage ramming)
III) Turrets in their current iteration (extremely close range blasters, slow short range rockets, and single fire railguns with a spool-up time) would be next-to-useless on fastmovers
IV) Lock on ordinance, even if the lock on time is relatively slow, could ensure jets could only engage other aircraft or ground vehicles
V) Even if jet launched missiles are employed against armored targets (and they should) it's unlikely that it will be unbalanced as tanks possess a huge amount of hit points and can react accordingly in the time it takes jets to circle around (or gods forbid be forced to land and rearm.)
Again, I can go on and on and on on this one so trust me when I say that guided weaponry and a new turret system or class all-together is a must.
Quote:Again, glancing at RL, all currently combat proven VTOL aircraft are not (to my knowledge) air superiority craft but ground attack craft
Technically yes. That having been said, you're still wrong. VTOL, contrary to what Hollywood and Modern Warfare 2 would have you believe is not and has never been used to engage ground targets. VTOL exists, as the title suggest, to limit the amount of space required for take-off which is essential in branches like the Navy or the Marines where space on a flight-deck is limited. These organizations are also typically expeditionary agencies that are forced into tactical combat roles close to the front lines where large runways and airfields might not be available, as in the case on an underdeveloped Null-Sec colony. The reason why these aircraft are traditionally attacker aircraft has nothing to do with their VTOL capability, but because the branches whose operational needs facilitate the development of VTOL almost always are charged with tactical airstrikes against ground targets.
This is a bit of a tough concept that a lot of civilians have a hard time wrapping their head around, but the Air Force (with the exception of the A10, which serves as a constant reminder of its breach of standard doctrine) focuses more on strategic bombardment of enemy infrastructure and the interdiction of troops before they have reached the front line. Meanwhile, the Marines and the Navy, due to a lot of reasons and differences that I can't be bothered to get into right now, focus on issues of close air support. Respectively, hovering above a target in landing mode is insanely stupid and the pure concussive force of whatever ordinance your dropping will ruin your aircraft beyond all repair if not knock you out of the sky outright. Even the F35 only has VTOL in the Marines variant while the F35B and the F35A opt for STOL and conventional gear respectively.
Rich Hipster With No Skill
|
Galm Fae
Eskola Ergonomics
512
|
Posted - 2016.03.07 07:11:00 -
[17] - Quote
Now, to conclude the above post, personally I believe that if you really are that concerned with VTOL ruining the balance of jets then I would either recommend a STOL system (which from a pilot perspective I would prefer as canonically it would save plenty of weight) or alternatively simply have the jet in throw up an alert before transitioning to navigation mode, which provides a certain amount of landing assistance (ie, displaying the topography of the terrain below you) but in exchange disables your weapons until you're at speed for conventional flight. Project Legion already indicated the existence of much more varied topography and the addition of flora, so that whole "DUST has mostly flat surfaces" don't really hold a lot of weight in the future anyone. Besides, for the historical reasons that I explained in regards to the Marines it is far more likely that a planetary marine force would deploy with VTOL / STOL aircraft on uncolonized and underdeveloped planets than the idea that there'd just happen to be two perfectly good airbases close to each other. In fact, assuming in the future we solve the issue of weight-versus lift then there's no reason why every aircraft WOULDN'T have VTOL or STOL.
Back to my rant, I hope I've address why precision guided AV weapons would be inherently more effective and make much more sense than dumb-fire high-altitude bombing... Or gods forbid dive-bombing, which hasn't been employed since the Korean War for reasons that should be obvious. Rather, I would recommend that the system of Light, Medium, and Heavy aircraft be broken into three different "classes."
Dropships
This role will simply be a continuation of the current iteration of dropships, with the reintroduction of the logistics dropship and the continuation of the assault dropship. These will be the only aircraft built specifically to survive reentry, and as a result will be slow, up armored troop transports. While the assault dropship would offer the option in enhanced survivabilty at the expense of carrying capacity, these ships will largely be limited to the roll of infiltration or extraction of troops from hotzones with limited offensive weaponry.
Gunships
This is an idea I've toyed with for a while. While the assault dropship has served its time as a decent sit-in for a dedicated ground-attack aircraft it simply doesn't fit the bill for a CAS platform. If anything, it's a retrofitted transport ship that's been adapted to serve a role desperately needed in DUST at the moment; an nimble ground-attack aircraft capable of attacking targets at low altitude. This got me thinking, what if we took the term 'close air support' literally. An extremely close range, highly maneuverable combat system loaded up with so much armament that defensive systems have been cut to make room for pure offensive power. Considering that these days the Army has taken to adopting helicopter gunships in place of fixed-wing platforms, I'd like to see a single or two-seater aircraft like the Apache capable of dealing out damage to ground targets but is vulnerable to AV damage and small arms fire. Reference the ATAC from the Killzone series and you should have a pretty good idea of what I have in mind.
Fastmovers
As you might imagine, these are the VTOL/STOL aircraft that we seem to be discussing most often. These are extremely fast and maneuverable air superiority fighters capable of locking on to enemy aircraft. I recognize many of the concerns people seem to have at the mention these jets, but I firmly believe that one of the best ways to combat these concerns to to limit the amount of ammo that each of these jets can carry. Rather than holding a seemingly limitless amount of missiles, these jets will only be capable of holding two - six at a time, and require a lock on period where the target remains in the forward radar range for a certain amount of time before firing. This also forces jets to dip into that navigation mode I had previously discussed where they are forced to activate their VTOL for landing and are incapable of using their primary weapons. This would be an insane risk on the front line, and encourages pilots to return to their primary headquarters to rearm rather than lowering down to an ammo depot while under enemy fire.
Which leaves me with the AV answer to these systems, taken directly from Templar One:
https://books.google.com/books?id=wGUcq68KDPIC&q=jaguar#v=snippet&q=missile&f=false
Visiam AV-11 'Block' Missile
Select the first snippet that contains the section on the Visiam AV-11 'Block' missile. Effectively, this missile could work like a piece of equipment that when launched remains on station for a certain amount of time orbiting a 500m circle around the launch position until a target enters its range. If the pilot has enough skill however, these rockets can be evaded (I'd imagine they'd move to fast to swing around again like swarm launcher rockets) or even shot down and destroyed before making contact. This would provide a temporary moment of substantial defense from air attacks for infantry, but you could only ever carry one rocket at a time. A system like this would be the final nail in the coffin for the 'air support has the potential to be overpowered' argument.
Rich Hipster With No Skill
|
Living Rock 523
Intara Direct Action Caldari State
236
|
Posted - 2016.03.07 11:42:00 -
[18] - Quote
Got a replys coming Mobius/Galm, gonna be a bit but I'll post after work |
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.07 13:18:00 -
[19] - 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
|
Living Rock 523
Intara Direct Action Caldari State
240
|
Posted - 2016.03.08 03:16:00 -
[20] - Quote
To start off with @Galm
Something I feel that you've missed was my request for separate variations of aircraft. To lump all of my concerns/suggestions into a single craft would obviously create some major issues. I will stand firm by my claim that I feel Fighter aircraft should not be engaging ground targets, nor should it carry any sort of dumbfire weaponry meant to target ground troops/vehicles. If a fighter is handling both ground AND air, you pretty much make all other craft other than transports redundant. Of course you could still have other aircraft, and fiddle with the stats of each, but why have a dedicated ground attack aircraft when a fighter could do both? You could give a ground attack aircraft air to air capability, but why? I strongly feel there needs to be a very clear distinction between Fighter aircraft and Ground Attack aircraft. For the sake of teamplay, RL considerations, logic, and (I feel) an overall fun experience, Ground Attack aircraft should not be able to operate, at least not efficiently, without fighter cover (unless of course the opposing team does not field fighter aircraft of their own).
On the turret front, obviously current turrets would either need to be heavily reworked, or thrown out all together. I can get on board with Mobius' suggestion of extremely limited ammunition capacity for special weapons such as air to air missiles, but in regards to fighter on fighter combat I feel that 2 evenly matched (skill wise, not SP, but skill) fighter pilots should be able to out maneuver most missile shots (as long as they are paying attention and all of that), and just as we have seen in conflicts such as Korea and Vietnam, these match ups would start with a stalemate (for whatever reasons, for my RL examples it would be the technological deficiencies of those 2 conflicts, for a new Dust it, I feel, should be due to the fact that a lock on missiles in fighter to fighter combat should be far from a sure bet unless 1 player is glued to the others tail pipe and is able to maintain a steady lock at the proper angle), then you would have the merge, and from there it would be the proverbial knife fight in a phone booth. On a more personal note, pure missile combat for fighter vs fighter just sounds boring to me, and I would hate to see a situation where someone had dedicated themselves to fighters (not in the sense of SP, but just learning the trade so to speak) and you end up with this situation- "Dang, that dude just shot me down!" "What happened? Did he out maneuver you? Did you get jumped by 2 fighters?" "Nah, he shot a missile. What are you gonna do right?"
The deficiencies in lock on air to air munitions could simply be explained away by defensive technologies of the time out performing offensive technologies. If this was not the case, aircraft would be killing each other beyond visual range, and fighters would simply be "wait for your box to turn red, hit X, profit". I know I kinda shot myself in the foot as I am the one who dragged RL into this lol, but I feel that we would need to cherry pick what RL attributes to apply to fighter aircraft in the name of fun. Whether it makes sense or not. For the most part, my recommendation for RL parallels is in regards to overall theory and tactics, not necessarily a part for part transfer of real world into new Dust.
And to touch on the skill thing real quick, I don't remember what qualifier I put in the ( ) box thing, but if the new Dust doesn't require skill on the part of the player, well then I want nothing to do with it. Currently Dust is able to be played using SP as a crutch to an extent I think most can agree is unacceptable, and obviously that needs to change.
Reading through some more of your first post you don't seem to take into account my request for clearly separated roles in regards to fighter/ground attack. A Fighter aircraft should not be targeting ground troops period. I think the mechanics should be such that yea, possibly you could kill infantry with a fighter, but more than likely this would end up with a fighter crashing into the ground due to speed.
On the VTOL thing, again I'll point out my request for separate aircraft. My fears for a VTOL fighter would be a single craft "doing it all" so to speak, and this is unacceptable in my mind.
Furthermore, you definitely miss read a good portion of my post, at least in regards to VTOL, as I am fully aware RL VTOL aircraft are (pretty much exclusively at this point, to my knowledge) ground attack aircraft. A VTOL is by no means an air superiority fighter, especially in these times when Gen 5 fighter jets are fielded by most major countries. I cite the Flaklands war in which Harriers suffered loses to enemy air superiority fighters (pretty sure it was fighters, probably MiGs and not surface to air weaponry, I'll look it up after this).
But again, my concern with VTOL was a do it all craft, a glorified dropship if you will. If a system is in place to prevent a fighter going into VTOL mode and laying waste to swarms of infantry, I am happy.
I also fully understand aircraft such as a Harrier or the Marine F-35 (I will admit in my excitement I neglected to remember that VTOL was not a feature on all F-35 models) does not simply hover over a target dropping bombs and shooting guns. I would strongly suggest reading over my posts again, as I feel you missed quite a bit of what I said.
To mop up a bit, ramming is already a problem, and while I obviously don't want to see that happening, it's not as if we don't already deal with that now.
On the dropship front.......not sure how they should fit into the new Dust. On the one hand, I would love a gunship/apache type vehicle, and obviously a dropship would be the ideal candidate for this role.......but I also remember raining the pain on infantry back in late 2013/early 2014 by using my Inky as an Apache, and serious nerfs ensued (because of mechanics, not me). |
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Living Rock 523
Intara Direct Action Caldari State
240
|
Posted - 2016.03.08 03:17:00 -
[21] - Quote
This is taking way more space than I thought. Will continue, maybe tonight maybe tomorrow |
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.08 03:26:00 -
[22] - 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
|
Galm Fae
Eskola Ergonomics
515
|
Posted - 2016.03.08 06:03:00 -
[23] - Quote
Interestingly enough, a major concern that we face going into the future of air combat is that stealth technology and heat-dispersion will become so advanced in aircraft that active-radar missiles will be useless in a hypothetical sixth-generation conflict. Which is to say, close range heat seeking missiles and 'gun range' conflict might become more common between two aircraft. So the argument of defensive systems having outpaced offensive targeting systems actually holds merit, but I just can't get over the fact that it's due more in part to the technical limitations of this game than anything else.
I was never advocating for fire-and-forget weapons that shoot down beyond visual range. That having been said I've always found that the process of locking the enemy and outmaneuvering incoming IR missiles at high speeds has been far more exhilarating than the 1942-copy-pasted-reskinned-unrealistic-garbage that are the flight mechanics in Battlefield 4. No jet should ever move as if it's a WWII era messerschmitt, and I find the way that it portrays dogfights disgusting. Gameplay like that is a massive turn off for me, and makes aircraft feel utterly useless rather than a force multiplier. The only thing that has ever made aircraft in games moderately overpowered however is the traditional insistence on unlimited ammo in vehicles (which is a mold that DUST broke a long time ago) and a lack of dedicated air defense systems.
If I had it my way, fighters would pack at max two semi-active missile systems with the option to gain one or two per ammo bay expansion. Rather than rely on some sort of AWACS (which would have all air targets marked and placed for you on your map) you instead get a forward facing directional gravimetric scanner that detects aircraft by locking on to the gravitational force that an airborne target puts out. (Gravimetric scanners have been the basis of Caldari design for years now.) We can assume this is done to combat the need of sending out your own radar, which would break stealth if a module were capable of tracing the origin of the radar signal, or LADAR, which would break stealth by sending out a broad IR beam that would give away your position. This allows for complete stealth while still maintaining the ability to detect air targets even in adverse weather conditions. However these missiles would not operate like swarm launchers, which have a stupid amount of maneuverability and have a habit of swinging back around after they have been evaded. If one of these missiles are successfully evaded then they'll simply extend along the same vector until either reaching their max range or hitting the ground below.
As a clever way to avoid having to implement countermeasures for now, let's say that canonically it can be difficult or these missiles to discern the gravitational force of an enemy aircraft from the surrounding planet. Not only can these missiles ONLY lock on to aircraft because of this, but if a pilot dips down below a certain altitude the accuracy and maneuverability of these missiles are greatly reduced and there is a chance of the missile instead targeting the planet itself rather than the jet. This leaves us with a basis for long-range standoff missiles that:
I) Require skill to use effectively against enemy aircraft
II) Are heavily limited by the ammo capacity of your jet, which is largely left defenseless while landing to reload
III) Prevents locking on to ground targets
IV) Can be easily evaded by a pilot with enough skill to washboard over a planets surface
V) Mitigates the ability for the enemy to target air forces before they have a chance to take off from the ground
Rich Hipster With No Skill
|
Living Rock 523
Intara Direct Action Caldari State
242
|
Posted - 2016.03.08 12:04:00 -
[24] - Quote
^
Now all of this I can start to get behind. The only thing I would like to stress is that while I do personally love (love love love) WW2 technology and tactics and the battleground it created back then, I also understand this is not what everyone likes/wants.
That being said, time and time again, the proclamation that the gun fighter is dead has been proven wrong (many times at the cost of lives of airmen), and while many picture dogfights as a WW2 Era activity, they have continued on (against the predictions of military planners) in many major conflicts since. Obviously in conflicts like the Gulf War, Syria today, Lybia, Afghanistan, and America's war on terror in general, technological gaps have prevented serious air to air combat.
But the theory that current technologies would produce a wash when they are fielded by 2 advanced countries against each other is the reason why all air superiority fighters to this day (to my knowledge) equip a cannon in the event that missile technology is not able to produce the outcomes they are predicted/theorized to produce.
I'm about to head into work, so I gotta go. Mobius I promise I'll get to your post after work lol, and I think between the 3 of us we are close to a rough outline at the least for what we should see from air operations in Dust.
Also just to throw this out there, I was never a CoD guy, or a BF guy. I was brought up on MAG, and my only serious experience with vehicular combat in a multiplayer FPS has been Dust, so I'm definitely flexible on the topic. At the end of the day all I want is balance to avoid the vicious nerf/buff cycle that drove me to drinking and ruined my marriage. Thanks CCP.
Just kidding about the drinking, and I'm not married. |
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.08 15:29:00 -
[25] - 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
|
Living Rock 523
Intara Direct Action Caldari State
244
|
Posted - 2016.03.08 23:35:00 -
[26] - Quote
@Mobius
I like a lot of what you are saying. On AoE vs Precision I do agree that it is important that AoE weapons should be dumbfire, and AoE in general should be used for attacking infantry, though I could see some form of AoE/Area Denial dumbfire weapons such as a Stasis Webifier type being allowed to effect both infantry and vehicles as the result of use would simply hinder mobility as opposed to causing damage.
On the Precision front, as long as an enemy vehicle is allowed a reasonable chance for evasion, a lock on mechanic could pan out. And you do address this with the suggestion for a lock on and a weapons fired alarm for ground (and air vehicles). This could go to a variety of depths, either as standard on all vehicles, race specific (for example maybe say the Amarr have no lock on warning, but superb weapons fire warning/bonus to evasion in some way, just spit balling that one), or actual mods/equipment. I don't know what the best way would be, but that is a topic we would need to address later down the road.
I also wouldn't mind seeing levels of precision weaponry, which I haven't thought through too much, but at a basic level, the lower damage dealing lock on weapons would aquire lock on through onboard equipment, and the big heavy hitting lock on weaponry would require a sort of combat controller on the ground to "light up" the target via some for of laser designator (as you had mentioned Mobius).
At the end of the day, I feel no lock on weaponry should ever be a 100% sure bet. The ability to evade such attacks should always be a possibility, the question would be how easy/difficult would/should evasion be, and what methods/equipment would be available for this purpose. Obviously countermeasures come to mind, as does proper maneuvering and situational awareness. But for right now I'm going to leave that question alone.
The rigging mechanic pulled from EVE that you explained to me Mobius makes sense, and I am all for limited fitting slots as those combined seem like they would help keep aircraft from "outgrowing" their role and becoming something much different than they were intended to be. I think we can app agree that was one of Dusts more serious and consistent missteps. I feel like I would also like to see these riggings (weapons loadouts) effect mobility much in the same way armor plates effect our Dropships now. I should be able to feel the difference between a couple racks of relatively small missiles and one very large anti tank missile.
I'm not sure if I mentioned it anywhere in this thread (I know I mentioned it on Discord) but I do strongly agree with Mobius' suggestion that ordinance capacity be kept to a minimum. I think it would be a slippery slope to allow for the possibility of any length of smart weapons spam, though I will say that (possibly) with higher chances of enemy vehicles dodging smart weapons, carrying capacity of ground attack aircraft could be allowed to increase by some amount (not a big one). So if dodging a laser desegnated missile is extremely difficult, you should only be able to carry 1 or 2 at the most before having to head back to the supply depot to rearm.
On the topic of cannons (or lasers) for a ground attack aircraft to use on vehicles......I start to drift towards concerns of misuse/abuse. On the one hand we have plenty of RL examples to look at in terms of cannons on ground attack aircraft being applied to vehicles (and infantry). On the other hand I can see the forums exploding over aircraft sweeping in to gun down infantry.
.........
I was about to say I am firmly against the above situation and would require heavy convincing to even begin to budge from my current position, but I started thinking about the gun pods they used to equip on the F-4 Phantoms. For the moment I will stick to my position, but I imagine a gun pod in New Dust which was equipped by sacrificing a good amount of space for lock on munitions, heavily regulated by a cooldown as well as ammo limitations could maybe begin to start making me consider the possibility that one day I might think about giving a bit of ground on this topic.
The gauntlet has been laid down. Push me out of the Sumo Wrestling ring that is my opinion on cannon equipped ground attack aircraft.
To jump back to AoE munitions (sorry, I'm on a phone and jumping back into the middle of this post to edit is a pain), I would like to hear opinions on how damage should be spread within a AoE weapons blast radius. I'm picturing the ability to provide variety, in the sense that AoE munitions #1 could have a blast radius of say, for the sake of my non math brain, 100 feet. Munition #1 would do 50% of its total damage within a 25 foot radius of the impact site, 35% of its damage from the 25 to 80 foot radius, and 15% of its damage from the 80 to 100 foot radius. I'm confusing the hell out of myself here lol but basically if an AoE weapon does 1000 damage, anything in the 0 to 25 foot radius would receive 500 damage, anything in the 25 to 80 foot radius would receive 350 damage, and anything in the 80 to 100 foot radius would receive 150 damage.
Confused yet? I am. Shout out to Google for doing that percent math for me.
Anyway, munition #2 (no math here, I promise) could do say X amount of damage to say 8 different areas, each of those areas could be say an 5 foot radius, all contained within 1 large say 50 foot radius. I could have just said cluster bomb, but I didn't. Also, the numbers don't matter, only the concept.
Munition #3 could be the vaunted Stasis Webifier, which I won't throw numbers at, we all know what this concept is.
These are all just examples, but I think it's important to somewhat nail down exactly what would be going on with AoE weapons.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.03.08 23:50:00 -
[27] - Quote
As a point of contention (not solely because the Amarr were mentioned but because it flies in the face of modern convention to some degree) I suggest to you that you try not to play around too much with the 'warning systems' mechanic for something as silly as race.
Consider that in a competitive arms market where everything from our dropsuits to our very cloned bodies are military grade assets there will be minimum specifications that must be met. Racial diversity is good to encourage new play styles but should comes secondary to basic functionality.
I think Mobius explained it better earlier in the thread or on Discord when we talked about Theatre Entry Standards but the core of how a fighter/ground attack craft functions regardless of race should use the same base and be tweaked minor and modified as an after thought but not in ways that distinctly create imbalances.
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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Living Rock 523
Intara Direct Action Caldari State
244
|
Posted - 2016.03.08 23:54:00 -
[28] - Quote
On the Dropship front.......I'm at a bit of a loss. We've turned Dropships in the current Dust into bootleg fighters, and my thinking is a bit poisoned because of this.
I like the idea of Dropships being simply Transports/Scouts, with the Logi Dropship making its glorious return to provide scans, transport in maybe a rescue sense (room for maybe 2 or 3 infantrymen), and very limited air support. The strafing runs as opposed to hovering for attack sound good, but I don't know that such a craft could be applied to heavy ground vehicles, especially considering the introduction of ground attack aircraft.
On the Transport front, I wouldn't mind seeing transport capacity increased, as well as limited supply depot type abilities provided by a transport dropship. I kind of feel weapons on this craft should be simply to provide cover fire against enemy infantry during troop insertion.
But overall I haven't put a lot of thought into the future of Dropships, so for the moment I will simply listen to the thoughts of others. |
Living Rock 523
Intara Direct Action Caldari State
244
|
Posted - 2016.03.08 23:59:00 -
[29] - Quote
@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. |
Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.09 04:55:00 -
[30] - 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
|
|
Leonida Terzo
Dead Man's Game Preatoriani
96
|
Posted - 2016.03.09 15:07:00 -
[31] - Quote
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/yjqqwZGNHPg
I 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/JDfbhM9rkAo
Ps: i have not played yet Star Wars Battlefront but it looks a Fun Game :)
ShBoomBros!!!!!
ShBoomBrosChannel ShBoomBros!!!!!
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.09 18:43:00 -
[32] - 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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22
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Posted - 2016.03.09 21:40:00 -
[33] - 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 :)
I think in discussion the separation between Air to Air Fighters and Air to Ground Attack Craft was generally accepted to prevent their roles bleeding into one another.
Also Galm sold me on a duration based laser weapon for dog fighting.
https://www.youtube.com/watch?v=TwRTK2_DOo4&feature=youtu.be&t=6m59s
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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Leonida Terzo
Dead Man's Game Preatoriani
103
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Posted - 2016.03.10 15:06:00 -
[34] - Quote
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 :)
ShBoomBros!!!!!
ShBoomBrosChannel ShBoomBros!!!!!
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2016.03.10 18:36:00 -
[35] - 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
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XxBlazikenxX
Kylo's Fist
4
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Posted - 2016.03.11 02:42:00 -
[36] - Quote
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.
CEO of Kylo's Fist // Pub Chat: The First Order
Join us in our quest for all of Molden Heath!
#freebenandjerrys
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
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Posted - 2016.03.11 17:20:00 -
[37] - 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
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Leonida Terzo
Dead Man's Game Preatoriani
118
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Posted - 2016.03.13 21:29:00 -
[38] - Quote
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
ShBoomBros!!!!!
ShBoomBrosChannel ShBoomBros!!!!!
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Mobius Wyvern
Fatal Absolution Bleeding Sun Conglomerate
7
|
Posted - 2016.03.13 23:18:00 -
[39] - 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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