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DUST Fiend
18426
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Posted - 2016.07.07 12:33:00 -
[1] - Quote
I get that this is a pointless crusade, but I'm bored and feel like rambling about my personal love when it comes to DUST: DA WHIRLY GIGS
I get that current realities dictate the slow and steady approach, but if nothing else I would like to try to keep discussion going in favor of vehicles. Some want a more casual shooter experience that sees this layer of combat removed entirely, though I feel it ultimately brings nothing but good to the game and franchise if handled more seriously. Obviously we've been at this for a long time, but we were dealing with outdated assets and essentially (to my knowledge) foreign legacy code. Unless you're building Nova with the direct intent to port to PS4, then there is theoretically more leeway for player count and map size, but that's all theoretical.
Anyways.
All Vehicles: Capacitors
To be perfectly honest it's been so long since I've played EVE that I likely don't have a full grasp on how they work anymore. What I imagine is that active modules all use a certain amount of capacitor per second, and the vehicles capacitor dictates how much pool it has, how fast it regens, etc etc. This could apply to things like primary turrets being fired as well, not just modules.
Vehicle Lock: Lock any vehicle you call to squad only option and lock pilot position from all option
New Modules: Energy Vamps, Neutralizers, and Webifiers. Similar to their EVE counterparts, used to attack the capacitor of enemy vehicles and to slow them down / stop them entirely.
Assault Dropships: Automatically comes with a free MCRU and 6 passenger seats (counting 2 turrets. If a turret isn't fit, that space becomes a passenger space). Pilot no long has control of front gun. New second co pilot seat added. This gives direct control of the front gun to the co pilot, who can also cycle to either side gun at will. If another player is using a side gun, the co pilot will be given priority and that persons screen will revert to that of a passenger for the duration.
Heavy Assault Vehicles: Separate the main gun from the hull. The pilot can switch to it at will but the vehicle will come to a stop while aiming unless another is present to pilot.
Light Assault Vehicles: If a back turret isn't fit, the bed becomes a passenger slot. All passengers can fire light weapons and sidearms from within the vehicle. LAVs also have about 25% more armor / shields.
Infantry AV Options: Deployable turret installations. Energy neutralizers and webifiers, as well as webifier grenades / remote explosives. Sidearm AV options such as a single shot swarm launcher or 3 clip gun that shoots rounds that damage slightly but disrupt all capacitor regen for X seconds while slowing the vehicle cumulatively for each shot.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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FraggerMike
G.R.A.V.E
398
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Posted - 2016.07.07 13:27:00 -
[2] - Quote
You've got some great ideas forming up there, greatly increases the Eve factor of gameplay.
However, a few thoughts come to mind:
ADS -- don't think those who fly them well will like the idea of not being able to shoot - makes them more of a Chauffeur.
HAV -- kinda the same as the ADS idea. I probably wouldn't even want to drive one if I couldn't run and gun at same time.
LAV -- Passengers able to fire their own weapons - shouldn't be limited to light/side arms. If you can carry a weapon, including heavy weapons, and sit in a LAV at the same time, then you should be able fire those as well. Imagine if you will -- mobile Swarms and Forge Guns :D
CEO of G.R.A.V.E
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Ripley Riley
Incorruptibles
14072
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Posted - 2016.07.07 13:29:00 -
[3] - Quote
DUST Fiend wrote:Similar to their EVE counterparts I'm going to say this, and it might make someone a bit pissy but Imma say it anyway: I am concerned about how Rattati would interpret "Do [insert thing], you know, like they have in EVE". CCP Rattati doesn't like EVE and admits to having only played it for a few minutes.
Not a perfect example, but humor me: We asked for some verticality and he gave us moonjumping myofibs. If you can't lay out specific numbers for Rattati I'm afraid whatever gets implemented will be a far cry from what you are asking for, is all I'm saying.
DUST Fiend wrote:Heavy Assault Vehicles: Separate the main gun from the hull. The pilot can switch to it at will but the vehicle will come to a stop while aiming unless another is present to pilot. I approve of this so hard.
My advice to you, playa.
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DUST Fiend
18428
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Posted - 2016.07.07 14:13:00 -
[4] - Quote
FraggerMike wrote: ADS -- don't think those who fly them well will like the idea of not being able to shoot - makes them more of a Chauffeur.
HAV -- kinda the same as the ADS idea. I probably wouldn't even want to drive one if I couldn't run and gun at same time.
:D
As a basically full time ADS pilot I would personally enjoy a more support oriented role, but that's just me.
Really though this is kind of the point. People who want to be racking up kills by themselves should be running infantry. Vehicles should require coordination to operate since they should also require coordination to destroy. Having less slayers and more support players in vehicle roles will probably never be a bad thing.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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byte modal
881
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Posted - 2016.07.07 14:21:00 -
[5] - Quote
My only honest experience with HAVs was getting blown up as soon as I entered them, so my perspective isn't biased as much as it is probably just ignorance. With that said, I have always been fascinated by the idea of crew-run vehicles. Teamwork is teamwork is teamwork, and I always found it weird that a LAV had a driver and an independent gunner. Clearly the concept was there, so why it never translated to HAV was odd to me. I love the idea of cooperative modes where a gunnery can provide visual intel to the driver, and the driver can position the vehicle to aid in range targeting. Or whatever. What could be cooler than a DUST (er, NOVA) equivalent of Maverick and Goose?
To the post, I love the idea of recycling modules from EVE such as capacitor, and some sort of capacitor neutralizers and webifiers (though I imagine the name and concept would be different). Not sure about the co-pilot bumping whoever is sitting on a side gun just because. That seems arbitrary and possibly very confusing from the perspective of the passenger. Leave the gun seat as last to be filled, but if it does get filled then that's that. IMHO.
I also love the idea of firing from a LAV as a passenger---with a limited field of view, of course. If I'm passenger-side, I'm not going to be shooting behind us. Same for whoever is sitting in the bed, relative to their perspective.
@Ripley: I did not know that. That does concern me too. I would never expect a 1:1 of NOVA:EvE, but being a sister game in the same universe I would assume some core philosophies would be (need to be?) transcribed. Of course I assumed that also with DUST and we still got active SP gains, so meh.
Fingers crossed. As Fiend noted, all we can really do is post pointless crusades as we get bored and hope for the best.
kitten bacon taco (nom)
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FraggerMike
G.R.A.V.E
399
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Posted - 2016.07.07 14:21:00 -
[6] - Quote
^^
I get your point in that, and it does make sense, given the real-world factor in both types of vehicles, but do you really think there would be a sufficient amount of players who would prefer only a support role?
CEO of G.R.A.V.E
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byte modal
881
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Posted - 2016.07.07 14:22:00 -
[7] - Quote
^ doncha just hate combo-breaker posts?
kitten bacon taco (nom)
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FraggerMike
G.R.A.V.E
399
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Posted - 2016.07.07 14:23:00 -
[8] - Quote
byte modal wrote:^ doncha hate combobreaker posts?
YES
CEO of G.R.A.V.E
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DUST Fiend
18429
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Posted - 2016.07.07 14:27:00 -
[9] - Quote
FraggerMike wrote:^^
I get your point in that, and it does make sense, given the real-world factor in both types of vehicles, but do you really think there would be a sufficient amount of players who would prefer only a support role? I counter that with what would be wrong with all those players just running infantry roles instead? If a match has players who want to run support roles, or perhaps game types that specifically call for vehicles (think destroying fortifications to move forward, or large maps that require transportation), then vehicles will appear. If no one wants to do it / they aren't needed, then it will just be more frantic ground combat.
So long as the WP was better and there were more fitting options, juggling capacitor and re-positioning for my gunners would be plenty for me, personally. Also, slayer focused players would be natural fits for main turret operators. I just feel like vehicles shouldn't be throw away power ups, but if that's the case, they 100% need to not be solo machines.
Lord of all things salty, purveyor of gloomish doom and naysayer extraordinaire.
AV Incubus Specialist, Ex Prometheus
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byte modal
881
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Posted - 2016.07.07 14:28:00 -
[10] - Quote
FraggerMike wrote:^^
I get your point in that, and it does make sense, given the real-world factor in both types of vehicles, but do you really think there would be a sufficient amount of players who would prefer only a support role?
I would rather specialize in supporting a pilot or be a supported pilot, TBH. I'm no measure of the community, but considering it will kill two birds with one stone I'm game even more so. Those birds being: 1) the conceptual practicality of separating the roles, and 2) the constant forum back-and-forth between vehicle and AV roles where it requires teamwork on the infantry side to efficiently remove a solo pilot of various vehicles. Balance. Or at least an honest step in that direction. That's another topic for another post, but the point stands.
kitten bacon taco (nom)
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byte modal
885
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Posted - 2016.07.07 14:34:00 -
[11] - Quote
Yeah, good point. If additional modules are being added, then that's even more reasons to specialize in strictly piloting a vehicle rather than both. Driving and handling mods in real time is probably enough. Same for a gunner specialist. I would imagine there should be mods for that role as well?
Driver becomes a better driver. Gunner becomes a better gunner. AV won't complain nearly as much (maybe!) having to use teamwork to kill them. For me, that increases the hunt/satisfaction of a kill even more from both vehicle and AV perspectives. That's just me of course.
kitten bacon taco (nom)
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FraggerMike
G.R.A.V.E
400
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Posted - 2016.07.07 14:35:00 -
[12] - Quote
Interesting points of view. Like this. Keep this one alive, maybe it'll draw enough attention to warrant a DEV thought? And perhaps more input on both sides of this coin.
CEO of G.R.A.V.E
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8275
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Posted - 2016.07.07 16:02:00 -
[13] - Quote
DUST Fiend wrote:FraggerMike wrote: ADS -- don't think those who fly them well will like the idea of not being able to shoot - makes them more of a Chauffeur.
HAV -- kinda the same as the ADS idea. I probably wouldn't even want to drive one if I couldn't run and gun at same time.
:D
As a basically full time ADS pilot I would personally enjoy a more support oriented role, but that's just me. Really though this is kind of the point. People who want to be racking up kills by themselves should be running infantry. Vehicles should require coordination to operate since they should also require coordination to destroy. Having less slayers and more support players in vehicle roles will probably never be a bad thing. See, what I would love is to actually emulate Battlefield in one regard:
1. A Little Bird style light transport VTOL that holds 4 passengers and has a fixed front gun. That way you have to aim the aircraft body to aim the gun, and you engage targets by doing passes over them.
2. A dedicated Gunship with a separate pilot and gunner seat. The gunner gets a fully mobile turret under the nose, and the pilot could have some unguided rockets locked to the aircraft body like the gun on the "Little Bird" style VTOL.
I never really liked how Dust tried to combine both of those into one aircraft that honestly failed at both.
As far as your idea on manning vehicles, that's part of why I'd like to see them re-designed towards being assets expensive enough that Corporations do the buying rather than individuals, so that individuals don't have to bear the brunt of the cost while also having to only use 50% of their purchase's potential unless they find someone else to use it with them. Players join Corporations to have fun with like-minded others, so finding a "buddy" in your Corporation to run vehicles with would seem like a natural extension.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Fox Gaden
Immortal Guides
7791
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Posted - 2016.07.07 16:04:00 -
[14] - Quote
Overall I really like your ideas DUST Fiend.
(ADS) However I think FraggerMike has a point about ADS. I think ADS should have a fixed weapons controlled by the pilot, as in, the pilot aims by steering the dropship. This would mean that strafing runs would really be strafing runs, as the pilot would not be able to hover and shoot at someone below them. They would have to dip the nose, which would require forward movement to avoid crashing.
Dropships, particularly ADS, need level indicators added to the first person perspective view. You need instruments to tell you how far you are tilted forward/back and left/right. At the very least, set a bottle of whisky on the dash board so I can look at the water line (whisky line?) to tell when the dropship is level. An indication of net force would be useful too, as in an arrow telling you at what angle up or down and in which direction relative to your dropship's orientation you are going to go with the current combination of thrust vectors and gravity.
One instrumentation idea would be to have a 3D semitransparent representation of your dropship inside a spire projected onto the corner of your HUD. The spear would have a ring at the equator representing level, and another ring that indicates the angle of your dropship. You make the rings line up and you are level. Then add an arrow through the centre of the spire that indicates the direction of net force (the direction your dropship is moving due to thrust, gravity, and other forces) and have the length of the arrow indicate the net speed. This would make flying in 1st person view much easier.
(Tanks) I support the idea of separating the Tank Driver and the Primary Gunner. Let the Driver have a small nose turret attached to his exterior camera. Include an overlay for the driver similar to the overlay on a carGÇÖs backup camera with lines that indicate the direction the tank is facing and indicates the width of space the tank will take up, so it is easier to orient the vehicle when not facing straight ahead.
Solo tank drivers will have to change seats to fire the big gun, which makes the tank immobile when firing. This is a balance factor which allows the tanks to be made harder to kill, since they either require 2 operators, or with 1 operator canGÇÖt have full offensive and defensive capabilities at the same time. This will allow the tanks to be made truly powerful while maintaining AV balance.
(MAVs) I propose two types of MAVGÇÖs. Assault MAVGÇÖs (Light solo tanks), and Troop transport MAVGÇÖs.
(Assault MAV) For those solo tanking fans, I propose a MAV with 1 seat, and a medium forward facing turret. Probably 6 wheeled rather than tracked, the Assault MAV would have less acceleration than a LAV, but maybe 50% more armor, and be able to spin in place like a tank. It would be faster and more maneuverable than a tank (HAV) but would not have near as much armour, and only have a medium turret. I am thinking along the line of 8 to 10 shots from a medium turret to kill a HAV, and 2 to 3 shots from a large turret to kill an Assault MAV, so a small pack of Assault MAVGÇÖs could take down tanks, or a MAV with AV support, while at the same time a squad with just anti infantry weapons could still take out a MAV if given enough time.
(Troop MAV) The Troop MAV would be able to hold a full squad, and have two turrets (one forward, one aft) which are controlled by the person sitting in that position. It would have less acceleration than a LAV, but have more armor. Faster, with less armor than a HAV. Enclosed, except possibly the turret seats. Not gun for the Buss driver.
(LAV) About what DUST had, except with DUST FiendGÇÖs suggestion that passengers by able to fire their weapons from the vehicle. CanGÇÖt fire through the windshield or other parts of the vehicle though so field of fire is somewhat restricted, and the vehicle is open as DUST LAVGÇÖs where to you can be shot too. With the bouncing around of the vehicle effecting your aim, I donGÇÖt see being able to fire from a vehicle as being too OP.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
7792
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Posted - 2016.07.07 16:20:00 -
[15] - Quote
Ripley Riley wrote:DUST Fiend wrote:Similar to their EVE counterparts I'm going to say this, and it might make someone a bit pissy but Imma say it anyway: I am concerned about how Rattati would interpret "Do [insert thing], you know, like they have in EVE". CCP Rattati doesn't like EVE and admits to having only played it for a few minutes. Maybe we should phrase it as "The capacitor mechanic they use in EVE Online would work well as a balance mechanism for vehicles in an FPS game as well. It is an enjoyable mechanic to manage, and it introduces effective ways to provide game balance, making V/AV balance easier to achieve."
This might go over better than the "But EVE does it this way" approach that some have taken with Rattati in the past.
Basically, having modules, turrets, propulsion, and shields all use power, from a capacitor that is recharging at a constant rate, and has a finite capacity (power reservoir) allows the Developer to tune power consumption rates to prevent the operator from being able to do too much at the same time, or at least not for an extended time, to prevent the vehicle from being too powerful. It also allows for weapons that attack the power reserve rather than doing damage, to provide more variety to the tactical game play.
Doe that about summarize it?
It might also be worth pointing out to Rattati that EVE Online is a game of vehicle combat. This point of view both validates his assertion that what works in EVE does not necessarily work in a FPS game, while at the same time supports the case for using EVE mechanics in vehicles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8276
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Posted - 2016.07.07 16:31:00 -
[16] - Quote
Fox Gaden wrote:Ripley Riley wrote:DUST Fiend wrote:Similar to their EVE counterparts I'm going to say this, and it might make someone a bit pissy but Imma say it anyway: I am concerned about how Rattati would interpret "Do [insert thing], you know, like they have in EVE". CCP Rattati doesn't like EVE and admits to having only played it for a few minutes. Maybe we should phrase it as "The capacitor mechanic they use in EVE Online would work well as a balance mechanism for vehicles in an FPS game as well. It is an enjoyable mechanic to manage, and it introduces effective ways to provide game balance, making V/AV balance easier to achieve."This might go over better than the "But EVE does it this way" approach that some have taken with Rattati in the past. Basically, having modules, turrets, propulsion, and shields all use power, from a capacitor that is recharging at a constant rate, and has a finite capacity (power reservoir) allows the Developer to tune power consumption rates to prevent the operator from being able to do too much at the same time, or at least not for an extended time, to prevent the vehicle from being too powerful. It also allows for weapons that attack the power reserve rather than doing damage, to provide more variety to the tactical game play. Doe that about summarize it? It might also be worth pointing out to Rattati that EVE Online is a game of vehicle combat. This point of view both validates his assertion that what works in EVE does not necessarily work in a FPS game, while at the same time supports the case for using EVE mechanics in vehicles. Yeah, we aren't trying to propose copying EVE, but the issue with trying to present this concept is that EVE Online is basically the only game we can use for an analogy.
I mean, Armored Core basically uses capacitors as well, but that's...well, actually....
Armored Core isn't a bad example. In that game even your weapons draw from the capacitor as well as all your other hardware like defensive systems and jump-jets.
Obviously we don't want to be trying to limit being able to use weapons by having to balance capacitor draw, but that game also illustrates how a capacitor based system could work.
In fact, I just remembered something! In the earlier Armored Core games your energy bar would recharge normally until you got down into the red zone at the bottom of the bar. At that point your energy would recharge much slower, and if you emptied it completely you would have to wait through a cooldown before it would start to recharge at all.
A mechanic like that applied to vehicles combined with infantry having a weapon like a Neutralizer Grenade could allow infantry to temporarily disable all modules on a vehicle in order to then use AV weapons to kill it before the energy recharge kicks back in. This would emphasize working together with infantry such that they can defend you from anyone who tries to run close and throw Neut Grenades at you. It would also mean that getting caught up in the moment and not paying attention to your energy level can be very deadly, which promotes learning how to manage your energy under fire and increases the value of skilled pilots.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Derpty Derp
Dead Man's Game
1475
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Posted - 2016.07.07 17:13:00 -
[17] - Quote
FraggerMike wrote: ADS -- don't think those who fly them well will like the idea of not being able to shoot - makes them more of a Chauffeur.
I think you'll find most ads pilots just really liked flying them, if anything having to point that silly turret at things made flying less fun, because it limited how you could fly (although I think we all found some nice ways to keep it interesting.)
But yeah, I used to enjoy flying teams around in my ships, back when useful people actually got in.
A lot of the time with tanks I'd fit small blasters and just point the front and at enemies to let them farm up(possibly because I'm lazy) but I was fine with just ferrying people around, especially when they were good with the turrets.
One other request, is that I'd like to be able to name my vehicles and keep a list of each ones stats, lol. |
Fox Gaden
Immortal Guides
7793
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Posted - 2016.07.07 17:24:00 -
[18] - Quote
I should also comment that with a fixed nose cannon (rather than a movable turret) combined with a good level indicator could make ADS dogfights in 1st person view a thing.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
13071
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Posted - 2016.07.07 18:38:00 -
[19] - Quote
ADS was a lazy, poor design.
Replace with This right here and make it a proper VSTOL vehicle.
ADS can burn in hell.
Keep the normal dropship for transport, but give combat pilots something that doesn't look and maneuver like a brick-shaped metal turd that achieves the "assault" nickname by adding a gun.
Yes, I am a Goon. No, I don't care about your spacepolitik.
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Joel II X
Bacon with a bottle of Quafe
10374
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Posted - 2016.07.07 20:04:00 -
[20] - Quote
I think they should just take away the Assault DS. It always seemed silly to me, since it seemed like it was a placeholder for an actual Assault Heli or something.
Dropships should stay dropships to deliver infantry, and ADS should have its own branch for Heli style flight, or jet style flight.
Scouts United
Gk.0s & Quafes all day.
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8276
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Posted - 2016.07.07 20:48:00 -
[21] - Quote
Joel II X wrote:I think they should just take away the Assault DS. It always seemed silly to me, since it seemed like it was a placeholder for an actual Assault Heli or something.
Dropships should stay dropships to deliver infantry, and ADS should have its own branch for Heli style flight, or jet style flight. Agreed.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.07 22:02:00 -
[22] - Quote
Maybe there should be the normal SHAV and an assault HAV with a extra large crew controlled turret and a pilot controlled medum turret in the front and as an addition have a gunship with a pilot controlled large turret a extra large top and bottom turret, two large side turrets and a medum back turret
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8276
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Posted - 2016.07.07 22:27:00 -
[23] - Quote
Slayer Deathbringer wrote:Maybe there should be the normal SHAV and an assault HAV with a extra large crew controlled turret and a pilot controlled medum turret in the front and as an addition have a gunship with a pilot controlled large turret a extra large top and bottom turret, two large side turrets and a medum back turret Ideally I'd like to move away from single-player-juggernaut style vehicles as a whole as the first stage in redesign. As soon as you get over Light vehicle hulls, any offensive capability should rely on teamwork.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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byte modal
886
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Posted - 2016.07.07 23:01:00 -
[24] - Quote
Slayer Deathbringer wrote:Maybe there should be the normal SHAV and an assault HAV with a extra large crew controlled turret and a pilot controlled medum turret in the front and as an addition have a gunship with a pilot controlled large turret a extra large top and bottom turret, two large side turrets and a medum back turret
Yes. And the new swarms should have laser painting target systems with a skill that adds +1 additional target per level upgrade for a maximum of five targets painted simultaneously. Then when I dumb-fire my cartridge (five missile capacity btw, because of a maxed swarm proficiency skill of course), all swarms are fired at once straight up into the air. Each missile will then home-in on one of the five painted targets and track absolutely until impact. Damage will be for 9,000Hp (each). This will take care of redline HAV too because target painting has the same scope and display render as a sniper rifle. Missiles will self-destruct if target is not acquired with 20,000 meters or 3 minutes. Whichever comes first.
If that doesn't work, then there should be a Defender-style smart bomb grenade that immediately clears the board of all red air and ground-based vehicles. At the cost of one clone and loadout. With a 2-minute cooldown. You know. For balance.
kitten bacon taco (nom)
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.07 23:02:00 -
[25] - Quote
Mobius Wyvern wrote:Slayer Deathbringer wrote:Maybe there should be the normal SHAV and an assault HAV with a extra large crew controlled turret and a pilot controlled medum turret in the front and as an addition have a gunship with a pilot controlled large turret a extra large top and bottom turret, two large side turrets and a medum back turret Ideally I'd like to move away from single-player-juggernaut style vehicles as a whole as the first stage in redesign. As soon as you get over Light vehicle hulls, any offensive capability should rely on teamwork. I will amend that from the standpoint of offensive vehicles that are single-player by design, like jets. As far as I'm concerned, as a tradeoff to their offensive potential, they shouldn't even have resistance to small-arms. Their HP should be VERY low such that your only means of survival is staying mobile and using countermeasures to try and protect yourself from lock-on weapons. Maybe if the SHAV was really good at killing medum and light suits but had a hard time killing heavy suits and otherwise were like the DUST HAVs in that it makes the enemy have to bring AV out but be easy to kill with concentrated AV fire and also have the multiplayer AHAVs as a better alternative in that role by taking more players to kill than the SHAV but still enough AV or 2+ SVAVs can kill one
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Maken Tosch
Dust University Ivy League
13588
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Posted - 2016.07.07 23:03:00 -
[26] - Quote
I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think?
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.07 23:08:00 -
[27] - Quote
Maken Tosch wrote:I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think? I think that if that is the case than blasters, missiles, rails, and lasers should hit significantly harder than other turrets
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8277
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Posted - 2016.07.07 23:20:00 -
[28] - Quote
Maken Tosch wrote:I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think? However, consider Void Bombs in EVE Online. Those are one-time-use AoE weapons that neutralize capacitor in a wide area.
A Void Grenade could have a very large model and a shorter throw distance than the other grenades, meaning you have to get closer to get it to affect a vehicle. We could take that even further and make it a single-use high-fitting piece of equipment that you need to sneak up next to the vehicle and then deploy near it to get the effects.
I agree on vehicles being mobile even without energy, but I disagree on turrets requiring energy to function. I think that's taking the complexity a little bit too far and will serve to be more frustrating than intriguing.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Slayer Deathbringer
Planetary Response Organisation FACTION WARFARE ALLIANCE
110
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Posted - 2016.07.07 23:39:00 -
[29] - Quote
Mobius Wyvern wrote:Maken Tosch wrote:I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think? However, consider Void Bombs in EVE Online. Those are one-time-use AoE weapons that neutralize capacitor in a wide area. A Void Grenade could have a very large model and a shorter throw distance than the other grenades, meaning you have to get closer to get it to affect a vehicle. We could take that even further and make it a single-use high-fitting piece of equipment that you need to sneak up next to the vehicle and then deploy near it to get the effects. I agree on vehicles being mobile even without energy, but I disagree on turrets requiring energy to function. I think that's taking the complexity a little bit too far and will serve to be more frustrating than intriguing. Well that is better
"It's not my fault that you lost a 1 mill isk suit to a 1k isk forge gun"
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Maken Tosch
Dust University Ivy League
13588
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Posted - 2016.07.07 23:44:00 -
[30] - Quote
Mobius Wyvern wrote:Maken Tosch wrote:I like your idea except for the last one. Energy Vamps and Neutralizers should only be limited to vehicles as modules since those logically take up a lot of power and processing to do what they do. If you look at Eve Online you will often see ships that are fitted with Energy Vamps and Neuts be also fitted with Capacitor Booster to compensate for the massive drain that the Vamps and Neuts have on the ship that is using them. Engineering/lore wise, it makes sense to make Vamps and Neuts in Project Nova restricted to vehicles as modules.
The effect of these Cap-hindering modules should primarily affect the turrets. Vehicles should have the ability to drive away even under these conditions because the engineering of the vehicles (thinking lore here) includes one such redundancy where the powerplant of the vehicle being targeted doesn't need capacitor as it is the part of the vehicle that provides Capacitor in the first place. If the onboard computers sense a sudden increase in the demand for more power that exceeds its type design it will assume that the Capacitor is being energy drained and thus the system will automatically cut power to the Capacitor and use that power instead to drive the wheels so that the vehicle can get to safety. The Capacitor will be drained eventually but at least the pilot can get away to safety so that the onboard computer can switch back to recharging the Cap.
But once the Cap is drained, all primary and secondary weapons will be rendered useless unless that weapon happens to be projectile-based such an Autocannon or Missile Turret. Rail, Blaster and laser turrets depend heavily on Capacitor and thus become non-functioning once Cap is completely drained. Obviously you don't need Cap for a weapon the only fires crude gun-powder ammunition or self-guided missiles that only need a tiny spark to light the propellants.
This would give other vehicles stronger logistics roles if Energy Transfer modules are implemented. What do you think? However, consider Void Bombs in EVE Online. Those are one-time-use AoE weapons that neutralize capacitor in a wide area. A Void Grenade could have a very large model and a shorter throw distance than the other grenades, meaning you have to get closer to get it to affect a vehicle. We could take that even further and make it a single-use high-fitting piece of equipment that you need to sneak up next to the vehicle and then deploy near it to get the effects. I agree on vehicles being mobile even without energy, but I disagree on turrets requiring energy to function. I think that's taking the complexity a little bit too far and will serve to be more frustrating than intriguing.
Assuming we let turrets operate even without capacitor, would you be willing to compromise and agree to making the tracking speed of the turrets get affected and possibly damage output? After all, those motors that turn the turrets do take up power. And in an emergency situation, the powerplant would want to focus as much power as possible to the wheels so that the pilot can safely drive away.
EDIT:
Keep in mind that the turrets would likely still be fully effective even while the cap is being vamped or neuted so long as there is some capacitor remaining.
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