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Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
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Posted - 2012.07.02 17:04:00 -
[1] - Quote
1) Make it so passengers, who are not using the turrets, can fire from both the dropship and the LAV. Perhaps for the LAV only side arms could be fired by the person riding shotgun because of space restraints but any light weapon should be fireable from the dropship. Notice the limitation to light weapons. There shouldn't be swarm launchers or forge guns being fired by the passangers. This would make the dropship really overpowered and doesn't make sense because of how large the weapons are and how small the space is.
2) Add Anti-Air dropships with only one passanger spot then armable with a swarm launcher turret or a heavy machine-gun turret. This would be a kitten of a lot of fun. The passanger could be simply riding shotgun, as per the afore mentioned idea, or could be in charge of the turret. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.05 23:02:00 -
[2] - Quote
That would be great.
Another idea:
Flak Cannons. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.05 23:13:00 -
[3] - Quote
And while I'm throwing out crazy ideas how about a motorcycle with two forward firing guns. It would have no armor and minimal shields but would be highly manuverable.
I think steering would be hard but it could be a lot of fun. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.06 06:00:00 -
[4] - Quote
Avinash Decker wrote:I think if a heavy as a forge or a machine gun. And near the side doors they can " sit up" their heavy weapons like turrets
I feel like that would make the dropships over powered. Perhaps its just me though. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.06 06:04:00 -
[5] - Quote
Zat Earthshatter wrote:Lcurrent turrets are a little lacking in the anti-air department, especially the LMTs which are supposed to have that role. Flak would likely be a Minmatar design that acts as a massive shrapnel grenade, with hundreds of small depleted-uranium "arrows" around an HE core and proximity fuse. When it gets close enough to detonate, the target isn't just peppered, it's salted
Definitely. I love how you've come up with a solid tie-in to the current eve mythos.
Perhaps Caldari would have a homing anti-air missile battery with a rather slow reload speed.
Don't know what the details should be for the other races. Ideas?
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Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.06 06:25:00 -
[6] - Quote
Thor Thunder Fist wrote:I think it'd be cool to have more slots in an HAV they would be unable to shoot but would be ideal for a forward push in a weak point of the enemy line. wouldn't add more to the HAV's firepower but would be useful. posibly a reduced firepower HAV ie: 2-3 small turrets holding a max of 3 players other then the turrets.
Like a huge unarmed apc or a moving wall? That could be fun. You could fit it with all sorts of buffs for others around you. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.07 08:30:00 -
[7] - Quote
Zat Earthshatter wrote: Blaster Flak : The charge for this round is similar to EVE's blaster charge, with a core and suspended-plasma chamber. The difference is, on firing, the core is fired alongside the plasma, and behaves as the prox-fuse. The amount of plasma used is also far greater. When it nears the target, the "fuse" in the center of the plasma ball detonates an EMP, "exploding" the plasma at the enemy aircraft. Tech-II versions can focus the pulse to vent most of the plasma at the target, creating a shotgun effect on detonation. Of course, this is a Gallente design.
This would be a great idea. It would also mean that Gallente would only have blaster turrets but would be able outfit them with different ammo for different situation. Airburst ammo for anti-air, Depleted-Unranium rounds for anti-vehicle, and a high blast radius low damage fragmentation round for dealing with troops.
The other races could draw upon ammo in a similar way just like in Eve. |
Mobius Kaethis
Planetary Response Organisation Test Friends Please Ignore
306
|
Posted - 2012.07.07 16:53:00 -
[8] - Quote
Reading another thread about SP gains being 4x less in the final game gave me a thought.
People who are trying to develop vehicle skills will have to play for an excruciatingly long time just to level up their skills to the point where they can go from a level 1 vehicle to an advanced or prototype vehicle.
To deal with the possible turning away of players because of this I'd like to propose that a much deeper vehicle tree be developed.
Lvl. one of each branch off of the basic piloting (LAV, HAV, and piloting) should all allow use of transport vehicles with little to no combat ability. A LAV that really acts as a long range sensor and only has weapons based on the side arms or light weapons its passangers are carrying. The Lvl. 1 HAV should be the armored people mover mentioned above (no turret hard points) and the dropship should be similar as well. Reaching lvl. of a skill would give access to the vehicles we now get access to at lvl. 1.
By lvl. 5 of a skill I think you should have access to something really neat. A cloaking dropship (cannot fire when cloaked but can still have people dropping from it) for example. Or an LAV that looks like it is working for the opposing team until it attacks (as well as providing a similar if time limited masking to nearby team mates). I don't know what a lvl. 5 tank would be able to do that would make it really unique perhaps it would have 2 more turret hard points making it a 5 person rolling super fortress (and a huge target on the battle field).
Of course there would be an amazing number of secondary skills required for these top lvl. vehicles (cloaking, vehicle turret linking, ECM deployment etc...)
Thoughts? |
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