Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.08 15:14:00 -
[61] - Quote
KAGEHOSHI Horned Wolf wrote:+1 This thread is full of great ideas, and deserve CCP's attention.
I thought about a device that creates false enemy readings on the minimap, and as red chevrons on the HUD, this would be a great equipment device. Glad that its suggested. I would love to see some EMP weapons, not just grenades, but maybe sidearms. EMP weapons should do lots of damage to shields, and even disable HUD functions temporarily. Fully upgraded sensor equipment should be able to spot cloaked players.
Yea, all good ideas.
I like the idea of the commander being able to deploy a large EMP as well. CCP have hinted that there will be "nukes" but who knows.
Also, I think that if/when there is an APC vehicle introduced, there should be a command vehicle version of it that is chocked full of sensor and jamming equipment as well as modules that boost the performance of the mercs who are nearby it as well as a war point bonus and an increased ability to call in Orbital Strikes (that would make the command vehicle a very important target to take out if you are the enemy). Could possibly be a Dropship version of a command vehicle as well, one that sacrifices some of the command boosting/EWAR/Sensors of the ground version for the ability to fly around the map quickly.
I would assume that other specialty vehicles with various sensor mods would also be used for things like searching out cloaked/concealed mercs/vehicles.
I think a great addition to the dropship would be an EWAR variant that is full of sensors and instead of turrets, have manned EWAR modules. So the guys in the back are using a different interface to control jammers and spoofers and such. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.08.08 23:21:00 -
[62] - Quote
Infantry Painting Laser (not the same as an EVE Target Painter, but similar)
Used to designate targets for incoming orbital strikes, provide aimpoints for artillery type weapons, and mass driver rounds. Provides a target lock point for friendly swarm launchers (allowing them to lock target points other than vehicles or assist in locking a target for them.
Marks a target point on the overhead map for infantry and for the MCC player as well, in case he/she needs to call down support there.
Rides in the equipment slot, alternative a module that incorporates a painting laser that rides in another slot.
Visible Laser Beam (to give it a weakness)
This is many of the functions that I had used in the Tribes series for years with the painting laser that comes with every power armor suit there, giving me an aimpoint for my mortar shots from other players.
Also can be used as a nifty signal device or flashlight! ;)
|
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.08.09 07:10:00 -
[63] - Quote
I could see many of EvE's ewar modules in deployable, grenade, high slot, and weapon forms.
I would like to see cap warfare in particular.
In EvE cap draining and cap stealing(neut and nos) where in high slot(dusts weapon slot), and a single null sec only aoe. in dust cap drain/steal could be a aimed weapon like repair gun in the equipment or weapon slot. I could also see it as grenades, with the nos grenade almost like the vampire grenade in borderlands(cap instead of health)
I like the comm. disruption ideas, the comms. need to be fixed first of course. How do you prevent people setting up outside comms with vent, teamspeak, or other eve voice if they play both?(high sec mining needs so little attention dust could be played at same time, using eve voice to talk, and mining profit for dust gear.) |
The Robot Devil
45
|
Posted - 2012.08.09 07:50:00 -
[64] - Quote
I tried mining in high sec while DUSTing, it was not easy. Also, we will be getting a VITA app to help with somethings. I have been playing DUST, EVE and texting my fellow DUST bunnies on my VITA. My wife is not as happy about it as I am. |
Emerson Dante
Seituoda Taskforce Command Caldari State
3
|
Posted - 2012.08.09 13:52:00 -
[65] - Quote
The Robot Devil wrote:I tried mining in high sec while DUSTing, it was not easy. Also, we will be getting a VITA app to help with somethings. I have been playing DUST, EVE and texting my fellow DUST bunnies on my VITA. My wife is not as happy about it as I am.
A bit off topic, but I triple box(one orca, 2 macks) ice mine in high sec while I play DUST. I just move ice to the Orca every time I die.
I make billions.
Ok, back on topic.
I am not sure about the cap warfare, since so far as I can tell, DUST has no cap. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.09 20:08:00 -
[66] - Quote
I have noticed no capacitor in DUST, also in EVE cap warfare is ok because you activate a targeted module and forget about it, in DUST you could either make it a weapon (which would suck to use) or an AOE like grenade or something.
not convinced... |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.08.09 22:39:00 -
[67] - Quote
Outstanding post, I really hope this is implemented in full. This would add greatly to the diversity of the game, originality, and customization. +1 |
Iceyburnz
316
|
Posted - 2012.08.10 00:00:00 -
[68] - Quote
Really looking forward to non standard vision choices.
Predator sniper time. Yay. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.10 16:40:00 -
[69] - Quote
Shamelessly bumping this thread so that new Eve players coming in will see it on the front page.... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.10 16:44:00 -
[70] - Quote
Iceyburnz wrote:Really looking forward to non standard vision choices.
Predator sniper time. Yay.
I have wondered about the ability to change vision and I am not sure about it TBH.
My sensor ideas were based mostly on what enemies were detected and then highlighted by your TACNET display. I wasn't actually talking about switching to other spectra for viewing. THe graphics changes would be pretty extensive and difficult to create on the fly.
Single player games that do this use heat mapping that is generate by developers. In order to do it in this game, every pixel would have to have a heat value associated with it, that then gets rendered differently from the rest of the graphics of the game.
I can see it being a huge problem.
Gameplay wise, it could develop into a "standard" vision that everyone feels they HAVE to use if any single vision type provides the best information for players. And that would be bad too.
So I know what you are saying and I like it....but I think its a long way off. First step would be to make the TACNET icons based on sensor types versus environmental conditions. Then perhaps down the road, different vision types (with night vision being first on the list since its the easiest and I assume we will have day/night cycles in DUST) |
|
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.11 03:39:00 -
[71] - Quote
Traynor Youngs wrote:Shamelessly bumping this thread so that new Eve players coming in will see it on the front page....
Again...
but with slightly more shame... |
Zerlathon
Algintal Core Gallente Federation
213
|
Posted - 2012.08.11 09:01:00 -
[72] - Quote
I was thinking perhaps a particaulr weapon that is specifically designed against shields and to disorientate your opponent.
Take this video for example. You could have a CQC weapon that does exellent damage against shields and staggers the opponent, but does minimal damage to their armour. Perhaps having a light/ heavy weapon for AV, and a sidearm for AI.
The damage would diminish the further it goes, and the damage inflicted would be dependant on how much of the "wave" hits you.
Perhaps it's a ridiculous idea, but perhaps it could be an idea that is the basis of something a little more "game-worthy" |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.11 17:13:00 -
[73] - Quote
Zerlathon wrote:I was thinking perhaps a particaulr weapon that is specifically designed against shields and to disorientate your opponent. Take this video for example. You could have a CQC weapon that does exellent damage against shields and staggers the opponent, but does minimal damage to their armour. Perhaps having a light/ heavy weapon for AV, and a sidearm for AI. The damage would diminish the further it goes, and the damage inflicted would be dependant on how much of the "wave" hits you. Perhaps it's a ridiculous idea, but perhaps it could be an idea that is the basis of something a little more "game-worthy"
Thats actually pretty cool, but I don't think it fits in with EWAR so much.
Also, CCP are adding stagger to weapon damage... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.14 01:48:00 -
[74] - Quote
bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.08.23 05:08:00 -
[75] - Quote
Bump |
Hobos-N-Guns
Soldiers Of One Network Orion Empire
44
|
Posted - 2012.08.23 05:16:00 -
[76] - Quote
Traynor Youngs wrote:John VahKriin wrote:Greetings and Salutations, I agree 100% with your ideas on E-WAR, it sounds like a good idea and your ideas seem pretty tactical for people with the itch to use this kind of equipment, Thank you. Any suggestions or tweaks for expanding or changing it?
Add target painting.... |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.06 02:58:00 -
[77] - Quote
Bump |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.19 19:42:00 -
[78] - Quote
Bump |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.19 20:00:00 -
[79] - Quote
Some games have incendiary grenades whose fire can be used to block off paths. What if an electronic weapon filled that role? I propose a deployable device using microwave radiation that causes intense pain (resulting in slowed movements, slow animations, and decreased accuracy) on mercs within its radius. It would be a portable version of http://en.wikipedia.org/wiki/Active_Denial_System It won't necessarily block off paths, but it will make certain paths highly unfavorable for enemies. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.09.19 20:09:00 -
[80] - Quote
KAGEHOSHI Horned Wolf wrote:Some games have incendiary grenades whose fire can be used to block off paths. What if an electronic weapon filled that role? I propose a deployable device using microwave radiation that causes intense pain (resulting in slowed movements, slow animations, and decreased accuracy) on mercs within its radius. It would be a portable version of http://en.wikipedia.org/wiki/Active_Denial_SystemIt won't necessarily block off paths, but it will make certain paths highly unfavorable for enemies.
That active denial system is no joke! Hurts like a SOB!
Perhaps something like that that instead stripped off merc shields and slowed them down?
Pain is hard to convey through a game. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.19 20:15:00 -
[81] - Quote
Traynor Youngs wrote:KAGEHOSHI Horned Wolf wrote:Some games have incendiary grenades whose fire can be used to block off paths. What if an electronic weapon filled that role? I propose a deployable device using microwave radiation that causes intense pain (resulting in slowed movements, slow animations, and decreased accuracy) on mercs within its radius. It would be a portable version of http://en.wikipedia.org/wiki/Active_Denial_SystemIt won't necessarily block off paths, but it will make certain paths highly unfavorable for enemies. That active denial system is no joke! Hurts like a SOB! Perhaps something like that that instead stripped off merc shields and slowed them down? Pain is hard to convey through a game.
Pain would be hard to convey, but the fact that its an active denial weapon or works with microwaves isn't as important as what its purpose on the battlefield is; making certain paths less accessible, or more dangerous for incoming enemies. The explanation behind the device can be made into something completely different (like a dropsuit hack or something). |
knight of 6
26
|
Posted - 2012.09.21 19:15:00 -
[82] - Quote
what about a localized EMP that deactivates enemy shields (but not modules and other suit functions then it would be OP) in an area? I sorta like the Idea and perhaps a module that provides shielding from the blast?
for thermal a module that insulates the drop suit so they only have one or two heat sinks to reduce your signature to the enemy. |
Average Joe81
57
|
Posted - 2012.09.21 23:00:00 -
[83] - Quote
i think all of those modules would take up too much space on the PS3...
though the idea is good |
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |