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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
157
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Posted - 2012.07.04 03:42:00 -
[31] - Quote
I love driving tanks and I love this idea.
Limited ammo will make people think twice before trying to take out that lone scout suit with a volley of railgun shots. Your infantry have limited ammo, why not tanks?
Hell, give rails / blasters / lasers a battery and artillery / autocannons / missiles ammo. Introduce modules for battery / ammo weapons that increase maximum capacity for prolonged deployment (extra weapon racks / spare capacitor battery).
No ammo left? Do what your infantry brothers do when THEY run out of ammo - find more! Logistics LAV's could carry mobile nanohives / capacitor transfer modules, or park next to a supply depot. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.04 04:10:00 -
[32] - Quote
Why not add an "equipment" slot to tanks then? They can then choose between unlimited ammo, better cooldown, crus, being a mobile supply point, etc. I think that would be a lot more effective and allow support HAVs a place on the battlefield. Currently only armor tanks can play a real infantry support role, which is wrong IMO. I really like how they did infantry slots. It could work here too. Also opens up a dedicated logi HAV that can gain extra slots for support without simply making a stronger tank.
Furthermore I think cap is going to limit the Energizer bunny staying power of the current HAVs.
TL:DR simply adding an ammo counter would be bad, because playing the mule isn't fun.
Edit: If you do truly want to see a limit on tanks, there could be a recharge state where they become immobile/can't shoot. But this just sounds like cap so why not just wait to see that before calling for a time limit on vehicle effectiveness? |
Fat Axel
Sanmatar Kelkoons Minmatar Republic
21
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Posted - 2012.07.04 04:17:00 -
[33] - Quote
im all for anything that makes people have to rely more on eachother, cause right now you could have a team full of assaults with breach rifles and two guys with swarm launchers and u have everything u need |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.07.04 04:32:00 -
[34] - Quote
Fat Axel wrote:im all for anything that makes people have to rely more on eachother, cause right now you could have a team full of assaults with breach rifles and two guys with swarm launchers and u have everything u need
There is a line between relying on one another and one character being a slave to the other. Think cyno alts from EVE. I believe a low ammo count (the only kind that would be worth tracking) would cross that line, and tracking super high ammo levels would be a waste of resources. |
Los Silencio
D3ath D3alers RISE of LEGION
123
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Posted - 2012.07.04 05:12:00 -
[35] - Quote
Not sure if this has neen mentioned yet, but how about making all vehicle ammo dependant on the ship's pilot? Perhaps a skill similar to the weapon capacity we have to skill up for. The more levels he skills up, the more ammo he can carry on his vehicle. Anyway, just an idea. |
Mirun Hirute
Algintal Core Gallente Federation
111
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Posted - 2012.07.04 05:21:00 -
[36] - Quote
Maybe it's just me, but I think many of you are overlooking a great market possibility here. Many of you are thinking reload at supply depots or through the use of modules. These are decent ideas, certainly, but arguably vehicles, especially heavy armored vehicles like tanks, should be a large investment. In every aspect. Tanks should be fairly expensive, and part of the cost should probably be in the tank shells themselves.
Now for other guns on the tank, like the machine guns (whatever they're called), I don't think there's any reason the ammo should be limited or bought. If it is limited, then yes, it should be reloaded through supply depots or modules. This method of handling ammo would also extend to the machine guns on light armored vehicles and dropships. Rockets on a dropship, maybe, should be bought and stocked up by those that want to use them as well.
What this produces is an obvious intensity of fighting, as you can tell who wants to really win the fight by their firepower. Those that want to win will invest in the stronger firepower for their vehicles and it will be clear how much they're risking for this fight. However, what this also demands is that not just anyone can pilot vehicles. If vehicles require this sort of isk investment to be highly effective, they should also require the skill investment to use.
Many of you will argue this is a bad idea for a FPS, and it slows down the pace too much, but this rolls right into the style of EVE Online gameplay. Certain weapons, projectile based weapons, in EVE require you to purchase the ammo if you're going to use it and these are typically highly useful and can turn the tide in a battle. As any capsuleer can tell you, I think, lasers aren't ever enough, especially in more high stakes fights. Similarly, for us dusters, machine guns won't be enough.
Edit: Come to think of it, vehicles should work more or less along the lines of EVE Online's ships. The system works, it would simply need some complexity reduction or redistribution, since these aren't ships. By default, militia vehicles should be outfitted with laser based weaponry. This stuff is infinite, but you need to watch it for overheating or power drain, whatever. For purchased vehicles, they can be outfitted with any type of weapon that can be outfitted to vehicles.
However, laser based weapons shouldn't be able to quickly bite through a player's armor. Shields? Sure, just like in EVE Online, but projectile based weapons should be what you want to quickly shred through players' armor.
Might be wondering, how would you swap between these? Well, same way you currently activate the repair modules on a vehicle. If that seems too clunky or not fast enough, fit one of the secondary weapons on your vehicle to hold the other type of ammo and then this will encourage cooperation between pilots and their copilots/passengers. |
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