Awiergan Snowcash
Doomheim
40
|
Posted - 2012.07.05 20:45:00 -
[1] - Quote
I find myself disappointed in the speed at which the heavy suits move, and once the free dropships are removed, itGÇÖs going to be very difficult to get around with them. While the objectives on the current map are relatively close together, the previous map had quite a bit more open terrain on it, and even finding someone to shoot could prove quite difficult. Also, on non-objective maps it can be difficult to get from the spawn to wherever the action is (assuming you arenGÇÖt being spawn camped).
I suggest we take another one from the EVE book by allowing the slowest moving entities to teleport. For those unfamiliar with the concept, in EVE classes of player ships (black ops, jump freighters, carriers), are equipped with a special type of engine known as a jump drive that allows for instantaneous travel across large distances of space. In order to accomplish this, a ship or a POS (starbase) must light a cynosural GÇ£beaconGÇ¥ which acts as a waypoint. (If the beacon is destroyed while you are in the process of jumping, your ships destination will be randomly reassigned, possibly to a very bad end)
Basically, in a dust implementation of this, heavy suits could activate a module (personal micro jump apparatus) which would allow them to quickly re-deploy by pulling up the map, where they could then GÇ£jumpGÇ¥ to nearby uplinks. This would of course come with some sort of balance or expense (10 second delay before jumping, depletion of your stamina/shields, or some other such appropriate balance). There would be awesome red lightning as appropriate of ripping a hole in space time. At the same time, this would give a new role to logistics suits: Tactically cynoing in heavy suits. Dropping an uplink would no longer mean your teammates have to die in order to respawn near the objective; they could simply teleport to you.
To be honest, IGÇÖm also pulling the idea from Warhammer 40k, in which the heavy infantry armor (known as terminator armor) allows the user to teleport short distances. Even this has its own drawbacks, as the infantry can GÇ£scatterGÇ¥ into hazardous terrain (or into the middle of a wall, for that matter) causing the unit to take damage or be lost.
|
Awiergan Snowcash
Doomheim
40
|
Posted - 2012.07.05 21:39:00 -
[2] - Quote
Currently, with the inability to group up, it's near impossible to rely on a dropship pilot to carry you between objectives. I'd still like to see something more efficient than calling in a vehicle myself.
Flares still would be nice, I admit.
Maybe jump capability would be imbalanced, but is that a bad thing?
The one thing that's always drawn me to EVE is how imbalanced things can be made given the time and money; and I only hope to see that carried onto DUST in certain forms. For those of you who have never experienced it, there's nothing quite like titan-bridging in an entire fleet to change the tide of a battle. Or, on a smaller scale, hot-dropping your capital ship when your alt gets attacked.
Ultimately, EVE players won't be paying mercenary contracts if there's too much balance involved. Goonswarm will need to know that spending an extra billion on a fight will guarantee it for them. In this way, I think it's important that there be small, expensive modules that give obvious advantages. Perhaps it could be balanced on price alone.
Last week I moved my carrier nearly 50LY through nullsec. I can't recall exactly, but I remember spending somewhere close to 35mil in fuel. Speed comes at a cost. I wouldn't mind seeing infantry modules costing in the millions for overly-specialized effects. But ultimately, it being "OP" shouldn't prevent it from being implemented. Only if it's OP and cheap (Militia dropships, for example). |