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Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.07.06 09:58:00 -
[1] - Quote
Hello, this thread is to adress the "far"-future addition of air-to-air combat vehicles, commonly known as fighter aircraft. It's a known fact they are planned for an expansion, likely during the winter-spring EVE expansion. This is merely to help shape the idea in CCP's head, and help them get the ball rolling. WARNING: This is a very long OP.
First, what we DO know - >They will VTOL in design, so no runway-based airfields. >At least the tech-1 variant is A2A focused If there's more confirmed information, I would like to hear it. Now for suggestions.
I would like to start by proposing two variants of fighters - Standard fighters, and bombers. Bombers have more emphasis on air-to-ground fighting, and wouldn't have the air-to-air power of standards. This is the basis for much of my post.
1. Controls Firstly, this craft will need to have two modes for the VTOL to work. Second, current controls won't work for both modes. I suggest that the radial module menu should be selected with the D-pad for control purposes. Hover - Dropship controls, but the vehicle remains mostly flat like the RDV flies. Weapons will be handled in their proper section. Small turrets angle their central points down 5 extra degrees compared to Flight mode, to optimize for hover combat. Flight - Lift/lower controls are now your throttle, with no input being 50% thrust. There can be two implementations of flight. >Arcade : Left stick turns (combo roll/rudder) and controls pitch. Right stick aims turrets within the FoV. This is similar to the "arcade" variant of Starhawk's scheme. >Sim : Left stick is roll/pitch. Right stick vectors thrusters, enacting yaw and up/down "sliding". In this scenario, the guns auto-track the closest enemy in the center of FoV, but are more limited than the "arcade" option for balancing.
2. Weapons Once you can fly straight, you need to shoot straight. Fitting - depends on the subclass >Standard (A2A) : 3-4 small turrets on an FoV swivel range. >Bomber (A2G) : 1-2 small turrets on FoV swivel, and one Large turret fixed on a 10-degree downward angle, similar to the A-10's GAU-8 cannon. Usage - On standards, R1 fires all guns. Make them all one type, or mix them up for more versatility. Small missile turrets should also be allowed to lock-on if fitted to a fighter-class craft. With bombers, only the large A2G gun fires on R1. The others are on X.
3. Defenses Muscles don't matter if you are as soft as butter. If you have ECM, don't worry about that line. Tank : If you REALLY wanted to - these are max tank estimates. Battleclinic fitting wizards notwithstanding. >Standard (A2A) : 75-80% of a dropship's tank IF a pure fit. >Bomber (A2G) : Due to the slower frame and more fitting units (large turret), having about 150% dropship tank would be standard, but pure tank would be about 250% dropship. ECM : The bread and butter of military air defense, these take a few forms. >"Buckler" projected shields : erects a small shield about 5-6 feet away from the craft's nose, with about 50hp. Completely stops the round that hits it, but has a long cooldown. Skilled usage can block a single Forge gun shot, and it auto-blocks at least one missile in a Swarm launch. Can be countered by "killing" with any small gun before using a heavy weapon. >Target Jammers : Just like their EVE counterparts, plus the added advantage of preventing the target from "spotting" your craft while active. >Flares : Attempts to fool the IR sensors of a locked-on munition. Swarm launchers will tend to get a few missiles through due to its unpredictable-flight design, but highly effective against single lock-ons and target jammers. >Cloak : Like the EVE counterpart, the fighter would uncloak by passing too close to something or somebody. Requires a special module to "spot" targets while cloaked. >Eject! : What self-respecting fighter doesn't have mortars strapped to the pilot's seat!?!? You have to select the module, and then hit O before the craft hits the dirt. Once out, just use your inertia cancelers to land safely.
4. Design Lastly, they should look sweet. Since i can't yet translate EVE design philosophy to DUST, i'll instead list real-world planes to get the ball rolling. This does mean difficulty suggesting Amarr and Gallente designs, but i'll post those sections anyway Amarr >Standard : Unknown >Bomber : Unknown Caldari >Standard : F-35 Lightning II. Has VTOL ability and the killer looks of the F-22 Raptor. I'd pick the F-22, but then the Caldari would suffocate (shame, one awesome bird too) >Bomber : B-2 Spirit. the Ace Combat series has a better bomber variant, but i'm not sure it's completely real. "FB-22" was the name of it. Gallente >Standard : Unknown >Bomber : Unknown Minmatar >Standard : V-22 Osprey. Make it smaller, and replace the props with ducted fans. >Bomber : Also V-22 Osprey. Only here, it's closer to the real thing, for heavy-lifting purposes. Fuselage on both versions needs a change to look truly Minmatar though.
Any more ideas? I'll accept links to TRUSTED pic sites only |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.07.06 10:00:00 -
[2] - Quote
Sorry that it is VERY long. You can ignore #4 if you wish, as design is secondary to function. This post is also reserved for other players' suggestions. |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.07.06 11:17:00 -
[3] - Quote
Interesting... I like the idea for gas giants, or when they start introducing MUCH larger battlefields...
But I expect a lot larger ranges of vision before I want to see fighters... If I can only see 300 meters, and these bloody fighters are flying out of my visual range bombing the red icons below even when they can't actually see us, it will annoy me to all hell and come off as OP...
Needless to say they would know to solve these sorts of issues before they created this sort of thing... More importantly though, I want to see Dropships relegated to their proper role as support crafts first, with only a few brave teams willing to use them as Gunships, WHICH THEY ARE NOT... But before this happens they need to introduce actual gunships which given the size and scale of the maps would be a much more reasonable thing to talk about.
But still, I encourage all discussion on ideas that are coming, even if I feel they shouldn't come before a lot of other things are implimented... I would like to see realistic roles in the battlefields, but for this to happen the size of maps needs to increase DRAMATICALLY... In ways I doubt they will in fact... Think Operation Flashpoint scales, lol it just wont happen... Otherwise I think fighters will just come off as incredibly slow and tacky just like Battlefields did, and I don't want that, its highly immersion breaking... And I can't see anyone REALLY wanting to specialize in that sort of role if its so incompatible with the size of most maps...
Now as i was saying though, on say a Gas Giant where the majority of combat will be Air to Air attempting to prevent enemies from getting their transport dropships onto enemy platforms this sort of addition would be incredible, and for that reason alone I'd say go for it =), but that being said, I would hate to be a pilot who HAD to specialize to only one type of map and was useless everywhere else, although I'd also like to see some players who CHOOSE to take on that type of specialization.. |
Khun-Al
135
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Posted - 2012.07.06 11:39:00 -
[4] - Quote
Im against such fighters due to the same reasons as jonquill. It would be good if they introduce more aircrafts but they should be more helicopter-like. a mode like you want it could be in the space before the battle on the planet. That your fleet defenses/attacks the mcc in a spacefight. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.06 11:50:00 -
[5] - Quote
It would work to just add Gunships using the Dropship controls, but smaller, faster, and armed with a pilot-controlled nose gun as well as turrets. Remove the passenger capacity and ability to act as a spawn point, and you have a competent air combat vehicle.
Lighter rapid-fire weapons will make your Gunship an efficient anti-infantry weapon, mid-strength weapons with decent accuracy and projectile speed will be good for air superiority, and heavy guns are good for the anti-vehicle "bomber" role.
Having variable-aspect VTOLs that can change mode would be awesome too. I'm in favour of those having lighter armour or less slots or something though. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.07.06 13:09:00 -
[6] - Quote
Khun-Al wrote:Im against such fighters due to the same reasons as jonquill. It would be good if they introduce more aircrafts but they should be more helicopter-like. a mode like you want it could be in the space before the battle on the planet. That your fleet defenses/attacks the mcc in a spacefight.
fighters are confirmed and not all aircraft should be helicopter like imo dropships already fill that roll
plus the real battlefields will be alot bigger than this and have double the player count in matches, currently we doin 12v12s
Im really looking forward to fighters and so are my pilots Im also looking forward to see how they do MTACs |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.06 14:40:00 -
[7] - Quote
Mavado V Noriega wrote:and not all aircraft should be helicopter like imo dropships already fill that roll Dropships fill the role of transport helicopter. Gunships aren't properly represented.
But I agree that not all aircraft should work that way. |
Khun-Al
135
|
Posted - 2012.07.09 10:40:00 -
[8] - Quote
Maybe the MCC could be like a hangar for them and you can only take off from there |
Pt3D
Tronhadar Free Guard Minmatar Republic
221
|
Posted - 2012.07.09 19:31:00 -
[9] - Quote
Gunships should be added, Jets should be added, as well as bombers. DUST 514 is about war, and being that I have served in, "real war". These weapons are all factors in war, so yes we need them. |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 19:39:00 -
[10] - Quote
Zat Earthshatter wrote: 1. Controls Firstly, this craft will need to have two modes for the VTOL to work. Second, current controls won't work for both modes. I suggest that the radial module menu should be selected with the D-pad for control purposes. Hover - Dropship controls, but the vehicle remains mostly flat like the RDV flies. Weapons will be handled in their proper section. Small turrets angle their central points down 5 extra degrees compared to Flight mode, to optimize for hover combat. Flight - Lift/lower controls are now your throttle, with no input being 50% thrust. There can be two implementations of flight. >Arcade : Left stick turns (combo roll/rudder) and controls pitch. Right stick aims turrets within the FoV. This is similar to the "arcade" variant of Starhawk's scheme. >Sim : Left stick is roll/pitch. Right stick vectors thrusters, enacting yaw and up/down "sliding". In this scenario, the guns auto-track the closest enemy in the center of FoV, but are more limited than the "arcade" option for balancing.
I disagree with your concept of controls.
I think that they should work just like drop ships when you take off, the gain altitude button is the throttle, when you start flying straight ahead, your nacels (engines) turn and you start flying like a plane. Controls stay the same, pull back on the left stick and you pull up, push down and you nose down, push it left or right and you roll left or right. Start pushing the lower altitude button (L2) and you begin slowing down and the nacels turn down and you resume flying like a dropship.
So the controls don't change, the aircraft just responds differently in different modes.
If in testing it becomes clear that you need some kind of transition, then maybe have a button to press to shift the engines for VTOL or straight flight modes, but I don't think it would be required.
If you have every played Just Cause, they have lots of vehicles and pretty much one control scheme for all of them and it works ok. The VTOL stuff is pretty intuitive and if you are good, you can come in really fast, flair out and go into a hover pretty easily with no need for a transition control. |
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Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2012.07.09 19:53:00 -
[11] - Quote
Don't really like the idea of hovering fighters with anti-air defenses. But I do like the idea of fighters having to adapt to your own flying velocity while raining death from above and blasting the enemy dropships.
Requires more skill this way and might bring in some epic air-battles. It would also be neat if you could choose to specialize on either air combat with homing missiles and all that or supporting infantry with airstrikes or by dropping bombs. |
carl von oppenheimer
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2012.07.09 21:00:00 -
[12] - Quote
First of all EvE already has fighters and fighter bombers so those are the models that will most likely be used.
So lets look at current stats for a firbolg:
Attribute,"Unit","Firbolg" Base Price,"ISK",21394990 Tech Level,"Level",1 Bandwidth Needed,"Mbit/sec",25 Structure HP,"HP",4500 Mass,"kg",12000 Volume,"m3",5000 Inertia Modifier,"x",100 Armor HP,"HP",3000 EM Resistance,"%",60 Explosive Resistance,"%",10 Kinetic Resistance,"%",35 Thermal Resistance,"%",35 Shield HP,"HP",2500 Shield recharge time,"s",250 EM Resistance,"%",0 Explosive Resistance,"%",60 Kinetic Resistance,"%",40 Thermal Resistance,"%",20 Capacitor Capacity,"GJ",1 Recharge time,"s",1000 Optimal Range,"m",1500 Trackingspeed / Accuracy,"rad/sec",0.1 Max Locked Targets,"",8 Scan Resolution,"mm",250 RADAR Sensor Strength,"points",1 LADAR Sensor Strength,"points",1 Magnetometric Sensor Strength,"points",22 Gravimetric Sensor Strength,"points",1 Signature Radius,"m",100 Max Velocity,"m/sec",2250 Rate of fire,"s",5.25 Damage Modifier,"x",3.5 Kinetic dmg resistance,"%",0 Thermal dmg resistance,"%",0 Explosive dmg resistance,"%",0 EM dmg resistance,"%",0 Kinetic damage,"HP",25 Thermal damage,"HP",50 Activation proximity,"m",4000 Accuracy falloff,"m",3500 Signature Resolution,"m",125 scanSpeed,"s",2 uniformity,"",0.75 incapacitationRatio,"",0.75 maxAttackTargets,"",1 entityAttackRange,"",5000 entityFlyRange,"",1500 shieldUniformity,"",0.75 Orbit Velocity,"m/sec",280 armorUniformity,"",0.75 structureUniformity,"",0.75 entityChaseMaxDelay,"",1 entityChaseMaxDelayChance,"",1 entityChaseMaxDuration,"s",2.5 entityChaseMaxDurationChance,"",1 entityChaseMaxDistance,"m",3500 Reprocessing Skill,"","Scrapmetal Processing" Tritanium,"",824704 Pyerite,"",226902 Mexallon,"",74932 Isogen,"",29028 Nocxium,"",4824 Zydrine,"",468 Megacyte,"",1024
Many of the current stats don't really concern dust so they will be left out but I'd assume that resists, speed and other such things might remain the same initially, assuming we don't get player controlled fighters, because they might also be just AI controlled air craft that does some random shooting. Though calling in a fighter support from a carrier in orbit sounds cool. |
Eryx Rabbit
1
|
Posted - 2012.07.09 21:16:00 -
[13] - Quote
Minmatar Attackship should look like this this and this and then there is this one that actually looks like a Firetail
Whats more I want to see Swarm Launcher like weapons on these ships. What I mean is a weapon that locks on to vehicles, and tracks after release, a "fire and forget" weapon. |
Khun-Al
135
|
Posted - 2012.07.09 21:18:00 -
[14] - Quote
There should be Jet and Gunship chassis which you can fit. The Jet could have 2 fix mounted miniguns in his nose, which can just fire straight ahead and are controlled by the pilot and 2 slots for weapons, and 2 slots, one light under its wings and a heavy on its bottom. Both slots are controlled by the copilot who has to change the weapons.
I dont know what kind of gunship you mean, something like an AC-130 or like those helicopter like from Star Wars? |
Yishai Raide
Crux Special Tasks Group Gallente Federation
33
|
Posted - 2012.07.09 21:43:00 -
[15] - Quote
Imagine a game mode similar to Battlefront 2's space battles. |
Average Joe81
57
|
Posted - 2012.07.09 21:56:00 -
[16] - Quote
can some one from CCP comform if any of the things mentioned are true and especially wether fighters will come and when we can expect non barren type battle feilds |
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.09 22:12:00 -
[17] - Quote
Average Joe81 wrote:can some one from CCP comform if any of the things mentioned are true and especially wether fighters will come and when we can expect non barren type battle feilds
Do your own research.
I am getting pretty tired of people who ask questions like this when all they have to do is go to Dust514.org or Dust514.com and look around and they would find the answers.
Fighters were originally going to be in but got pushed past release to some future expansion, along with 3-4 other vehicle types (Creative Director Alti once mentioned 8 vehicles at release).
The planet we are currently fighting on is technically Temperate, not Barren. All of the planets available at launch will be Temperate, with Barren shortly after.
Other planet types will come in the future.
I imagine that all planets will be available at some point.
As for fighters, my guess would be first or second expansion after launch (within 12 months). Other vehicle types will likely come as well.
There are threads that talk about different options like: Hover tanks APC's MTACS Mechs Gunships Fighters Supply Vehicles Motorcycles Heavy lift Dropships (for carrying HAV's and such)
To the guy who said that stats would be the same as fighter bombers form eve, I doubt it. Their tank is WAY to big for this game.
I would like to see something different anyway. As far as I am concerned, a fighter should be paper thin, its tank is its speed and mobility and a gunship should have some tankiness, but still less than an HAV.
I like the idea put forward by Khun-Al
Khun-al wrote:The Jet could have 2 fix mounted miniguns in his nose, which can just fire straight ahead and are controlled by the pilot and 2 slots for weapons, one light under its wings and a heavy on its bottom. Both slots are controlled by the copilot who has to change the weapons.
This way it would still require teamwork to use fully. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.07.10 03:46:00 -
[18] - Quote
@carl : Not only are the stats incorrect for DUST play, the EVE fighters are built from tritanium, so they would blow up the second they hit atmosphere.
@khun-al : Good idea. My OP was based on the assumption that these would be one-seat craft. (nerd alert) the LAAT ships from Star Wars are basically RDVs and heavy dropships with extra guns attached. Not too different from what we already have, minus 2 laser turrets. Lastly, the Bomber class is my version of the gunship. I am open to having one swapped with the other though.
@eryx : I'd be all for the swarm idea normally, but Starhawk beat us to it, and its predecessor had them years ago! I'm overly cautious when using ideas similar to recent games, especially signature weapons and vehicles. |
Ignatius Crumwald
Sanmatar Kelkoons Minmatar Republic
475
|
Posted - 2012.07.10 04:33:00 -
[19] - Quote
Zat Earthshatter wrote: @eryx : I'd be all for the swarm idea normally, but Starhawk beat us to it, and its predecessor had them years ago! I'm overly cautious when using ideas similar to recent games, especially signature weapons and vehicles.
Yeah, swarm missiles weren't completely original to begin with and neither were swarm lasers. |
Khun-Al
135
|
Posted - 2012.07.10 10:42:00 -
[20] - Quote
I looked it up and according to wikipedia, a is gunship a low armored vehicle with very strong weapons. So they can be like a helicopter or a plane. Maybe there can be both types. |
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Sebastian Amlacher
13
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Posted - 2012.07.11 13:23:00 -
[21] - Quote
Khun-Al wrote:I imagine a system like this: There are jets, gunships and helicopter like attackships. The jets have 2 fix mounted miniguns in their nose fired by the pilot and a slot for light weapons under their wings and one for hevy weapons on their bottom which both are controlled by a copilot who has to change the weapons. They are runway based. The gunships are like an AC-130 and have one light weapon hardpoint under each of their wings which are controlled by a pilot and a heavy and two light hardpoints on one side of the hull which are just restricted moveable and fired all together by the copilot. They have about 10 seats to carry some paratrooper like mercs. Of course they are very expensive (1,5 mio +), are rarely manouverable and have a very weak armor to compensate their hevy firepower. They are also runway based. The attackships are small, agile and have a moderate armor and arming. Their propulsion is like that of the dropships. They have also two seats for a pilot who controlles a light weapon on each side of the hull and a gunner who fires a light gun on its top which can shoot everywhere over it and about 30 degrees down. This system would need different types of guns. The first spawnpoint of the attackers is on a changed MCC which has a hangar and a runway. On this MCC all vehicles are manufactured and brought to a platform like on aircraft carriers where they are picked up by RDVs that bring them down. If you order a vehicle on the MCC it doesnt get picked up by RDVs but stay on its platform. The only way to start jets and gunships is on the runway on the MCC or if they are introduced on a aircraft carrier. so you cannot order them on the ground. There are also auto guns on the MCC to prevent enemies from flying onto the MCC. The defenders non overtakeable spawnpoint is a hangar too which is under planets surface. The other things are the same.
You mean like your post here?
Traynor Youngs wrote:There are threads that talk about different options like: Hover tanks APC's MTACS Mechs Gunships Fighters Supply Vehicles Motorcycles Heavy lift Dropships (for carrying HAV's and such)
What are MTACs and APCs? |
Khun-Al
135
|
Posted - 2012.07.11 17:07:00 -
[22] - Quote
Yes Its maybe a bit complicated. |
Osiris Greywolf
Edimmu Warfighters Gallente Federation
80
|
Posted - 2012.07.11 17:57:00 -
[23] - Quote
It would be cool if they made it so an air battle was going on overhead in a different "battle sphere" outside of ground combat, and that you could call on one of the fighters to "jump into" the Ground sphere to engage take out a tank or the like, as I have to say I think the maps are currently too small for air combat at the moment. |
Eryx Rabbit
1
|
Posted - 2012.07.11 21:10:00 -
[24] - Quote
I want a spooky gunship...."Ghost Riders in the sky"
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EVICER
63
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Posted - 2012.07.11 22:21:00 -
[25] - Quote
Have any of you played BF3? With 12 year olds who cant shoot you down by using weapon systems or skill so they just kami kazi into you.....The problem, and the difference, with that game and this one, is this...That action(in that game) merely effects your kdr . BUT in this one (imagine if you will) you are flying your 350,000 ISK dropship and this is done to you. With a "militia jet(0 value)with a pilot wearing a "militia" dropsuit(0 value)killing you, your team/squad/clanmates all wearing there top notch equipment.I have no time for this..... some goof ball who plays the game and just wants to spend his saturday afternoon eating waffles with a bowl of syrup playing with an "alt" account and getting off (with perverse pleasure) on the fact that we are all spending money on our kits and because HE is an incompitent "hater" he'll just do this all day for the hell of it.....no thanks.You count me out...and when EVER I see anything regarding jets in the forums, and I have time to comment on it .IT WILL FOREVER BE THE SAME...NO JETS .Its moronic and reeks of stupidity ,and that I have no time for....I MEAN WHAT DO YOU THINK EVE IS........FLY A SHIP THRU SPACE......PLAY THAT GAME. |
Harmony Havoc
Crux Special Tasks Group Gallente Federation
4
|
Posted - 2012.07.11 23:06:00 -
[26] - Quote
I doubt there will be a militia jet when released so anyone performing the tactics you described would be losing as much isk making not a real tactic you would use on the regular |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.11 23:12:00 -
[27] - Quote
Well, since the figther aircraft they showed in 2009 was part of that pre-Alpha build, I honestly wouldn't be surprised if they are one of the vehicle classes planned for launch. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.11 23:27:00 -
[28] - Quote
They've said that before release, ALL vehicles will have cost involved.
Personally, I'm hoping this means you'll have to pay per-item instead of getting BPCs for vehicles. There's also been mention of "War Points" being used to call in vehicles - on that, I hope they limit it to specifically War Points earned in the current battle, NOT the cumulative measure on the leaderboards. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.07.12 04:51:00 -
[29] - Quote
The militia vehicles may just be for testing. BPO is unlimited, BPC allows a limited number(1 in dust so far, 50 in EvE most of time if I remember correctly). In EvE even with blueprint original(BPO) it would still take a production slot and raw materials, there may be limits imposed we don't have yet once the npc market becomes player controlled. This may be in some expansion, or at launch. CCP is very good at building player markets, and should apply to any mmo be it fps, rpg, or internet spaceships. So, they may not feel this part needs tested.
If the above is a mistake on my part, please no militia jets. Expensive (like other vehicles) jets sound good, I figure the skill tree would be branched off of dropship. "(enter race here) fighter" skill should require "(enter race here) dropship" IV as a prerequisite, like "(enter race here) cruiser" needs "(enter race here) frigate" IV.
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Khun-Al
135
|
Posted - 2012.07.12 05:57:00 -
[30] - Quote
Ten-Sidhe wrote: If the above is a mistake on my part, please no militia jets. Expensive (like other vehicles) jets sound good, I figure the skill tree would be branched off of dropship. "(enter race here) fighter" skill should require "(enter race here) dropship" IV as a prerequisite, like "(enter race here) cruiser" needs "(enter race here) frigate" IV.
I regard on my system idea but they shouldnt be all branched off of dropship. The attackship could be off of this due to its similar system but the jet and gunship skills should be available on piloting III or IV and V because it is totally different. |
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