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Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
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Posted - 2012.07.17 02:00:00 -
[1] - Quote
Keep in mind that it is all from experience with this build. Who knows how well this would work when it's all put together?
I was kind of already hoping it worked this way, but was recently corrected. Oftentimes when I land hits on a tank or drophip I'll get the +25 notification. I'm not at all sure what it's for though. Breaking though shields? Damaging armor? All well and good. Points are points, after all.
But I'd much rather see a real effect from my efforts. As the title implies, I'd like to see turrets go offline as the vehicle takes heavy damage. Other things to possibly consider: Having a gunner die/get ejected at that point too. Having the turret become operational again when the damage is repaired to full. Obviously save the driver's seat for last as it would be the most protected and still give tanks their chance to get away. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 02:38:00 -
[2] - Quote
Nachos, somehow I knew you'd like something that even remotely inconveniences tanks.
EVICER wrote:I dont know why im even commenting on this.
That makes two of us.
Technically that might apply to dropsuits as well. However, the fact that it doesn't is a concession made to keep the game fun for everyone. I think that this would add a little more risk, since the gunner currently stands to lose very little while riding in someone else's tank/ship and racking up free kills (free in that he didn't buy the vehicle, skill up in it, etc). He would either be killed outright, or simply taken out of the action for a minute when the driver/pilot repairs. Even on high armor tanks/ships it doesn't take them long to get back to full if they can retreat a bit. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 04:20:00 -
[3] - Quote
Specific hit locations might be too much, yeah. Believe me, I'd love to go for the tank equivalent of a headshot, but I think this idea is about as close as we can get.
As far as just effecting the turrets, couldn't you just say that one stops functioning as long as the vehicle is below a certain percentage of EHP? (That does stand for Effective Hit Points, right? As in total between shields and armor?) For the "why" of it say that the shields drain more power as they get closer to collapse since they're trying hard to recharge and that pulls power from the other systems, or some other handwave. If it improves the game (and I do acknowledge that as an IF) then it doesn't matter what bit of lore we throw in to explain it. So, just as an example let's say: 40% EHP = down one turret 20% EHP = down two turrets 10% EHP = mobility and mods only Nothing behind those numbers, just spitballing.
That doesn't discount the finite ammo possibility, of course. I think that's one that's got some merit too. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 04:55:00 -
[4] - Quote
Cool. I'll go with Total HP then. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 05:40:00 -
[5] - Quote
If they've got better ways to handle this I'm all for it. :) |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 05:55:00 -
[6] - Quote
Huh. I wonder if we could shut down enemy com chat? |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 07:01:00 -
[7] - Quote
Raynor Ragna wrote:This is one of the dumbest ideas I've heard. Why would a tank not be able to fire if it gets hit?? Wow. The concept of a badly damaged machine not working as if in perfect condition escapes you? Just wow. I certainly have to wonder if you read anything beyond the title.
Now, whether or not it's right for the game is another story altogether, and in that you're certainly allowed a dissenting opinion. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 07:03:00 -
[8] - Quote
Minmatar Slave 74136 wrote:Or cut into the tank's speed and handling as the damage piles up - making it harder to run from that forge gunner who is about to make a few new vent holes in your tank. That'd be nice, but I'm not trying to make them easy pickings. All this would really do is force them to be a little more cautious and more vigilant on their repairs and shield buffs. Possibly make them retreat a little sooner. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 14:55:00 -
[9] - Quote
That's why I suggested basing it on the percentage of Total HP between armor and shields. Of course, since then Iron Wolf has suggested several other viable options, so I'm not sure it's needed. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.17 23:58:00 -
[10] - Quote
I think that would only really work for some kind of much larger vehicle, which I would like to see at some point. I think someone posted something about that a while back, and if done well it might be cool. Need much bigger fields though. It'd be cool to have something on the order of a Halo--*gasp* The dreaded H word!--Scarab. Essentially a moving complex that has to be boarded by air and taken, but not quite so otherwise invincible as those were. Give it hit zones like the "legs" to slow it down/make it boardable from the ground, damage any weapons on it, etc. As it stands against a tank now though, anything you fire at it to any effect is going to be too big for real strategic shooting. Then again, we haven't seen all the weapons yet. |
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Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.18 00:05:00 -
[11] - Quote
Again, not if it went off of Total HP instead of just Armor. |
Cobalt Monkey
Crux Special Tasks Group Gallente Federation
140
|
Posted - 2012.07.18 09:22:00 -
[12] - Quote
Taking a moment to thank Raynor for reminding me there's a Hide Posts option. Disagreeing is fine, but you can still be respectful about it. Notice how these other guys don't automatically agree with me, but I still respond to their points in a genial manor? It's because they're not childish about it.
@Zeran, I'm perfectly fine with waiting as well. It's an idea, not necessarily the best idea.
When you're talking about these vehicles, shutting down one of their turrets isn't taking away their ability to defend themselves. Tanks have three of the things, and dropships aren't meant to stand and fight, after all. All it would do is make them more aware of their shields and armor, and more prone to run a little faster rather than only when on the brink of death. If they get to the point that the main gun stops working, then they're probably toast anyway, but I will concede that taking the main gun offline at all is perhaps a bit much. This is mostly about chipping at their map control. If they have to back off slightly earlier, then that's a little more time for the other team to make a little headway. |
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