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Velvet Overkill
104
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Posted - 2012.08.29 23:39:00 -
[1] - Quote
Flares would be an awesome thing to have to increase the tiny lifespan of dropships.
The flares modules would hold 5 flairs for standard, 6 flairs for advanced, and 7 for prototype. These can be deployed individually by pressing X or all at once be holding X. The higher tier flares would have an increased resupply time for the whole set of flares, but no increase to pg/cpu requirements. 25s for standard, 35s for advanced and 45s for prototype. Every 0.040s for standard, 0.029s for advanced, and 0.022s for prototype, a flare will be replaced.
The flares would have a percentage of destroying missiles. 35% at standard, 49% at advanced and 63% at proto.
Possible skill attributes:
- The operation skill decreases the time before more flares can be deployed by 5% every level.
- The proficiency skill will have a high multiplier like 6x or 8x that increase the amount of flairs by 1 every level.
The standard/militia swarm launcher can shoot 5 swarms at a time that infinitely tracts vehicles and the higher tier launchers can shoot even more, so I think this is a fair thing to have.
Here's how it would work on average:
Standard flares
- If 5 missiles are fired, 3.25 missiles will be left. [5 - (5 + 0)(0.35)] Proficiency skill 0
- On average, 1.75 missiles can be eliminated per 23.75s [25 - 25(0.05 x 1)] Operation skill lv1
- 0.07 missiles eliminated per second.
Advanced flares
- If 5 missiles are fired, 2.06 missiles will be left. [5 - 6(0.49)] Proficiency skill 0
- On average, 2.94 missiles can be eliminated per 28s. [35 - 35(0.05 x 4)] Operation skill lv4
- On average, 0.11 missiles can be eliminated per second.
Prototype flares
- If 5 missiles are fired, -0.04 missiles will be left. [5 - (7 + 1)(0.63)] Proficiency skill 1
- On average, 5.04 missiles can be eliminated per 33.75s [45 - 45(0.05 x 5)] Operation skill lv5
- On average, 0.15 missiles can be eliminated per second.
Prototype flares w/ Proto skills
- If 10 missiles are fired, 2.44 missiles will be left. [10 - (7 + 5)(0.63)] Proficiency skill 5
- On average, 7.56 missiles can be eliminated per 33.75s. [45 - 45(0.05 x 5)] Operation skill lv5
- On average, 0.22 missiles can be eliminated per second.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.08.30 02:23:00 -
[2] - Quote
+1 If I were you, I would have just bumped an existing thread about flares. |
Patches The Hyena
204
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Posted - 2012.08.30 02:24:00 -
[3] - Quote
Good idea |
Khun-Al
135
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Posted - 2012.08.30 06:59:00 -
[4] - Quote
yes but without a cooldown timer they should rather have a percentage of disturbing missles. 33% at standard, 40% at avanced and 50% at proto. |
Velvet Overkill
104
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Posted - 2012.09.05 05:25:00 -
[5] - Quote
Khun-Al wrote:yes but without a cooldown timer they should rather have a percentage of disturbing missles. 33% at standard, 40% at avanced and 50% at proto. If it was done that way, what would you propose would be best way to prevent pilots from just spamming flares nonstop?
Having a percent of disturbing missiles makes sense. I also think that the effectiveness should be increased, there should be a constant number of improvement between standard, advanced and prototype. I updated my OP and the constant I used is 1/7. |
D3LTA NORMANDY
Doomheim
101
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Posted - 2012.09.05 05:49:00 -
[6] - Quote
But it should not be a percentage of destroyed misles but every flare should have a xx percentage of destroying a missle. So every missle could be destryed or no missle. |
Billi Gene
Tronhadar Free Guard Minmatar Republic
130
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Posted - 2012.09.05 09:26:00 -
[7] - Quote
as long as the flare supply is not infinite....
perhaps tie it into swarm launcher ammo:
militia/standard swarm fires 4(?) missiles, and have 4 shots total, so make the standard t1 flares fire 4 flares and have 4 charges total.
scale goes +1 at advanced and +2 at proto.
also, where exactly is the flare being equipped on the boat? high slot? low slot? weapon slot? |
Patches The Hyena
204
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Posted - 2012.09.05 09:33:00 -
[8] - Quote
Flares sound good! Or chaff! |
Patches The Hyena
204
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Posted - 2012.09.05 15:09:00 -
[9] - Quote
FYI talked to CCP nothin in IRC today. He said they are working on active defenses for dropships. No promises on what would make it, but he mentioned warning bells for locks on and chaff. |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
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Posted - 2012.09.05 16:29:00 -
[10] - Quote
I like the few idears I see like the whole warning bells for lock ons but either way my lifespan on a dropship is not as short as it might be for you I can go a whole game without losing my dropship while being hit and targeted the whole time by swarms or even forges (but those do still hurt somewhat) so I will enjoy it with or without defenses but they will help |
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Klivve Cussler
Ransoms Incorporated
49
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Posted - 2012.09.05 16:44:00 -
[11] - Quote
Dropping the signature radius for dropships (via ecm modules) will help immensely. Lower radius means that the dropship needs to be closer in order to lock onto it, which increases survivability.
When you said flares, I thought you meant as an infantry device. It would be cool to mark yourself for pickup, via flares or other signalling. Then the dropship knows where to pick up a group. |
Zohnar Yifu
BetaMax.
0
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Posted - 2012.09.05 19:06:00 -
[12] - Quote
I dont think flares should have an ammo type were you are limited on how many you can launch per flight when you have a cool down. But I really like the idea of flares in general as dropships are so easly destroyed with 1-2 shots from swarms which are hard to dodge when coming from behind.
Also I dont think flares should be a module but just a basic function of dropships in general..reason is if its a module then it could possibly be used on tanks or LAVs which would be kinda wierd cus flares would be useless for those. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.09.05 19:41:00 -
[13] - Quote
Something more advanced then flares, in real life state of the art ir missiles ignore them. Still useful for huge number of older missiles used around world. In real life tanks also have ir counter measures, more commonly ir opaque smoke grenades or ir jammer then flares though. So a module would work fine, more useful on dropship but not useless on ground vehicles. Hav will probably focus on tank since counter measure won't help vs forge. Lav may use same as dropship, since swarms and homing av are main threat to them. |
Spooty Frog
Algintal Core Gallente Federation
9
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Posted - 2012.09.05 19:53:00 -
[14] - Quote
So... Defender Missile technology instead? |
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