Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Nate Silverley
Rebelles A Quebec
139
|
Posted - 2012.09.04 16:13:00 -
[1] - Quote
I've read someone complaining about how going down the "Dropship Pilot" route is nothing but sacrifice, with very little payoff. I have to agree GÇö flying mercs only gets you kill assists, and your costly dropship gets shot down pretty quickly.
Here's an idea:
Quote: Dropship pilots should get payoff based on their time alive carrying mercs, mutliplied by number of mercs onboard plus number of kills.
And it would work like this:
1.Player calls in a dropship. 2. Up to 4 other mercs jump in. 3. From the moment they jump in, a timer starts rolling. 4. For every minute alive carrying mercs, dropship pilot could earn potential SP or ISK
VARIABLES: 1 merc is worth 25 SP. 1 kill is worth 50 SP
5. To calculate this, you would have the following equation:
(Total number of minutes spent alive) x (value of mercs onboard + value of kills) = TOTAL SP Payoff
Example:
Nate calls in a drop ship. Two mercs jump in.
Nate flies over enemy territory and his crew guns down 5 enemies.
Nate and crew have managed to spend 4 minutes alive before getting shot down.
4 minutes X (2 Mercs (50 SP) + 5 kills (250 SP)) = 1200 SP
Rinse and repeat.
The rest would be about balancing SP (or ISK) reward and value of variables, but I'd say this idea could fly. Ahem.
Thoughts ? |
Sees-Too-Much
332
|
Posted - 2012.09.04 16:17:00 -
[2] - Quote
So the idea is to have six people sitting in your dropship with only two of them actually shooting anything? No me gusta. The purpose of the dropship is to ferry mercs to an objective, not carry them around like a dead weight.
I suspect that when this goes live dropships are going to become a sort of "beginner aircraft" that you can skill into relatively easy. The real SP sources for pilots will be in gunships actually getting kills.
Someone mentioned a suggestion of squad leaders broadcasting a transport request that dropship pilots could see and carry out for warpoints. I think that idea would be a lot better. That and actually getting points for spawn-ins. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.04 16:40:00 -
[3] - Quote
I like the idea about giving those that spend SP and ISK on doing nothing but rely on Bluedots (as worthless as they always are)
+1 to the nice idea to increase payouts for pilots. |
wathak 514
Circle of Huskarl Minmatar Republic
106
|
Posted - 2012.09.04 16:44:00 -
[4] - Quote
i agree with sees-to-much this idea would end verybadly my proposal
Pilot gets vehicle kil assist (+35) and pilot kill assist (+15 or more) for every kill a gunner gets. Both of these would add togeather to be equal to or greater than the kill points the guners recieve techniqaly 1 kill. Why not just give a pilot a kill for gunners kill well cause with my understanding of coding the double asist will be easyer to implement and just as effective of course i dont care bought my kdr
Pilots get points frm people using there cru [already being looked at and mplemented by ccp thank you ccp]
After these 2 changes i belive the whole idea of a dropship wil be more appealing |
Nate Silverley
Rebelles A Quebec
139
|
Posted - 2012.09.04 17:26:00 -
[5] - Quote
Sees-Too-Much wrote:So the idea is to have six people sitting in your dropship with only two of them actually shooting anything? No me gusta. The purpose of the dropship is to ferry mercs to an objective, not carry them around like a dead weight.
I suspect that when this goes live dropships are going to become a sort of "beginner aircraft" that you can skill into relatively easy. The real SP sources for pilots will be in gunships actually getting kills.
Someone mentioned a suggestion of squad leaders broadcasting a transport request that dropship pilots could see and carry out for warpoints. I think that idea would be a lot better. That and actually getting points for spawn-ins.
No you didn't understand at all. The ideas is about getting rewarded for staying alive AND ferrying people AND getting kills. |
Nate Silverley
Rebelles A Quebec
139
|
Posted - 2012.09.04 17:29:00 -
[6] - Quote
wathak 514 wrote:i agree with sees-to-much this idea would end verybadly my proposal
Pilot gets vehicle kil assist (+35) and pilot kill assist (+15 or more) for every kill a gunner gets. Both of these would add togeather to be equal to or greater than the kill points the guners recieve techniqaly 1 kill. Why not just give a pilot a kill for gunners kill well cause with my understanding of coding the double asist will be easyer to implement and just as effective of course i dont care bought my kdr
Pilots get points frm people using there cru [already being looked at and mplemented by ccp thank you ccp]
After these 2 changes i belive the whole idea of a dropship wil be more appealing
Not so much because dropships cost about 220,000 ISK and last for about 4 minutes.
I think the pilot should be rewarded for piloting skills and not his crew's skills - hence the "time staying alive" variable going along the "number of passengers" and "crew kills helped" variable. |
Sees-Too-Much
332
|
Posted - 2012.09.04 17:38:00 -
[7] - Quote
The reward for staying alive: keeping your dropship.
The reward for getting kills: vehicle kill assist.
So the only area you'd be hoping to fix is the reward for using the dropship for its intended purpose of air transport. But since you're rewarding people, not for carrying someone to a destination but for keeping them IN the dropship for as long as possible it won't be used that way. |
Nate Silverley
Rebelles A Quebec
139
|
Posted - 2012.09.04 18:19:00 -
[8] - Quote
Sees-Too-Much wrote:The reward for staying alive: keeping your dropship.
The reward for getting kills: vehicle kill assist.
So the only area you'd be hoping to fix is the reward for using the dropship for its intended purpose of air transport. But since you're rewarding people, not for carrying someone to a destination but for keeping them IN the dropship for as long as possible it won't be used that way.
I like your pragmatism. I agree destination drop points should be accounted for in SP gain as well, as others have also pointed out.
But I think that, in order to get career dropship pilots enjoying building their skills, it's more interesting to reward both dropping passengers and supporting field ops with more than kill assists. |
Sees-Too-Much
332
|
Posted - 2012.09.04 18:56:00 -
[9] - Quote
You can already fit remote reps to a dropship. Ever tried healing a heavy or a vehicle from the air? I haven't, but I bet it's awesome!
Soon we'll have eWar and you'll be able to provide support with that, too.
Basically this is one of those issues that will be resolved with the introduction of new gear already in the works. No major overhaul necessary. |
Nate Silverley
Rebelles A Quebec
139
|
Posted - 2012.09.04 19:09:00 -
[10] - Quote
Sees-Too-Much wrote:You can already fit remote reps to a dropship. Ever tried healing a heavy or a vehicle from the air? I haven't, but I bet it's awesome!
Soon we'll have eWar and you'll be able to provide support with that, too.
Basically this is one of those issues that will be resolved with the introduction of new gear already in the works. No major overhaul necessary.
eWar GÇö sounds interesting. What's that ? Electronic Warfare ? |
|
wathak 514
Circle of Huskarl Minmatar Republic
106
|
Posted - 2012.09.04 19:18:00 -
[11] - Quote
Sees-Too-Much wrote:You can already fit remote reps to a dropship. Ever tried healing a heavy or a vehicle from the air? I haven't, but I bet it's awesome!
Soon we'll have eWar and you'll be able to provide support with that, too.
Basically this is one of those issues that will be resolved with the introduction of new gear already in the works. No major overhaul necessary. Sadly yes but for now i get plenty of accomplishment from 0 deaths and not forking out anouther 500k isk for a new dropship.
For the most part some point system will need to be implamented to make dropships more worthy but for it to be time relative as well as dependent on number of passengers that will be abused. Te one i proposed befor double assist is a bit better and be able to be exlusively for pilots.
There are a couple other methods aswell as roles a dropship will come to fill but this role of troop transport is ganna stay and this method of points i believe is currently the most efficient |
Sees-Too-Much
332
|
Posted - 2012.09.04 19:26:00 -
[12] - Quote
Nate Silverley wrote:Sees-Too-Much wrote:You can already fit remote reps to a dropship. Ever tried healing a heavy or a vehicle from the air? I haven't, but I bet it's awesome!
Soon we'll have eWar and you'll be able to provide support with that, too.
Basically this is one of those issues that will be resolved with the introduction of new gear already in the works. No major overhaul necessary. eWar GÇö sounds interesting. What's that ? Electronic Warfare ?
Correct. Don't know how it will work yet. |
Ruxven
ZionTCD Legacy Rising
53
|
Posted - 2012.09.04 23:11:00 -
[13] - Quote
Given a 3-man squad on a dropship (pilot + gunners), there's 4 slots left over. Perfect size for a squad. Let's say you're a squad leader and need to get your group to a specific area. Put down a "Rally for Extraction" waypoint, which all squad members and dropship pilots can see. But unlike a normal rally point, you specify a second point on the map, a "Deployment Location." Again, dropship pilots and squad members can see this, maybe with a fancy arc going over the map going between them (like a rainbow to a pot o' gold). The pilot picks you up, and for each squad member that exits out of the dropship in the deployment area they get like 50+ SP.
To ensure they get that 400 SP payoff, the pilot will need to be skilled, have gunners, and some sort of anti-AV countermeasures.
The downside is, the SL has to be willing to do this instead of calling in a free LAV. An SP command commission couldn't hurt. |
CookieStein
32
|
Posted - 2012.09.04 23:28:00 -
[14] - Quote
Why not have any merc that deploys from your drop ship exits with a "bonus radius" that lasts for _ amount of time that feeds back to the pilot. Same as dropping a command order on something except that after however many seconds it expires, could be tied to the pilot skill so say a lvl one pilot gets a 5 second timer where as a lvl 5 gets a 20 second one (timer length to be determined).
A pilot would then be sufficiently rewarded for doing the job of a pilot...getting troop to where they are needed. A forge gun heavy hops out and kills a tank, collect your bonus...same goes for capping objectives, killing troops, hacking installations. It would give the pilot his due cause the merc wouldn't have been there to do the task if he hadn't been effectively shuttled. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |