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Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
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Posted - 2012.09.11 10:45:00 -
[1] - Quote
Hi,
There's a few (ha!) threads around at the moment about suggestions on what to do with tanks. So I thought I would chuck out a suggestion to the community to see what you think.
I've seen a few games with this in, so might be an idea for here. Instead of reducing Shield & Armor Hit Points etc, what about giving them separate damage zones?
Zone 1 Main Body of the Tank where the crew are housed. Once the HPs reach zero then obviously the crew & the tank are dead. Also, following along with another suggestion of having the driver of the tank located here, and separate from the main turret.
Zone 2 Main Turrent. Once the HPs are down to Zero, the person in the main turret is dead & the turret can no longer be used. Only weapons left are those on the main body.
Zone 3 Tracks/Tires Once HP reaches zero. The tank is dead in the water, and unable to move. Can still shoot but can't run away ... pretty much a sitting duck. :o)
My suggestion is that each of these zones have their own Armor Points, but the whole vehicle itself shares the shield.
I realise that this would add a lot more complication to designing & building your tanks, but also gives a lot more room for customisation. Especially as we'll be able to purchase new tracks, made out of different materials etc giving better movement maybe, along with more Armor HP. Possibly even go proto hover tanks? :o)
Tanks would be able to have Armor repair units, but would actually be unable to repair the tracks or main turret if it is no longer functioning. These could only be fixed from a Merc in the field with a remote repair unit. Maybe similar to hacking? Taking a few seconds to get the tank up & fully running.
What do you think?
That's a basic summary, I can go into a bit more depth later if wanted. I'm just in work, and keep getting distracted, so my explanation might not flow. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
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Posted - 2012.09.11 12:50:00 -
[2] - Quote
dust badger wrote: ... and would the armor repairer still fix these modules? one thing i would suggest is that the armor rep does but if it reach 0 health it can only be rep'd by a logi with remote repair
Yeah, that is what I meant.
Also, gives a nice tempting target for the snipers among us. Leave a disabled tank sitting out in the open, guarded by a sniper who can take out any brave logi trying to fix it. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2012.09.11 18:34:00 -
[3] - Quote
I suppose one drawback to this idea is the increased investment that would be needed. Both in SP & ISK, for the extra parts & skills needed. So it would sting a little more if a sneaky scout snuck up & stuck a remote explosive on your tracks. But as long term investment is the name of the game, that could balance out. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
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Posted - 2012.09.14 07:42:00 -
[4] - Quote
As there is announcement on Tank changes & an increased interest in separating the driver & main gunner. I thought I would, bring this suggestion back to the table. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2012.09.14 09:15:00 -
[5] - Quote
Yeah, that would be my thought as well. That even if a particular zone is at zero (except for the main hull) then it could only be repaired externally by logi with the repair equipment. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2012.09.14 20:59:00 -
[6] - Quote
Well I would probably think that the tracks & the main turret would be slightly weaker. Purely because of their nature, moving parts etc. But that would just be in armor, and not significantly different to the main hull. The shield would encompass the whole tank, if the general consensus on how the shields work is correct. |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
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Posted - 2012.09.20 06:49:00 -
[7] - Quote
TBH I hadn't really thought about applying it to the other vehicles, current ones anyway. But you're right, as the weapons for examples are considered separate entities (turrets) with their own skill development. Maybe they should have damage zones as well. Quite often I see a LAV storming around with low HP & shield, but still having a fully functional turret on the back. If the LAV has taken that much damage in the first place, surely the turret should be as much use as a wet kipper.
So if the mechanics are possible within Dust, maybe we could have more complex vehicles with different damage zones?
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Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2012.10.12 10:35:00 -
[8] - Quote
I'd just like to re-raise this for CCP Dev's to peruse.
... that's an extended way of saying "Bump". |
Bucktooth Badger
Buck's Intergalactic Pawn Shop
65
|
Posted - 2012.10.12 11:42:00 -
[9] - Quote
Well I did start using HAVs near the end of last build, especially when we had the SP & ISK bonuses from the corp battles. I haven't this build yet though (too poor ).
My suggestion isn't about making the lives of HAV drivers harder, more of adding depth to them. Making them a lot more customisable to your own tastes.
I'm looking at Dust more from the RPG end rather than the FPS end. Less "bang bang" and more "Hmmmm I wonder ..." |
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