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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.09.27 18:50:00 -
[31] - Quote
Billi Gene wrote:
If you want nano hives and uplinks... equip em :P
or if you simply must have the ability to hack em... let us logi's have a skill that makes them blow up if they get hacked...killing the hacker :P... anyone with out the skillbook this doesnt happen... but if you hack an uplink or nano from someone with the skillbook...you die :P
not fair?... neither is mooching off my adv. equipment :P.. get your own :P
I'm running top level Nanos (both hives and injectors) and skilling for uplinks at present, and I think this would be an improvement to the game.
Make the hives/uplinks etc selectable items just like a LAV, HAV, Objective. They can be hacked, they can be destroyed and they can be the target of Squad Orders. Also tag on WP awards for hacking and destroying them. Besides the suggestion is that someone with a codebreaker fit could hack them and since Logi already have a bonus to hacking it would just create another way to specialize Logi (and another reason to run the ProtoSuits for more PG/CPU to fit all the mods).
Goric Rumis wrote:I just had some new ideas about deployable equipment yesterday, and it inspired an idea:
In order to hack deployables, you not only need a hacking module, you need the skill to deploy the equipment in the first place.
This would increase specialization and make specialized logi's a valuable asset (or potentially hacking-oriented scouts).
I like this idea, it adds to the value of the battlefield role and it wouldn't detract anything from the incentives other roles have to destroy the gear for WPs or tag the gear with Squad Orders.
Brush Master wrote:hacking equipment +1 but I think the owner of the equipment should get an alert and have the uplink blink on the map so everyone can easily target the enemy lol
Seems reasonable since TacNet gives a notice about every other Hack in progress. It'd also be extra incentive to work as a team if only the cat who deployed it gets the heads up. That extra communication could become all the more valuable which is to the benefit of Dust as a whole. |
G Torq
ALTA B2O
88
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Posted - 2012.09.28 11:49:00 -
[32] - Quote
Sigurd Arinbjornson wrote:Soleire wrote:This makes sense and should be in.
Make something like: Militia : 2 sec hack Normal: 4 Advanced: 5 Proto: 6 We could also have a new variant of hives and uplink: "Firewalled" +50% hacktime Although I'm in favor of the idea, I think that 2 seconds on a militia is way too fast. It would make it nearly worthless. You could complete that hack even while being shot. I would say start at 3 or 4 and go up from there.
I'd consider going the other way - make ("nerf"?) the militia gear by having it be usable by both teams. Basically, offset the dirt-cheapness of the thing, by making it immediately valuable by the other team. Don't want the other team "mooching" off of your hive? Get a better one!
(note: On droplink this might have other consequences - throw down a milita drop-link and camp until a red guy accidentally spawns there? Make milita gear show up grey instead of blue to highlight it is not secure?)
Sigurd Arinbjornson wrote: In comparison does anyone know how long the different hacks currently take? Maybe it just seems like forever due to the danger involved? A lot less if you're not solo'ing them ;) |
RedBleach
50
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Posted - 2012.10.01 17:17:00 -
[33] - Quote
I can support this as a Logi Bro myself
In other games there were mini tactics and games going on between sipers and other classes that would neutralize each other if played correctly. mag ... anyway. This would create a different little mini game between logi's. I'll blow up everything that i find from the other team - but no point for it, so using them, hacking them, etc. anything is an improvement. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.02 18:28:00 -
[34] - Quote
Would love to hear some more feedback regarding this now that CODEX has landed (maybe even something from the Devs ). |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.10.07 07:52:00 -
[35] - Quote
Cross Atu wrote:Would love to hear some more feedback regarding this now that CODEX has landed (maybe even something from the Devs ). Me too, if we could hack the equipment in the near future in CODEX it would be awsome. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.08 05:59:00 -
[36] - Quote
I already liked the idea in the prior build but having played the new Codex maps for awhile I want it even more. I believe the biggest factor is the addition of ladders (which I think is great). The maps now have a more layered dynamic and thus the ability to establish foothold positions is an even more tactically valuable asset.
Having the ability to hack deployables (yeah fake word ) and target them with squad orders (both as discussed in this thread) would open up quite a bit in the way of teamwork and squad options.
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Tyrius Madison
97
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Posted - 2012.10.08 07:22:00 -
[37] - Quote
Sees-Too-Much wrote:I think it's an interesting idea, but I'd add one caveat: requires codebreaker module.
agreed.
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Tyrius Madison
97
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Posted - 2012.10.08 07:23:00 -
[38] - Quote
Cross Atu wrote:I already liked the idea in the prior build but having played the new Codex maps for awhile I want it even more. I believe the biggest factor is the addition of ladders (which I think is great). The maps now have a more layered dynamic and thus the ability to establish foothold positions is an even more tactically valuable asset. Having the ability to hack deployables (yeah fake word ) and target them with squad orders (both as discussed in this thread) would open up quite a bit in the way of teamwork and squad options.
pretty sure deployables is a real word. |
angelarch
Algintal Core Gallente Federation
93
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Posted - 2012.10.08 07:57:00 -
[39] - Quote
+1
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.08 08:07:00 -
[40] - Quote
Tyrius Madison wrote:Cross Atu wrote:I already liked the idea in the prior build but having played the new Codex maps for awhile I want it even more. I believe the biggest factor is the addition of ladders (which I think is great). The maps now have a more layered dynamic and thus the ability to establish foothold positions is an even more tactically valuable asset. Having the ability to hack deployables (yeah fake word ) and target them with squad orders (both as discussed in this thread) would open up quite a bit in the way of teamwork and squad options. pretty sure deployables is a real word.
Is it? Then my word processor fails me |
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Dorian Trance
Crux Special Tasks Group Gallente Federation
4
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Posted - 2012.10.08 08:15:00 -
[41] - Quote
+1
Supply lines are the lifeblood of any infantry unit. If I can deny my enemy something better yet take it for myself and use it against him then even better. I am all for hacking drops and nanos it is in tune with hacking vehicles and makes sense on the battlefield. |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.10.08 12:19:00 -
[42] - Quote
Dorian Trance wrote:+1
Supply lines are the lifeblood of any infantry unit. If I can deny my enemy something better yet take it for myself and use it against him then even better. I am all for hacking drops and nanos it is in tune with hacking vehicles and makes sense on the battlefield. Agreed, it is much better if we could hack then to our advantage instead of just destroying them and waste much more ISK than needed. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.09 11:01:00 -
[43] - Quote
Giving this thread a little nudge to the top since I'm seeing other versions of it crop up |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.10.09 19:10:00 -
[44] - Quote
Cross Atu wrote:Giving this thread a little nudge to the top since I'm seeing other versions of it crop up We REALLY need this feature, it would take the game to a whole new level as this will bring the teamwork to a completely new kind of level. |
Gcember
Villore Sec Ops Gallente Federation
123
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Posted - 2012.10.13 18:10:00 -
[45] - Quote
Tyrius Madison wrote:Sees-Too-Much wrote:I think it's an interesting idea, but I'd add one caveat: requires codebreaker module. agreed. It should only require a codebreaker module if the thing you are going to hack is of high value, if you are going to hack a milita nanohive for example it should not require anything, and this is my opinion ofcourse! Further suggestions?
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Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
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Posted - 2012.10.13 18:49:00 -
[46] - Quote
One of the problems with this is with droplinks, you are only allowed to have one working at a time (barring high level ones). One could have multiples by hacking enemy droplinks. To counter this, the droplink should replace any droplinks you have as if you laid it out yourself.
Further, if you can hack a ammo hives, some will argue that you should be able to pick them up. I know people have been asking for it for a while, but I think it would go against how the ammo hives are supposed to work. (like the military tent, you pull the string and up pops a tent. good luck packing it back up though.)
On the other hand, if you don't want the enemy to have it, blow it up as you retreat as the Russians did with the Germans in WWII. You can get more with your next clone, or at the nearest supply depot.
Hacking it, on the other hand, should not be easy. Instead of an installation, it's a piece of equipment that has been coded specifically to work for a certain group. I wouldn't necessarily require the code breaker, but if it doesn't, I'd make a hack require 15 seconds (I like the idea of requiring the codebreaker). If you want it so bad, earn it. Otherwise, blow it up.
There should be an advantage for overtaking an enemy position with supplies. Many armies have kept going on the supplies of their enemies (see the south in the civil war). But they had to stop and collect those supplies instead of running after the enemy. The same should be true here. |
Paul Etrades
Tronhadar Free Guard Minmatar Republic
12
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Posted - 2012.10.20 02:35:00 -
[47] - Quote
Smart
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.23 18:08:00 -
[48] - Quote
Lead Squall wrote:One of the problems with this is with droplinks, you are only allowed to have one working at a time (barring high level ones). One could have multiples by hacking enemy droplinks. To counter this, the droplink should replace any droplinks you have as if you laid it out yourself.
Further, if you can hack a ammo hives, some will argue that you should be able to pick them up. I know people have been asking for it for a while, but I think it would go against how the ammo hives are supposed to work. (like the military tent, you pull the string and up pops a tent. good luck packing it back up though.)
On the other hand, if you don't want the enemy to have it, blow it up as you retreat as the Russians did with the Germans in WWII. You can get more with your next clone, or at the nearest supply depot.
Hacking it, on the other hand, should not be easy. Instead of an installation, it's a piece of equipment that has been coded specifically to work for a certain group. I wouldn't necessarily require the code breaker, but if it doesn't, I'd make a hack require 15 seconds (I like the idea of requiring the codebreaker). If you want it so bad, earn it. Otherwise, blow it up.
There should be an advantage for overtaking an enemy position with supplies. Many armies have kept going on the supplies of their enemies (see the south in the civil war). But they had to stop and collect those supplies instead of running after the enemy. The same should be true here.
I agree, this could pose a problem. I would say, as this is beta the best bet would be to try it without the limitations and test the impact on the game. (Example: Do people run fewer uplinks now? Do people destroy uplinks more often? How does this effect spawn camping? et al) We may find out that the added feature doesn't fundamentally alter game balance (if it requires a Proto level Codebreaker for example the rate of use will be much smaller).
The point being there are many variables involved and since we're still in beta let's test them |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.28 01:25:00 -
[49] - Quote
Pulled from a related thread: https://forums.dust514.com/default.aspx?g=posts&t=42226&p=2
Cross Atu wrote:STB Vermaak Doe wrote:As long as you have to have the skill up to the tier the equipment is and carry a codebreaker it seems ok This, I support the OP so long as Hacking is required as a skill to pull it off, also the use of a (non-milita) Codebreaker. This being beta I'd start it at Hacking 5, Prototype Codebreaker. Test that for a build and see where things stand. 0.02 ISK Cross
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Gregor stormwalker
Seraphim Initiative. CRONOS.
3
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Posted - 2012.11.01 00:05:00 -
[50] - Quote
Just read weekly update and wanted to say nice one on getting somthing added to a future update
Quote: [REQUEST] Hacking nanohives and drop uplinks to add battlefield dynamics Update: This idea will go on the list of features to be added in future updates
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.04 18:34:00 -
[51] - Quote
Maximus Stryker wrote:I like the idea overall.
Ability to hack nanohives or drop uplinks is great.
I also like the idea of higher meta equipment taking longer to hack.
I very much support the idea of awarding WP to hacking equipment or destroying it, although I think you should get slightly more WP for hacking equipment to encourage people to rather then equal points for stopping and crouching to hack (more vulnerable) or just shooting it and moving on (less vulnerable) .
I've bolded the last part of the above quote because it's a very good point that I think deserves emphasis.
Since the hacking of deployable assets will require a codebreaker and the destruction only a gun it would make sense that hacking award a greater amount of War Points than destruction. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.09 21:40:00 -
[52] - Quote
bump |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.09 21:44:00 -
[53] - Quote
Gcember wrote:Tyrius Madison wrote:Sees-Too-Much wrote:I think it's an interesting idea, but I'd add one caveat: requires codebreaker module. agreed. It should only require a codebreaker module if the thing you are going to hack is of high value, if you are going to hack a milita nanohive for example it should not require anything, and this is my opinion ofcourse! Further suggestions?
Expanding on this... It should require a codebreaker module and/or a Logi suit of comparable meta level to the item being hacked. Will add another incentive to use higher-level gear. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.10 03:58:00 -
[54] - Quote
Garrett Blacknova wrote:Gcember wrote:Tyrius Madison wrote:Sees-Too-Much wrote:I think it's an interesting idea, but I'd add one caveat: requires codebreaker module. agreed. It should only require a codebreaker module if the thing you are going to hack is of high value, if you are going to hack a milita nanohive for example it should not require anything, and this is my opinion ofcourse! Further suggestions? Expanding on this... It should require a codebreaker module and/or a Logi suit of comparable meta level to the item being hacked. Will add another incentive to use higher-level gear.
Sounds good, I like it!
+1
EDIT: Specifically I think a codebreaker module of equal or greater meta level. The Logi suit would still provide an extra hacking rate bonus so it'd be valuable even so
Or, if it's use of either a codebreaker or Logi of equal/greater meta level (which may be what you meant in the first place ) that would also be a great way to provide specialization of possible battlefield roles. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.11.10 04:36:00 -
[55] - Quote
I dislike strongly the original idea. Too much litter on the field, better let em be destroyed. Having too many things to hack is... Boring (and 'confusing' for blueballs).
Requiring a codebreaker module is a interestingly good idea and worth developing. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.13 22:24:00 -
[56] - Quote
bump for more input. |
Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
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Posted - 2012.11.14 00:03:00 -
[57] - Quote
If we can't hack them, I wouldn't mind a small WP bonus for destroying them. Even 10 points or so, after all it messes up the enemy supply lines and I have to expend valuable ammo to do it. I |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 01:18:00 -
[58] - Quote
Boss Dirge wrote:If we can't hack them, I wouldn't mind a small WP bonus for destroying them. Even 10 points or so, after all it messes up the enemy supply lines and I have to expend valuable ammo to do it. I It would help if melee attacks would do the job, but as far as I can tell, melee doesn't damage deployables. |
Boss Dirge
Sanmatar Kelkoons Minmatar Republic
71
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Posted - 2012.11.14 01:25:00 -
[59] - Quote
Garrett Blacknova wrote:Boss Dirge wrote:If we can't hack them, I wouldn't mind a small WP bonus for destroying them. Even 10 points or so, after all it messes up the enemy supply lines and I have to expend valuable ammo to do it. I It would help if melee attacks would do the job, but as far as I can tell, melee doesn't damage deployables.
Yeah there should a be a curb stomp button. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.12.16 19:07:00 -
[60] - Quote
Garrett Blacknova wrote:Boss Dirge wrote:If we can't hack them, I wouldn't mind a small WP bonus for destroying them. Even 10 points or so, after all it messes up the enemy supply lines and I have to expend valuable ammo to do it. I It would help if melee attacks would do the job, but as far as I can tell, melee doesn't damage deployables.
Lasers didn't either last I checked. Agreed that attacks of all stripes should damage deployable objects. |
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