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STB Vermaak Doe
558
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Posted - 2012.09.28 20:57:00 -
[1] - Quote
I think that cloaking should be about on par with Eve as far as the costs of having/activating a cloak.
1st: movement penalty
If a large complex cloaking unit can't be used without draining power from the thrusters, I find that an infantry sized one would have a similar effect on the suit's mobility.
2nd: combat slot
It seems reasonable that like in Eve it would be something you would have to equip, possibly a sidearm or equipment slot that would adversely affect combat but not destroy the user's combat capability. This would also keep people from aiming during cloak and keep the heavy from having the "unfair" advantage of being able to cloak (even though the Eve heavy equivalent can be cloaked and has a variant specifically for cloaking)
Any thoughts? |
Lonewolf514
79
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Posted - 2012.09.28 20:59:00 -
[2] - Quote
yes a few and cant really be bothered going into why eve and dust are 2 totally different games in play and design.
you expect everything thats in eve to be passed over into dust unconditionally? |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.28 21:08:00 -
[3] - Quote
Making it work like in EVE is completely arbitrary and I don't think that's a worthwhile approach. Cloaking in a FPS game like Dust should look to other FPS games for inspiration on how to make cloaking work. EVE has nothing to offer.
Reducing speed would be an annoying thing to deal with. Nobody likes trudging around, taking forever to get where you're going.
Taking a weapon slot, well, whatever. If it takes a sidearm slot or an equipment slot or a high power slot, that's not such a critical thing. How it functions in other respects really makes the difference.
Anyway, if I had to casually offer an opinion on how cloak should work, it'd be for it to be an equipment piece which charges passively and has its charge depleted with use. Needs to be "held" like equipment to work. Makes the user barely visible, comparable to EVE or the Predator movies, such that you could still be seen if someone is looking closely, but you won't provide a red arrow.
So, it'd be good for traversing areas of the map without being detected, it wouldn't let people run right up to enemies and headshot them with a shotgun and then cloak again and repeat ad nauseam, and it'd still require stealthy behaviour from the user on account of it not being perfect invisibility. And I'd put it as equipment because there really isn't a whole lot of other equipment items competing for those slots right now. Non-support infantry need more equipment types to prevent everyone from running around with nano hives and/or nanite injectors. |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:08:00 -
[4] - Quote
Lonewolf514 wrote:yes a few and cant really be bothered going into why eve and dust are 2 totally different games in play and design.
you expect everything thats in eve to be passed over into dust unconditionally?
Only things that would make sense in comparison of the two games |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.28 21:12:00 -
[5] - Quote
STB Vermaak Doe wrote:Only things that would make sense in comparison of the two games
It doesn't make sense in comparison. Even using the worthless approach of realism and congruity in that respect between EVE and Dust, we'd still be talking about cloaking massive star ships, versus cloaking a tiny dude. So the developers ought not to feel beholden to how cloak works in EVE whatsoever, because they're clearly vastly different devices in the two games.
But, that said, it's still pointless to start from "how does it work in EVE?", when the clearly superior position is "what is a fun way to do cloaking in FPS games?" |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:12:00 -
[6] - Quote
Fivetimes Infinity wrote:Making it work like in EVE is completely arbitrary and I don't think that's a worthwhile approach. Cloaking in a FPS game like Dust should look to other FPS games for inspiration on how to make cloaking work. EVE has nothing to offer.
Reducing speed would be an annoying thing to deal with. Nobody likes trudging around, taking forever to get where you're going.
Taking a weapon slot, well, whatever. If it takes a sidearm slot or an equipment slot or a high power slot, that's not such a critical thing. How it functions in other respects really makes the difference.
Anyway, if I had to casually offer an opinion on how cloak should work, it'd be for it to be an equipment piece which charges passively and has its charge depleted with use. Needs to be "held" like equipment to work. Makes the user barely visible, comparable to EVE or the Predator movies, such that you could still be seen if someone is looking closely, but you won't provide a red arrow.
So, it'd be good for traversing areas of the map without being detected, it wouldn't let people run right up to enemies and headshot them with a shotgun and then cloak again and repeat ad nauseam, and it'd still require stealthy behaviour from the user on account of it not being perfect invisibility.
I could see a slight movement penalty but something slightly such as a reduction by 65-80 that can be modified via skilling for it |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:15:00 -
[7] - Quote
Fivetimes Infinity wrote:STB Vermaak Doe wrote:Only things that would make sense in comparison of the two games It doesn't make sense in comparison. Even using the worthless approach of realism and congruity in that respect between EVE and Dust, we'd still be talking about cloaking massive star ships, versus cloaking a tiny dude. So the developers ought not to feel beholden to how cloak works in EVE whatsoever, because they're clearly vastly different devices in the two games. But, that said, it's still pointless to start from "how does it work in EVE?", when the clearly superior position is "what is a fun way to do cloaking in FPS games?"
Actually the only superior position is how to use cloaking in an fps without turning the game into cloaked warfare |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2012.09.28 21:19:00 -
[8] - Quote
STB Vermaak Doe wrote:I could see a slight movement penalty but something slightly such as a reduction by 65-80 that can be modified via skilling for it
And why would you limit cloaking in this way? Try to answer without referencing EVE.
STB Vermaak Doe wrote:Actually the only superior position is how to use cloaking in an fps without turning the game into cloaked warfare
In other words, how to make cloaking so that it's fun. Fun for the people cloaking, fun for the people fighting cloaked enemies. That's fine. The pragmatic approach is the best one. Don't get hung up on EVE. Forget EVE. It isn't important. |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:24:00 -
[9] - Quote
Fivetimes Infinity wrote:STB Vermaak Doe wrote:I could see a slight movement penalty but something slightly such as a reduction by 65-80 that can be modified via skilling for it And why would you limit cloaking in this way? Try to answer without referencing EVE. STB Vermaak Doe wrote:Actually the only superior position is how to use cloaking in an fps without turning the game into cloaked warfare In other words, how to make cloaking so that it's fun. Fun for the people cloaking, fun for the people fighting cloaked enemies. That's fine. The pragmatic approach is the best one. Don't get hung up on EVE. Forget EVE. It isn't important.
To make it take time, patients, and skill to use the cloak so it's not overused, abused, then nerfed
I meant to keep the game from being centered on cloaking as the only viable tactic |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.09.28 21:25:00 -
[10] - Quote
Movement penalty will lead to stationary cloaked campers. Cloaking should work best while moving, and become visible when standing still. Weapons should NOT be able to be used while cloaking. Cloaking should have a duration time limit, and a recharge time. |
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Tarn Adari
Crux Special Tasks Group Gallente Federation
157
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Posted - 2012.09.28 21:33:00 -
[11] - Quote
I personally would limit cloaking to scout suits. Cloaking only when crouched. Firing makes you visible for a certain time. Advanced cloaking devices reduce that time, but take considerably more CPU/PG and a higher cloaking skill level. Since scout suits have the lowest CPU/PG available, you won't be able to use advanced cloaking and advanced weapons/modules together, unless you are in a high tier suit. So you're pretty much helpless, when you are seen (little EHP, weak weapon). |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:35:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Movement penalty will lead to stationary cloaked campers. Cloaking should work best while moving, and become visible when standing still. Weapons should be able to be used while cloaking. Cloaking should have a duration time limit, and a recharge time.
Only real problem i see with your opinion is that weapons should be able to be used while cloaked |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:37:00 -
[13] - Quote
Tarn Adari wrote:I personally would limit cloaking to scout suits. Cloaking only when crouched. Firing makes you visible for a certain time. Advanced cloaking devices reduce that time, but take considerably more CPU/PG and a higher cloaking skill level. Since scout suits have the lowest CPU/PG available, you won't be able to use advanced cloaking and advanced weapons/modules together, unless you are in a high tier suit. So you're pretty much helpless, when you are seen (little EHP, weak weapon).
Actually i could see all suits being cloakable considering pg and cpu but i agree that the pg/cpu requirements should be substantial |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.28 21:43:00 -
[14] - Quote
STB Vermaak Doe wrote:KAGEHOSHI Horned Wolf wrote:Movement penalty will lead to stationary cloaked campers. Cloaking should work best while moving, and become visible when standing still. Weapons should be able to be used while cloaking. Cloaking should have a duration time limit, and a recharge time. Only real problem i see with your opinion is that weapons should be able to be used while cloaked
Oops, I meant not. Weapons should not be able to be used while cloaking. I'll fix it now, thanks for the catch. |
Nova Solution
On The Brink
6
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Posted - 2012.09.28 21:43:00 -
[15] - Quote
Great.....so now all the retired tankers will be running around cloaked.......just what we need .....and why do we even need cloaks? So we can have cloaks but not a night sight on a weapon? Awesome |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:45:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:STB Vermaak Doe wrote:KAGEHOSHI Horned Wolf wrote:Movement penalty will lead to stationary cloaked campers. Cloaking should work best while moving, and become visible when standing still. Weapons should be able to be used while cloaking. Cloaking should have a duration time limit, and a recharge time. Only real problem i see with your opinion is that weapons should be able to be used while cloaked Oops, I meant not. Weapons should not be able to be used while cloaking. I'll fix it now, thanks for the catch.
Honestly, that's all i want as a cloaking penalty, maybe a slight delay between uncloaking and firing |
STB Vermaak Doe
558
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Posted - 2012.09.28 21:47:00 -
[17] - Quote
Nova Solution wrote:Great.....so now all the retired tankers will be running around cloaked.......just what we need .....and why do we even need cloaks? So we can have cloaks but not a night sight on a weapon? Awesome
You're lucky i can't troll on the forum anymore so in about one hour, invite me to a chat room and turn on/buy a uvt |
DUST Fiend
Immobile Infantry
1903
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Posted - 2012.09.28 21:57:00 -
[18] - Quote
I can't believe people are actually against penalizing cloaking...
I mean, I was a halo fanboy and even I can tell you that **** was just stupid. I'm on board with the OP, make it similar to EVE. Cloaking should require intelligence, not 'lol cloak bye'.
It also gives incentive for getting black ops variants of suits which remove the speed and aiming penalty
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Test Tickel
On The Brink
35
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Posted - 2012.09.28 22:01:00 -
[19] - Quote
STB Vermaak Doe wrote:Nova Solution wrote:Great.....so now all the retired tankers will be running around cloaked.......just what we need .....and why do we even need cloaks? So we can have cloaks but not a night sight on a weapon? Awesome You're lucky i can't troll on the forum anymore so in about one hour, invite me to a chat room and turn on/buy a uvt
Isn't he the lucky one.....gets to hear the whine.....lol |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
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Posted - 2012.09.28 22:10:00 -
[20] - Quote
Here's how I think cloaking should work.
1. There should be a skill tree for it. 5% more cloak per level up to a maximum of 25% increase, per module (5 Levels.) That would be proficiency. Operation would be something like being able to keep more cloak while moving. something like 10% each level.
2. When you activate one, they all activate. You can't activate them individually.
3. It would work like remote explosives. Select it in the wheel menu, press L1 to cloak. There would be 3 different modules. A longevity module which allows you to stay cloaked longer, but less camo percent overall, maybe half of a normal module, but lasts (45-60 seconds.) An overdrive module which lets you go all the way up to 100% camo regardless of skills, but you can't move and it wears off quickly (5-10 seconds.) And a normal module that is affected by skills normally, lasts 30 seconds.
4. Scout would have a "natural" bonus to cloaking. So on top of 25% cloak from proficiency, scout would start out with another 10%. Using proto-gear which is expensive, you could fit 3 normal cloak modules leaving very little room for other gear. So if you had 3 modules and they were maxed at level 5, plus a proto scout suit there's 85% cloak.
So with the overdrive module: 100% for 10 seconds, 30 second recharge, EDIT: 80% movement penalty. This would allow you to move slowly, be able to pop out from a corner, and still have 5 or so seconds to counter-snipe the enemy. Good for counter-sniping. and avoiding an enemy right after turning a corner. Can't be spotted with sensor modules due to 100% cloak. CAN ONLY USE ONE. It would be impossible to fit more than one due to the extreme CPU usage.
Normal module: At level 5 skills and using the proto-scout suit, you would have 85% cloak with 3 modules. Good for general infiltration, but you can get spotted by sensor modules if the enemy has them leveled pretty high. 30 second duration, 20 second recharge. Medium CPU usage. Probably can't use drop uplinks unless you sacrifice weapons and grenades and your low power slots for CPU upgrades. 42.5% movement cloak penalty at full sprint. You can keep full 85% by crouch walking.
Longevity module: Half the cloak of a normal module, twice the cloak time. Less CPU usage than normal, and for sure less than overdrive module. 42.5% cloak with 3 modules and proto-suit. Low CPU usage allows for better outfitting of weapons and gear. Such as drop uplinks. Easily spotted by someone with some basic sensor upgrades. Cloaking while moving would be enhanced. Allowing you to keep your 42.5% cloak even while moving at full sprint. Good for keeping the distance and reducing your chances of being picked off. Not good for close range at all. 60 second duration, 10 second recharge.
Signature profile would effect your chance of being spotted by sensors.
Even if you only have 5% cloak, auto-aim WILL NOT WORK on the cloaked player.
Proto-Cloaks would offer less CPU usage. I think this would be a pretty balanced way to do it. |
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Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2012.09.28 22:20:00 -
[21] - Quote
Fiasco Llana wrote:So with the overdrive module: 100% for 10 seconds, 30 second recharge, and you can't move. Good for counter-sniping. and avoiding an enemy right after turning a corner. Can't be spotted with sensor modules due to 100% cloak. CAN ONLY USE ONE. It would be impossible to fit more than one due to the extreme CPU usage. I don't see the much use for your overdrive if you can't move at all even if it was for counter sniping. If a sniper sees you first and knows were you are even if you cloak he will just fire and hit you were he saw you. The only way would for him not to see you in the first place so the module is actually wasted space. The only scenario I can think of off the top of my head is going around the corner with a shotgun waiting for the guy following you to come around and boom 1 easy kill. Still just my opinion and I know its only an idea, other than that see some good ideas in there. |
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
|
Posted - 2012.09.28 22:29:00 -
[22] - Quote
Sleepy Zan wrote:Fiasco Llana wrote:So with the overdrive module: 100% for 10 seconds, 30 second recharge, and you can't move. Good for counter-sniping. and avoiding an enemy right after turning a corner. Can't be spotted with sensor modules due to 100% cloak. CAN ONLY USE ONE. It would be impossible to fit more than one due to the extreme CPU usage. I don't see the much use for your overdrive if you can't move at all even if it was for counter sniping. If a sniper sees you first and knows were you are even if you cloak he will just fire and hit you were he saw you. The only way would for him not to see you in the first place so the module is actually wasted space. The only scenario I can think of off the top of my head is going around the corner with a shotgun waiting for the guy following you to come around and boom 1 easy kill. Still just my opinion and I know its only an idea, other than that see some good ideas in there.
I agree. Maybe an 80% movement penalty while using it. That way you could run behind a wall, cloak, and slowly creep out in the open and still have 5 seconds to get a shot off. Which is do-able.
I'm going to edit that in now. |
wathak 514
Circle of Huskarl Minmatar Republic
106
|
Posted - 2012.09.28 22:52:00 -
[23] - Quote
To be honest i would like to look at current developmens in military cloaking devices for the 21st century as there flawness would probaly be best
The cloak aint really a cloak its a bunch of cameras that takes pictures of the space behind u where as the screens project it so it looks like u arnt there the guy cant see u cause hes watching a movie of whats behind u but heres the flaw. Even if the cameraas are perfectly synced u can still be seen if the person looks hard enouh they would see an outline of u or sort of a shimering cause of the fact ur moving distorting the screens picture.
Plain and simple if ur moving it be easyer to see u due to distortions in the picture the faster u move the more distorted u get till its no doubt someone is there. This would allow for players to have the necessity of actually being stealthy as all there wearing is a very effective futuristic camo . U can also come up with a few ways to create an ewar against the cloak. Example directed lights dont transfer so well if u shine a flashlight at the guy anyone behind him will see him due to the ight not behaving correctly in one way or the other. As for urself u can also argue that if u look hard enough u could still see a shadow of the guy.
The counters wont be anything big to where they break cloaking just make the guy easyer to see but still passible by an unattentionate eye
Of coarse yes cloaking should be high requirements possibly limited to a certain suit as i would have no proplem for a person shooting while cloaked if the drawbacks for them is leveling the playing field possible after shooting it temporarioly disables ur cloak leaving u vulnerable |
STB Vermaak Doe
558
|
Posted - 2012.09.28 22:56:00 -
[24] - Quote
wathak 514 wrote:To be honest i would like to look at current developmens in military cloaking devices for the 21st century as there flawness would probaly be best
The cloak aint really a cloak its a bunch of cameras that takes pictures of the space behind u where as the screens project it so it looks like u arnt there the guy cant see u cause hes watching a movie of whats behind u but heres the flaw. Even if the cameraas are perfectly synced u can still be seen if the person looks hard enouh they would see an outline of u or sort of a shimering cause of the fact ur moving distorting the screens picture.
Plain and simple if ur moving it be easyer to see u due to distortions in the picture the faster u move the more distorted u get till its no doubt someone is there. This would allow for players to have the necessity of actually being stealthy as all there wearing is a very effective futuristic camo . U can also come up with a few ways to create an ewar against the cloak. Example directed lights dont transfer so well if u shine a flashlight at the guy anyone behind him will see him due to the ight not behaving correctly in one way or the other. As for urself u can also argue that if u look hard enough u could still see a shadow of the guy.
The counters wont be anything big to where they break cloaking just make the guy easyer to see but still passible by an unattentionate eye
Of coarse yes cloaking should be high requirements possibly limited to a certain suit as i would have no proplem for a person shooting while cloaked if the drawbacks for them is leveling the playing field possible after shooting it temporarioly disables ur cloak leaving u vulnerable
I'd go with black ops variants for all suits over a scout only system |
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