|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
STB Vermaak Doe
558
|
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? |
STB Vermaak Doe
558
|
Posted - 2012.09.28 21:08:00 -
[2] - 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 |
STB Vermaak Doe
558
|
Posted - 2012.09.28 21:12:00 -
[3] - 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
|
Posted - 2012.09.28 21:15:00 -
[4] - 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 |
STB Vermaak Doe
558
|
Posted - 2012.09.28 21:24:00 -
[5] - 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 |
STB Vermaak Doe
558
|
Posted - 2012.09.28 21:35:00 -
[6] - 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
|
Posted - 2012.09.28 21:37:00 -
[7] - 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 |
STB Vermaak Doe
558
|
Posted - 2012.09.28 21:45:00 -
[8] - 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
|
Posted - 2012.09.28 21:47:00 -
[9] - 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 |
STB Vermaak Doe
558
|
Posted - 2012.09.28 22:56:00 -
[10] - 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 |
|
|
|
|