Leyvin-Kari Tesio
Zumari Force Projection Caldari State
6
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Posted - 2012.10.08 13:27:00 -
[1] - Quote
I agree with the Locks on Vehicles, right now Corporation Contracts (i.e. Players you trust not to be thieving b*stards) are considerably expensive affairs with most of us still tbh trying to create corporations big enough to even bother with them.
So the majority of games we play are "open" affairs. There are major issues in a number of other games, Battlefield 3 for example where you hop out of a vehicle to repair it just for someone who can't bloody use it to jump in and drive off with it.
Often this leads to an instant death as someone on the other team notices you're no longer behind cover, but on DUST there is a physical ISK value attached which can get expensive ... the Covert Ops Marauders for example are 2.3mil EACH and frankly quite delicate due to their specalisation. Meaning unless you're skilled with it dies very damn quickly.
I would first suggest, if you don't have the Skills to use said vehicle; then you shouldn't be allowed to pilot it. That is how EVE works, DUST should be the exact same!
Secondly it would be nice to setup via the Vehicle Menu (or such) a Lock State, i.e. Squad, Team, Corporation, Alliance, Open Anyone who is not on the "accepted list" which btw I would echo I would love to see this for Ships in EVE as well, particularly Capitals and Super-Capitals ... then they would have to Hack them in order to use them.
Sure, this could lead to some people jumping in a vehicle with someone else then not being able to use it immediately to GTFO; but this would be an edge-case scenario. It would be rectified by allowing a "Become Unlocked upon Death" option, still the majority of the time most pilots don't die prior to their vehicle but along with, so I'm honestly 50-50 for that.
This said, I would also say that vehicles on the whole need far better controls. Particularly LAV and HAVs, as controlling movement via a single stick is akward at best.
I know CCP are used to PCs where you have 105 Keys + Custom Keys + a Minimum of 3-button Mouse; but controllers generally only have 12 Buttons in Total. So each button having a single task, honestly isn't really an option... and the way everything is setup is quite iffy at best due to the PS3 Controller.
This is made worse by the standard assumption that vehicles like Tanks should be capable of being "Solo" controlled. Not sure about many other people, but I feel ALL vehicles should be Squad focused to be effective.
Driver, Gunner, Secondry as such each person who is in it should have a more dedicated role to play. Most of the vehicles have this right so-far, but the Tank remains a very "solo" affair... which given the domination it can have on the battlefield (something I'm not opposed to) should not be the case as an invididual but rather should dominate with teamwork.
As such a Driver, Gunner and Misc would handle an individual aspect of the vehicle. Pilot GÇó Focused on Movement Co-Pilot GÇó Focused on Module Activation Gunner GÇó Focused on Main Turret Co-Gunner GÇó Focused on Secondry Weapon Systems
Now in the case of the LAV, there are only 3 Seats. Yet there is only a single Weapon System, so no need for a Co-Gunner; but the Co-Pilot could double as that in the same way they do in Halo, by being able to use their normal weaponry.
The HAV, again there are only 2 seats; but this should be expanded to 3 for Tech 1 and 4 for Tech 2. As the Tech 1 shouldn't have a Secondry Weapon System... in this case though the Co-Pilot also acts as a "Spotter / Commander" so they're pointing out Targets of Oppurtunity or Objectives.
The Dropship, there are technically 6 seats; but I would move the Co-Pilot to the Cabin with the Pilot (as with a Helicopter in Battlefield) then you have the 2 side gunners plus 2 spare seats for random Co-Gunners or for people to Spawn and Drop out of.
In each case this allows that given seat to have a more individualised control scheme. Sure this would mean each vehicle would likely require players to learn how they work individually, but generally this also allows them to have a control system that is more specialised and better rather than something that is more "universal"
Again I'd recommend looking at Helicopters or Jets in Battlefield 3, where initially they can be difficult to use; mainly because it is never explained what button does what (that's what on-screen help is for :-p) but when you do get used to it, they are fantastically intuative. |