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Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.16 14:27:00 -
[1] - Quote
Pilot Commission
In a similar way to how a Squad Leader earns a commission, I think Pilots (Dropships but possible we could give it to all vehicle drivers in future) should earn a commission for any Actions players from their ship do.
Why? For the encouragement of Dropship Pilots to do their job and ferry troops around to objectives.
So how do we do it?
Well, we can do it like this; When a player enters the Dropship, a timer (hidden) begins to tick down, we can have this around say, 10 seconds (A good time for ferrying people right?), when the 10 seconds are up, the bonus is ready but inactive. The Dropship arrives at the objective and the other players jump out. The moment they exit the Dropship the bonus becomes active. It'll last for a period of time (30 seconds?) which is easily enough time for players to kill and capture the objective.
We can work off of the current commission though I'd prefer an increase in it. The players will receive no bonus, only the pilot.
So, first, why the 10 seconds first? I feel players could abuse the dropship by it landing, then people hopping in and out, killing something and then hopping back in and then carrying on getting a lot of bonus points for the pilot. 10 Seconds isn't long and its very easy to take 10 seconds if you've picked someone up and gone and got them. It also means hovering spawn points wont get commission points, but should get a Spawn bonus. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2012.10.16 14:29:00 -
[2] - Quote
As long as it goes for all vehicles |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.16 14:46:00 -
[3] - Quote
+1 Tag as fave
There really needs to be a pilot reward system. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.10.16 23:49:00 -
[4] - Quote
Why would the pilot need to land? You can just jump out and activate your inertia dampener. They did it in the intro. EDIT: I mean more specifically what difference does it make, if they hop out of the dropship over an objective, you should be rewarded for their choice? |
Onar Kion
Dark Horizon Industries
26
|
Posted - 2012.10.16 23:58:00 -
[5] - Quote
I like this.
I'd also like to see a Command Commission. So if I am not spending SP to skill up to command, I won't be chosen as a squad leader. Over someone that likes to command, and spent SP to do it. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.10.17 01:17:00 -
[6] - Quote
Bojo The Mighty wrote:Why would the pilot need to land? You can just jump out and activate your inertia dampener. They did it in the intro. EDIT: I mean more specifically what difference does it make, if you hop out of the dropship over an objective, they should be rewarded for your choice?
What? I never said anywhere someone had to land. I felt it could be abused if someone just sat on the ground letting people jump in quickly, then jump out and capture the objective. Which is why I then suggested a 10sec timer. |
Matobar
Pink Fluffy Bounty Hunterz RISE of LEGION
123
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Posted - 2012.10.17 05:19:00 -
[7] - Quote
I support this idea. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.31 00:52:00 -
[8] - Quote
Still needed. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.10.31 07:41:00 -
[9] - Quote
+1 I also think that pilots should be rewarded for having people spawn inside like how spawning on a drop uplink rewards the person who had set it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.20 16:49:00 -
[10] - Quote
Still would be an awesome way to incentivise dropships as troop transport, and not just gunships. |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.20 17:01:00 -
[11] - Quote
This is good, but don't forget you need something to encourage blueberries to use my dropship for transport.
Small maps and free LAV's make waiting for a taxi less than atractive. Why put in a call for a taxi and cool your heals for it to arrive when you can drive your own jeep or just hoof it? Most FPS players are not very patient and won't wait. |
SIR DIGITAL ACID
The Last Time-Lord
2
|
Posted - 2012.11.20 17:50:00 -
[12] - Quote
Jason Pearson wrote:Pilot Commission
In a similar way to how a Squad Leader earns a commission, I think Pilots (Dropships but possible we could give it to all vehicle drivers in future) should earn a commission for any Actions players from their ship do.
Why? For the encouragement of Dropship Pilots to do their job and ferry troops around to objectives.
So how do we do it?
Well, we can do it like this; When a player enters the Dropship, a timer (hidden) begins to tick down, we can have this around say, 10 seconds (A good time for ferrying people right?), when the 10 seconds are up, the bonus is ready but inactive. The Dropship arrives at the objective and the other players jump out. The moment they exit the Dropship the bonus becomes active. It'll last for a period of time (30 seconds?) which is easily enough time for players to kill and capture the objective.
We can work off of the current commission though I'd prefer an increase in it. The players will receive no bonus, only the pilot.
So, first, why the 10 seconds first? I feel players could abuse the dropship by it landing, then people hopping in and out, killing something and then hopping back in and then carrying on getting a lot of bonus points for the pilot. 10 Seconds isn't long and its very easy to take 10 seconds if you've picked someone up and gone and got them. It also means hovering spawn points wont get commission points, but should get a Spawn bonus.
This is a great idea. We need to dev's to read this one. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.20 21:16:00 -
[13] - Quote
WP bonus for people spawning in your M-CRU.
WP bonus for any WP-earning action taken by a player within 30 seconds of that player exiting your vehicle after either a) spawning in the M-CRU, or b) spending at least 10 seconds in a NON-GUNNER and NON-DRIVER/PILOT position. As soon as someone fires a shot with a mounted turret, the bonus should be negated, but will be awarded if they swap back into a non-gunner position for 10 seconds after shooting. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.24 20:58:00 -
[14] - Quote
Would still be great. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.26 21:36:00 -
[15] - Quote
Anyone else have something to say on the subject? |
Kaif Zel
Algintal Core Gallente Federation
88
|
Posted - 2012.11.26 22:03:00 -
[16] - Quote
Skihids wrote:This is good, but don't forget you need something to encourage blueberries to use my dropship for transport.
Small maps and free LAV's make waiting for a taxi less than atractive. Why put in a call for a taxi and cool your heals for it to arrive when you can drive your own jeep or just hoof it? Most FPS players are not very patient and won't wait.
This all depends on if free LAV's will be in the full version. I sincerely hope not. |
Vermaak Doe
SVER True Blood Unclaimed.
385
|
Posted - 2012.11.26 22:09:00 -
[17] - Quote
Free militia lavs should stay, or the starter dropsuit loadouts should be removed as well |
Governor Odius
Doomheim
177
|
Posted - 2012.11.26 22:10:00 -
[18] - Quote
One thing they could add to incentivize the use of friendly dropships is the ability to broadcast a transport request. Basically, you select a point on the map and when you do all friendly dropship pilots get an alert indicating where you are and where you want to go. Then, if they so desire, they can fly over and pick you up.
Will probably still end with underutilization of dropships in pub matches, but it's better than nothing. |
24601 -2
Doomheim
9
|
Posted - 2012.11.27 01:40:00 -
[19] - Quote
I like this idea. The pilot of the dropship is bearing all the expense and risk of loss by bringing it into the match. They should be rewarded for it by gaing points if team members spawn into it through an M- CRU and if the pilot can fly well enough for his gunners to get kills he should get assist points. Consider the way BF3 rewards its pilots and drivers and improve on it. As for the Free LAV I currently have mine equipped to work as a mobile spawn unit. It has very little use as a warmachine because it gets destroyed so easily. However I do not get rewarded for using my equipment as a tactical spawn point that can move quickly. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.27 03:28:00 -
[20] - Quote
This... Needs to be read by the devs. Bravo! Wonderful idea! |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.27 05:11:00 -
[21] - Quote
I've put some thought into this and realized that while a dropship could function as a taxi for singletons or pairs, that's not a game changer. LAVs can handle the simple transportation needs of one to three mercs.
What a dropship does that no other vehicle can do is insert a large enough organized force onto an objective to take it from a well determined enemy. LAVs and hikers can only arrive after being exposed to fire and typically must navigate one or two easily defended choke points. A dropship can arrive overhead and insert up to six heavies with HMG's right on target. That is the true power of a dropship.
But that is also its weakness. It is a weakness because it requires an organized squad of seven including the pilot to make it effective. The current squad limit of four results in one pilot and three attackers, hardly enough to take an objective away from a team that wants to keep it. All three would be fighting constantly and not have an opportunity to start the hack to prevent reinforcments from arriving.
The ideal force would likely consist of five heavies, a logi, and the pilot. The pilot could wear a logi suit, but I suspect the pilot suit would be a better choice once it arrives. The five would jump and take the objective while the logi used a turret to prevent reinforcements from arriving, then jump out and res, heal, and resuply before the pilot lands and picks them up to repeat.
But that force won't magically appear from a bunch of random blue dots. Truely dedicated pilots would fly without reward, but we can't deliver what doesn't exist. The dropship is nerfed because it's true weapon doesn't exist. They require an organized force of seven to operate. That could be an enlarged squad or a pair of four man squads. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.28 22:43:00 -
[22] - Quote
Skihids wrote:I've put some thought into this and realized that while a dropship could function as a taxi for singletons or pairs, that's not a game changer. LAVs can handle the simple transportation needs of one to three mercs.
What a dropship does that no other vehicle can do is insert a large enough organized force onto an objective to take it from a well determined enemy. LAVs and hikers can only arrive after being exposed to fire and typically must navigate one or two easily defended choke points. A dropship can arrive overhead and insert up to six heavies with HMG's right on target. That is the true power of a dropship.
But that is also its weakness. It is a weakness because it requires an organized squad of seven including the pilot to make it effective. The current squad limit of four results in one pilot and three attackers, hardly enough to take an objective away from a team that wants to keep it. All three would be fighting constantly and not have an opportunity to start the hack to prevent reinforcments from arriving.
The ideal force would likely consist of five heavies, a logi, and the pilot. The pilot could wear a logi suit, but I suspect the pilot suit would be a better choice once it arrives. The five would jump and take the objective while the logi used a turret to prevent reinforcements from arriving, then jump out and res, heal, and resuply before the pilot lands and picks them up to repeat.
But that force won't magically appear from a bunch of random blue dots. Truely dedicated pilots would fly without reward, but we can't deliver what doesn't exist. The dropship is nerfed because it's true weapon doesn't exist. They require an organized force of seven to operate. That could be an enlarged squad or a pair of four man squads.
Squads really should be bigger. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.11.29 00:06:00 -
[23] - Quote
Skihids wrote:I've put some thought into this and realized that while a dropship could function as a taxi for singletons or pairs, that's not a game changer. LAVs can handle the simple transportation needs of one to three mercs.
What a dropship does that no other vehicle can do is insert a large enough organized force onto an objective to take it from a well determined enemy. LAVs and hikers can only arrive after being exposed to fire and typically must navigate one or two easily defended choke points. A dropship can arrive overhead and insert up to six heavies with HMG's right on target. That is the true power of a dropship.
But that is also its weakness. It is a weakness because it requires an organized squad of seven including the pilot to make it effective. The current squad limit of four results in one pilot and three attackers, hardly enough to take an objective away from a team that wants to keep it. All three would be fighting constantly and not have an opportunity to start the hack to prevent reinforcments from arriving.
The ideal force would likely consist of five heavies, a logi, and the pilot. The pilot could wear a logi suit, but I suspect the pilot suit would be a better choice once it arrives. The five would jump and take the objective while the logi used a turret to prevent reinforcements from arriving, then jump out and res, heal, and resuply before the pilot lands and picks them up to repeat.
But that force won't magically appear from a bunch of random blue dots. Truely dedicated pilots would fly without reward, but we can't deliver what doesn't exist. The dropship is nerfed because it's true weapon doesn't exist. They require an organized force of seven to operate. That could be an enlarged squad or a pair of four man squads. Keep in mind that there is that couple of seconds where you can't do anything after landing with an intertia dampener, leaving you exposed, and two turrets facing opposition directions (even though you propose only one gunner) aren't going to do too much suppressive fire with the missile nerfs. Also to counter you argument, sometimes there is a common invisible language that most people respond to. Drop six blues off over an enemy objective, they will take it but the invisible language is limited and people will disperse instead of hold it so conclusively squads are the way to go. But blues aren't completely useless, just some. Also my ideal squad would consist of 2 heavies, 2 shot gun scouts, 2 logis, and the pilot. The great contrast between heavies and scouts gives this squad more versatility. But that's off topic.
Pilot commission should be based on something like the # of troops dropped, the # kills turrets get, change in position (for the amount of time you save your team/corp and the protection granted by a dropship) and but a majority of commission should come from op suggestion. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 05:36:00 -
[24] - Quote
This doesn't address the whole subject (which by the way I generally agree with, pilots need to be able to earn WP awards) but the mobile CRU that can be fitting to vehicles (and comes fitted on some dropships memory serves) should really grant WP just as an uplink does. If after some beta testing it is determined that the more resilient nature, and mobility of vehicles would devalue the uplink then the WP awards given can be adjusted to ensure that both maintain a viable battlefield role, but regardless of the WP amount awarded a Merc of spends the SP and ISK to buy, fit and call in a vehicle with a mobile CRU aboard should really gain WP for those spawns.
0.02 ISK Cross |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.30 03:39:00 -
[25] - Quote
Just a friendly bump since this topic came up in a new thread. |
Brush Master
HavoK Core
163
|
Posted - 2012.11.30 16:39:00 -
[26] - Quote
+1 as always, along with the other dozen threads covering this I suspect that points for mobile cru will come first as it seems logically that it would be the easiest to implement and require less coding since they already have a baseline with uplinks. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.30 17:00:00 -
[27] - Quote
Bojo The Mighty wrote:Skihids wrote:I've put some thought into this and realized that while a dropship could function as a taxi for singletons or pairs, that's not a game changer. LAVs can handle the simple transportation needs of one to three mercs.
What a dropship does that no other vehicle can do is insert a large enough organized force onto an objective to take it from a well determined enemy. LAVs and hikers can only arrive after being exposed to fire and typically must navigate one or two easily defended choke points. A dropship can arrive overhead and insert up to six heavies with HMG's right on target. That is the true power of a dropship.
But that is also its weakness. It is a weakness because it requires an organized squad of seven including the pilot to make it effective. The current squad limit of four results in one pilot and three attackers, hardly enough to take an objective away from a team that wants to keep it. All three would be fighting constantly and not have an opportunity to start the hack to prevent reinforcments from arriving.
The ideal force would likely consist of five heavies, a logi, and the pilot. The pilot could wear a logi suit, but I suspect the pilot suit would be a better choice once it arrives. The five would jump and take the objective while the logi used a turret to prevent reinforcements from arriving, then jump out and res, heal, and resuply before the pilot lands and picks them up to repeat.
But that force won't magically appear from a bunch of random blue dots. Truely dedicated pilots would fly without reward, but we can't deliver what doesn't exist. The dropship is nerfed because it's true weapon doesn't exist. They require an organized force of seven to operate. That could be an enlarged squad or a pair of four man squads. Keep in mind that there is that couple of seconds where you can't do anything after landing with an intertia dampener, leaving you exposed, and two turrets facing opposition directions (even though you propose only one gunner) aren't going to do too much suppressive fire with the missile nerfs. Also to counter you argument, sometimes there is a common invisible language that most people respond to. Drop six blues off over an enemy objective, they will take it but the invisible language is limited and people will disperse instead of hold it so conclusively squads are the way to go. But blues aren't completely useless, just some. Also my ideal squad would consist of 2 heavies, 2 shot gun scouts, 2 logis, and the pilot. The great contrast between heavies and scouts gives this squad more versatility. But that's off topic. Pilot commission should be based on something like the # of troops dropped, the # kills turrets get, change in position (for the amount of time you save your team/corp and the protection granted by a dropship) and but a majority of commission should come from op suggestion.
Troops don't have to be dropped from a great height where you need to fire dampners. Blues may not hod taken objectives, but that's true today. Coordinated squads (read preassembled) wouldn't have that issue.
Honestly I didn't put much thought into the best squad composition, figuring that would be hashed out in practice. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.02 20:17:00 -
[28] - Quote
Hopefully this will be in a few builds from now. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.10 08:14:00 -
[29] - Quote
Devs say they'll be looking to add this. (Or something similar anyways) Woohooo |
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