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exegr
Crux Special Tasks Group Gallente Federation
25
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Posted - 2012.11.11 16:22:00 -
[1] - Quote
A potential idea to make armor tanking on dropsuits more viable. Use dual hitboxes, one for shields, one for armor (and the 1HP that registers death).
The shield hitbox would have an increased volume over the armor hitbox. So as an example, assuming hitboxes are rectangular cuboids over the body mesh, set armor hitboxes to sit flush with the body mesh. For shield hitboxes, give them a 5-10cm (units are assuming mercs are human size) normal distance between the body mesh and each rectangular face.
This will result in easier to hit shields but more difficult to hit armor, which by tweaking distances could make armor tanking more viable. In addition, it could have the side-effect of introducing the need for additional gun-game (AR) skill, as it would be easy to take down enemy shields (similar behaviour to current gameplay) but you would really need to accurately aim at the enemy to take their armor down and kill them.
Win-win :) |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 16:25:00 -
[2] - Quote
This only is worthwhile mechanic if different suits/modules effect this "bubble" effect. It's not a bad idea, but it has to be significant to be worth investing dev resources in. If extenders increased it by say 3 inches each, that would add some balance to plates. I still think extenders should move up to 100 shield and plates to 250 armor at prototype. |
exegr
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.11 16:31:00 -
[3] - Quote
Noc Tempre wrote:If extenders increased it by say 3 inches each, that would add some balance to plates.
This sounds even better, as it introduces a nice tradeoff. You could build on that tradeoff with additional modules (sacrificing something else like weapon damage) for reduced shield volume.
:)
Edit: In fact this is (somewhat) how signature radius and related modules work in EVE, albeit with one individual hitbox (hit sphere) AFAIK. |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.11.11 16:46:00 -
[4] - Quote
it should be the same across the board and persenally i think all shield extenders should have 10% more hp at basic 13% more at advanced and 16% more at proto. armor plates should have 15% more adavanced should have 18% more and proto should have 21% more as for the idea its self +1 |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.11.11 17:14:00 -
[5] - Quote
Ops Fox wrote:it should be the same across the board and persenally i think all shield extenders should have 10% more hp at basic 13% more at advanced and 16% more at proto. armor plates should have 15% more adavanced should have 18% more and proto should have 21% more as for the idea its self +1
I dislike this as a replacement. There should perhaps be both? Call them adaptive reinforcement modules. |
exegr
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.11 18:00:00 -
[6] - Quote
Ops Fox wrote:it should be the same across the board and persenally i think all shield extenders should have 10% more hp at basic 13% more at advanced and 16% more at proto. armor plates should have 15% more adavanced should have 18% more and proto should have 21% more as for the idea its self +1
No reason not to have both. Being the same across the board could give average shield increase (i.e. like the percentages you posted), whilst modules increasing your shield hitbox could give you an even higher boost but at the cost of a shield hitbox increase that you then have to somehow manage (e.g. shield hitbox reducing modules). It would definitely add more flavor to the game :) |
exegr
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.12 19:29:00 -
[7] - Quote
Shameless bump to get more eyes on this. |
Bhor Derri
Legion of Eden
95
|
Posted - 2012.11.13 15:19:00 -
[8] - Quote
exegr wrote:A potential idea to make armor tanking on dropsuits more viable. Use dual hitboxes, one for shields, one for armor (and the 1HP that registers death).
The shield hitbox would have an increased volume over the armor hitbox. So as an example, assuming hitboxes are rectangular cuboids over the body mesh, set armor hitboxes to sit flush with the body mesh. For shield hitboxes, give them a 5-10cm (units are assuming mercs are human size) normal distance between the body mesh and each rectangular face.
This will result in easier to hit shields but more difficult to hit armor, which by tweaking distances could make armor tanking more viable. In addition, it could have the side-effect of introducing the need for additional gun-game (AR) skill, as it would be easy to take down enemy shields (similar behaviour to current gameplay) but you would really need to accurately aim at the enemy to take their armor down and kill them.
Win-win :)
+1if dis applies to vehicles +2 |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.11.15 11:16:00 -
[9] - Quote
+1 |
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