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Bojo The Mighty
Bojo's School of the Trades
428
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Posted - 2012.12.01 02:32:00 -
[1] - Quote
Alright, so far, I've accumulated the impression that some dropsuits will be receiving cloaking abilities. However, I'd like to engage the community into discussing what kind of cloaking should be used. I think I can relate TED and Dust once again: http://www.ted.com/talks/david_gallo_shows_underwater_astonishments.html
The octopus camouflage is my personal preference compared to "invisibility". The invisibility idea will most likely implement a "mostly invisible" style, like in other games where there is this weird rupture in the space.
However I feel that the pattern matching camouflage has potent benefits. The octopus at the end was really hard to see. If it was "invisible" it probably would have been easier to pick out because of the weird rupture I mentioned before. This kind of camouflage blends in rather than distorting by disappearance.
Also, the Octopus Cloak (as I will name it) will stand out at close range, giving people a fighting chance, but at medium to long range can make a player nearly unnoticeable.
With the current environments on the other hand, being mostly industrial complexes, the Octopus Cloak wouldn't work all that great with minimal patterns. When vegetation and more geological features are added, the Octopus Cloak would be right at home.
Conclusion: If there are to be cloaking devices, there should be multiple variants, each suited for different map settings, and the Octopus Cloak should be among them.
Your Input Please Senors, Senoras, and Senoritas! |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2012.12.01 18:37:00 -
[2] - Quote
Khal V'Rani wrote:Multiple types sounds good. Don't know if it's been mentioned but will these cloaking devices have an activation duration or will they be always on, maybe shimmering when an action is taken?
I would think that the Octo suit could be an always on type given it's limited use across all maps. And since it's a pattern changing type of camo it wouldn't neccessarily give off a much larger electronic signature than perhaps a normal suit. Therefore, scanning equipment and skills would still be a viable option to counter, if you can actually see them. Skill in to it at level 4? Were you thinking this would be a dropsuit or a module?
The invisibility type I think should have a duration and cooldown period. When activated it should also give off a higher electronic signature given the field generated to cloak the wearer thereby giving the appropriately prepared opposing forces the ability to know someone is "there" but they wouldn't be able to see them until they started sprinting or opened fire at which point the cloaked merc, in the case of sprinting, would become visible and the module would cease functioning but would still require a full cooldown. If pulling trigger, or throwing a grenade, then they would briefly become visible; hazy shimmering and slightly distorted, but after the quick action was taken they would return to a cloaked state until the "active" duration ended. A melee action would end the cloaking as well. Skill in to it at level 5. Possibly in two skills i.e. Infantry Cloaking Operation & Infantry Cloaking Operation Proficiency or something. I also think the modifier for any cloaking skill should be on the higher end as well, 10 or 12. Again dropsuit or module?
If both are dropsuits then I don't see an issue, but if one is a dropsuit and one is a module, or both are modules, than what would stop the use of both at the same time? Imagine being camo'd all the time then being able to go invisible every so often mixed with profile dampening skills and such and you almost have an actual ghost on the field. Fun if you're that guy but if your not?
Profile dampening and scanners and all that should work as normal for the most part for both types as the inherent ability of the camo and cloaking provides a much more tactical advantage of not being physically seen by the trigger pullers. As in all things there needs to be a counter.
A duration and cooldown would also necessitate planned action by the cloak using merc. ...that's my 2 anyway... Well, you know how only heavies can equip heavy weapons? Same principle. I figure that it should be a dropsuit specific module, like how dropships have afterburners. And Yes, I agree with your ideas as well, invisibility should have pros and cons as well as Octo Cloaking. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.12 21:24:00 -
[3] - Quote
Sensible Balancing and Perks:
Octo-Camo: Octo Camo disengages as soon as you move (even reload and change aim). However, it won't uncloak no matter how close to an enemy you are. The profile of Octo-Camo is completely erased if you are against something, as sensors will think it to be part of the structure/object you are standing against. But if you are in a weird place, it'll be obvious to the player's eyes that you are not a rock.
It would be good for the scout who is going deep behind lines to flank, but enemies are approaching, so it's a more "Let them pass" sort of camo.
Optic Camo: Make it like EVE, except the player can be mobile. Add a timer too
Does that sound any better? |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.13 02:22:00 -
[4] - Quote
Yay Adski wrote:Cloaking should be very limited if they ever have it in. It also should be made so you can kinda see them (think KZ2) Oh definitely, optic camo would have a little distortion so you couldn't be god's ghost.
I and some one said best of all worlds. I agree with that too. |
Bojo The Mighty
Bojo's School of the Trades
428
|
Posted - 2013.01.13 05:57:00 -
[5] - Quote
Especially Killzone's Infiltrator cloaking |
Bojo The Mighty
Bojo's School of the Trades
525
|
Posted - 2013.03.08 05:17:00 -
[6] - Quote
So perhaps the Octo-Camo should have benefits to CPU/PG use as well as overall signature. |
Bojo The Mighty
Bojo's School of the Trades
569
|
Posted - 2013.03.13 19:45:00 -
[7] - Quote
Stealth like an octopus |
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