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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.02 16:23:00 -
[1] - Quote
I know this has been brought up before (I liked Tribes 2 as much as anyone, but it was a less gritty setting).
Anyhow, I'd like a chance to throw this out there as a more completely developed idea based loosely on Starship Troopers:
Basic Jump Jets Infantry High-Powered Module Prerequisites: Dropsuit Command V, Combat Engineering III, Jump Jet Operation I PG: 20 CPU: 30 Charge Capacity: 8 Magazine: 4 Reload Time: 5s
When selected (as any other infantry equipment), this module can be "fired" and consume 1-4 charges (1 scout, 2 logistics, 3 assault, 4 heavy). Firing the module provides upward thrust to around minimum "inertia dampener" altitude (not sure what that is). It does not change the direction and forward momentum of the user. Thus, if you want to clear an obstacle, you may need a running start.
This unit will not enable flight, only hopping.
It will interrupt weapons use, at least temporarily, by virtue of having to be selected. It also has a limited number of charges and must be reloaded periodically.
Yes, this will enable some obstacles to be cleared. The tradeoff is limited use and even more limited control. It will be very easy to overshoot a desired landing spot.
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Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2013.01.02 20:15:00 -
[2] - Quote
I like the idea. I think the spread between scout and heavy is to much and think assault and logi should be about the same.
Maybe double the number of charges, scout needs 3, assault and logi 4, heavy 6. Scout goes from 8 to 5 jumps, assault is unchanged, logi can keep up with assault, heavy goes from 2 to 2.5.
If enhanced add 10% and complex 20% to charge count, it would let the heavy get an extra jump at complex. If the Jumpjet operation skill added 5% to charges per level, the scout would have 8 at level 5 with complex and the heavy 4. This assumes fractional charges are recorded in system for the math. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.01.02 21:38:00 -
[3] - Quote
Vaerana Myshtana wrote:I know this has been brought up before (I liked Tribes 2 as much as anyone, but it was a less gritty setting).
Anyhow, I'd like a chance to throw this out there as a more completely developed idea based loosely on Starship Troopers:
Basic Jump Jets Infantry High-Powered Module Prerequisites: Dropsuit Command V, Combat Engineering III, Jump Jet Operation I PG: 20 CPU: 30 Charge Capacity: 8 Magazine: 4 Reload Time: 5s
When selected (as any other infantry equipment), this module can be "fired" and consume 1-4 charges (1 scout, 2 logistics, 3 assault, 4 heavy). Firing the module provides upward thrust to around minimum "inertia dampener" altitude (not sure what that is). It does not change the direction and forward momentum of the user. Thus, if you want to clear an obstacle, you may need a running start.
This unit will not enable flight, only hopping.
It will interrupt weapons use, at least temporarily, by virtue of having to be selected. It also has a limited number of charges and must be reloaded periodically.
Yes, this will enable some obstacles to be cleared. The tradeoff is limited use and even more limited control. It will be very easy to overshoot a desired landing spot.
If this is to be implemented, it should be an Equipment module. You should have to sacrifice the ability to carry a Nanite Injector or Nanohive in order to use these. |
XXfootnoteXX
ZionTCD Legacy Rising
76
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Posted - 2013.01.02 22:43:00 -
[4] - Quote
Mobius Wyvern wrote:Vaerana Myshtana wrote:I know this has been brought up before (I liked Tribes 2 as much as anyone, but it was a less gritty setting).
Anyhow, I'd like a chance to throw this out there as a more completely developed idea based loosely on Starship Troopers:
Basic Jump Jets Infantry High-Powered Module Prerequisites: Dropsuit Command V, Combat Engineering III, Jump Jet Operation I PG: 20 CPU: 30 Charge Capacity: 8 Magazine: 4 Reload Time: 5s
When selected (as any other infantry equipment), this module can be "fired" and consume 1-4 charges (1 scout, 2 logistics, 3 assault, 4 heavy). Firing the module provides upward thrust to around minimum "inertia dampener" altitude (not sure what that is). It does not change the direction and forward momentum of the user. Thus, if you want to clear an obstacle, you may need a running start.
This unit will not enable flight, only hopping.
It will interrupt weapons use, at least temporarily, by virtue of having to be selected. It also has a limited number of charges and must be reloaded periodically.
Yes, this will enable some obstacles to be cleared. The tradeoff is limited use and even more limited control. It will be very easy to overshoot a desired landing spot.
If this is to be implemented, it should be an Equipment module. You should have to sacrifice the ability to carry a Nanite Injector or Nanohive in order to use these.
Agreed. I like the idea though.
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Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2013.01.02 23:28:00 -
[5] - Quote
This would make dropships only useful for transport at a longer range than these "jump jets" allow, which means the more useful the jump jets, the less useful the transport dropship. You can't have it two ways! |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.01.03 00:47:00 -
[6] - Quote
Ulysses Knapse wrote:This would make dropships only useful for transport at a longer range than these "jump jets" allow, which means the more useful the jump jets, the less useful the transport dropship. You can't have it two ways! The way these are described, I doubt they'd be that useful for horizontal movement. Sounds like they'd be better for jumping walls and low structures to get the advantage of verticality. |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2013.01.03 01:15:00 -
[7] - Quote
Mobius Wyvern wrote:Ulysses Knapse wrote:This would make dropships only useful for transport at a longer range than these "jump jets" allow, which means the more useful the jump jets, the less useful the transport dropship. You can't have it two ways! The way these are described, I doubt they'd be that useful for horizontal movement. Sounds like they'd be better for jumping walls and low structures to get the advantage of verticality. It was stated that your horizontal momentum would be kept, which would allow you to move relatively quickly over rough terrain and obstacles without having to maneuver through it. Not that I said it was overpowered, just that it would either make dropships less useful, or it itself would be less useful. It's like a slider. Slide left to preserve dropship transport status, slide right to make jump jets more useful. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.03 02:30:00 -
[8] - Quote
I like this idea. I would really like jetpacks of jumpjets, or whatever ideas for a cool personal transport. It would really add to the game.
I proposed a similar idea a long while ago. "[Request] Jetpacks (or jump pack): Could Actually Work" https://forums.dust514.com/default.aspx?g=posts&t=37504&find=unread
KAGEHOSHI Horned Wolf wrote:Read Before expressing your hatred of this idea.
Jetpacks can be balanced, can be useful, and are inherently fun.
[HOW THEY SHOULD WORK]
Jetpacks should take 5 or 6 seconds to activate: this will prevent people from using them to cower out of gun battles.
Guns cannot be used while jetpack is active: This will keep them from being overpowered.
Jetpacks should have very limited climb: This will prevent people from being able to fly up high on top of towers to camp. EDIT: The climb is limited, but still high enough to get on a small building.
Jetpacks flight should be limited by regenerating power system similar to infantry stamina (maybe 15-20 seconds of continuous flight): This will prevent people from being in the air for too long.
Players with active jetpacks should be susceptible to swarm launcher lock-on and fire.
EDIT: It is to be a vehicle, not a module, or equipment.
[USEFULNESS] Jetpacks would be very useful, especially for the logistics dropsuits. It could be used for flying past enemies to plant drop uplinks for his team to spawn, or flying to downed players to revive.
Jetpacks would be considerably useful for scouts to get on top of buildings to spot and call out enemy locations for their team, and provide covering fire.
Jetpacks would be useful for general travel on large battlefields if a player needs to travel alone in which extra seats aren't needed. Some might think lone travelers imply lack of teamwork, or lone-wolves, but travelling alone can be useful for the team if the player is acting as a distraction, or sneaking behind enemies to hunt them down (which prevents them from getting to objectives), or to call out their positions.
Jetpacks would NOT REPLACE DROPSHIPS, nor render them obsolete. Jetpacks would occupy a very different niche. Dropships would remain vital because of all the things they can do or have that jetpacks don't; dropships would have much higher climb, much more armor and shields, turrets, and slots to customize (like adding a CRU).
* Jetpacks don't have to look or even fly like anything like conventional jetpacks. It could even look like a more horizontal version of the inertia dampener animation with a different color effect or something.
EDIT: They don't have to be as "nerfed" as I present them in the OP, but It would be good for them to start that way, then gradually balanced into just the right amount of power. Otherwise, they might start out too strong, and cause a massive uproar, then get overnerfed to uselessness. Despite all the proposed limitations (which are totally subject to change), I still think they will be quite useful because of the boost of personal speed. The low-flying nature of jetpacks would make them harder for swarm launcher users to spot them, so they're not all that vulnerable.
EDIT 2: Being unable to use guns, and having to wait 5+ seconds just to activate jetpacks may make it not fun, so those proposed limitations can be dropped.
EDIT 3: Though I use logistics as an example, it should not be limited for only one suit.
Ok... you may unleash your hate now.
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XXfootnoteXX
ZionTCD Legacy Rising
76
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Posted - 2013.01.03 02:42:00 -
[9] - Quote
Ulysses Knapse wrote:This would make dropships only useful for transport at a longer range than these "jump jets" allow, which means the more useful the jump jets, the less useful the transport dropship. You can't have it two ways!
True, it would be a fine line. But I think if they let the drop ships fly higher, they would be more useful for high jumpers. In another thread there was the idea of adding knock back to anyone in the immediate area where dropsuits landed.
With jumps packs, I think they would be good moving short distances, around landscapes, not so much to jump up into sniper points. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
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Posted - 2013.01.03 04:36:00 -
[10] - Quote
I love the idea. This is something that is perfect for trying to get past obstacles while I try to sneak a drop uplink.
As an additional note, I would recommend a penalty to sprint speed since it is after all a hefty piece of equipment we're talking here. But I don't mind not having the penalty. The ballistics trajectory and no-use-gun-while-flying rule alone would already ensure it wouldn't be overpowered.
Of course, there is the issue of blueberries wanting to use it as an escape tool rather than an obstacle-scaling tool. But if the flight path is merely ballistic, then the escape artist would only make himself a more easy target. |
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Dante Dragonsguard
Tritan-Industries Legacy Rising
22
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Posted - 2013.01.03 05:14:00 -
[11] - Quote
i think the opposite would be better. Heavies have 2 and scouts4-5. the reasoning behind this would be that scouts are supposed to be the faster more agile units where as the heavies are not. Heavies are very....you know Heavy. and this would mean that there weight would mean more fuel for vertical thrust. So two so it could make it over the wall and back. Scout can jump higher and weigh less which means they require less fuel to go up. Besides this would give scouts another way of choosing a good spot for uplinks because they can hop from ledge to ledge and place one. A heavy would never be able to jump up there. its all about the amount of Fuel and the weight of the Dropsuit. |
Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.09 16:12:00 -
[12] - Quote
Dante Dragonsguard wrote:i think the opposite would be better. Heavies have 2 and scouts4-5.
The numbers were intended as a charge cost per jump, not a jump count, so I think we're on the same page. |
H4lfdog
KILL-EM-QUICK RISE of LEGION
14
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Posted - 2013.01.09 19:19:00 -
[13] - Quote
Make the cost of each jump equal for all the dropsuit. But make them jump in a different way. Heavy jump low and not so fair to the scout that can jump more fast/high and change trajectories. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.01.09 20:17:00 -
[14] - Quote
Also you would have to be a lot easier to see on the map. This would mean that it would be harder to use them tactically though. I just don't think they would be that useful. |
Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2013.01.09 20:24:00 -
[15] - Quote
Can we had retractable wings to our back as well, so in free fall we can sort of glide with thrusters for extra lift/changing in vectors? Because if not, it looks similar to Planetside 2. But retractable wings would make scouts look extra cool. |
Magpie Raven
ZionTCD Legacy Rising
161
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Posted - 2013.01.09 20:27:00 -
[16] - Quote
I think this would make a cool addition to the game. Why not make two varients.
Varient 1. Smaller size. Rechargable pack that gives a smaller boost in jump height and forward speed when activated. Hampers movement and turn speed slightly when on the ground. Minimal flight control. Good for infantry wanting to be more maneuverable.
Varient 2. Larger. Very unwieldy and interferes with normal combat. Has a large charge. When activated it launches the player forward and upward. Player has decent flight controls allowing him to control the height and distance of the jump. Its a one time use pack. Good for spec ops teams inserting into combat zones quickly. |
Lillica Corsair
Lost-Legion
0
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Posted - 2013.01.17 01:38:00 -
[17] - Quote
I like the idea of a jetpack/jumppack. Like the rest of you, I also have an idea on how it might work.
-I envision the jet pack as operating similar to a jump pack, like from star wars battlefront's dark troopers. The function would be for quickly reaching high points, or getting around terrain. The pack would function as a way to breach high ground encampments that would normally require a ladder. Jumppacks are about height, not distance. Dropships and LAVs are for distance. -To avoid overuse, I envision the jumppack replacing a grenade slot, consuming a fuel cell on each use. This could limit its uses before getting a resupply from ammo stations. This also eliminates the possibility of raining grenades from above. -The jumppack would also use significant amounts of PG, limiting it to a type of breach specialist role.
Considering the possibilities of OP, I don't think it will be easy or really possible to aim well and reach your target area while in flight. Because it has few, maybe only three uses before refilling, it discourages using it primarily to dodge.
*One more thing, I think it would be neat to limit this to scouts, or more lightweight suits. Just as only the heavy can use heavy weapons, only the lightweights can be really mobile.
By all means, point out what is good or bad about my idea. |
Fivetimes Infinity
Immobile Infantry
1086
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Posted - 2013.01.17 02:02:00 -
[18] - Quote
Should occupy an L infantry weapon slot. Jump around, but only with an SMG or pistol to shoot with. |
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