Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.21 06:31:00 -
[1] - Quote
This idea came to me after seeing the "Immortal" trailer - specifically, the clip where a column of Madrugars are being RDV-deployed in perfect formation, some firing almost instantly on landing - something we cannot do currently. What if... our upcoming Pilot suits were how this was done?
Short objective Spawn into vehicles, pick where the RDV drops it, and be better at fighting in said vehicles.
Long Description Designed to combat increasing reports of incompetent vehicle drivers, the Pilot dropsuit is designed almost exclusively around interfacing with any vehicle, no matter the design - invariably improving vehicle performance. Its holographic wrist-pad contains also contains a unique RDV command suite for field deployment. The suit is lastly designed to protect the pilot from the rigors of space, allowing the user to climb into a vehicle even before it departs the War Barge. All this and more comes at the cost of having minimal defenses when outside of a vehicle, and only average mobility.
Vehicle Spawning Arguably the most powerful of the Pilot Suit's advantages is the ability to spawn as a deploying vehicle, with the capability to begin shooting the moment the RDV's mag-claw releases you. This power can be activated by simply picking the Pilot suit on your spawn list. A menu pops up on the side asking whether you would like deploy as one of your pre-made vehicle fits. Once picked, your screen comes up as the RDV itself spawns - yes, you will see yourself cloaked. However, you will only be able to vehicle-spawn at special vehicle-enabled spawn points. Dropships and fighters may be able to fly into the battle, with their engines spun-up before the RDV drops it mid-air. Might be tricky to implement however.
RDV deployment zoning Tired of your Bolas constantly running into the side of a building? The Pilot suit has specialized RDV command system that allows you to pick exactly where you want your vehicle, should you be stuck without one. This area-selection works exactly like selecting an orbital strike location. Squad Leaders get the added benefit of either picking a selected area for the squad's vehicles to be dropped at, or an exact formation on a per-member basis. (vehicle version of the Command suit) If spawning in a vehicle, you can pick a location within a certain radius of the available spawn point.
Vehicle combat The shortest section. This suit gives you advantages in your tank, gank, and even scoot. Obviously, this is the part that increases based on suit tech-grade.
Weakness - On Foot Pilots should always be in a vehicle. When they aren't, they get the defenses of a Scout, the mobility of an Assault dropsuit, and only a Light slot for a weapon. This extreme vulnerability on foot is more than made up for by their effectiveness deploying and using vehicles. To make sure the suit can at least earn some WP outside of a vehicle, the Pilot should have 2 equip slots, one of which a smart player should use for a Repair Tool |
137H4RGIC
WarRavens
26
|
Posted - 2013.01.21 06:55:00 -
[2] - Quote
I like it. +1 |
KalOfTheRathi
CowTek
168
|
Posted - 2013.01.21 07:04:00 -
[3] - Quote
Overall I like it.
Now spend 200k SP (or less) and see what you come up with for existing Skills. I am not running a pilot currently as there isn't path that does not waste a significant amount of very expensive SP on skills that are useless to a pilot/driver.
There are some DUST/CCP specific issues however.
Initially everyone is limited to a free LAV (one of which has the hilariously non-functional missile turret). They are OHK by any number of weapons and are basically uncontrollable in less than perfect terrain, which I have seen precious little of. And the missile turret is the only non-function one in my gaming experience.
You must find a Corp that is not KDR obsessed because you will die a lot, often, constantly and forever in this rig as designed. The Nerfed SMG is useless so good luck with a scrambler pistol or Nova Knives with zero SP into them. Which means you cannot even buy the knives.
Pilots will only earn WP as a HAV driver so you will constantly be on the bottom of the boards until you can afford to buy your HAVs. In the beginning you absolutely cannot afford them as the Skill Books cost a fortune to a noob. Unlike many other vehicle drivers in other games our LAV drivers cannot fire any weapons and there are no points for driving around. Unless you like accenting the driving over everybody methods currently favored.
Don't forget locking a vehicle to the driver. CCP did.
Two equip slots would allow some Logi Bro WP to be earned while running around naked sans vehicle. And a Armor Repair Tool will be a necessity later.
My suggestion is allow an Assault Rifle as it a great all around survival tool. Or (gasp!) remove the Nerf on the SMG. Otherwise make the weapon slot Light not Sidearm.
|
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.21 07:24:00 -
[4] - Quote
@kal: If you had all the powers in my OP, would you use them upon the tiny beetle which is the Onikuma? Yes, it would take some SP. And yes, it would only be viable when vehicles are more worth their LP. And yes, it would be a waste on the free LAV. >SP cost is a given, as this suit's bonuses are basically an "upgrade your vehicle a tier!"-button >Worth the WP - yes, that's a little screwed up. My personal choice to help fix it is by stealing Planetside 2s "deploy kill" bonus: a small WP gain when players you've transported make a kill. At the very least, it would make dropship piloting more profitable in its intended role as a transporter. >Vehicle Locking - Theft is a part of New Eden. However, at least forcing allied thieves to hack the vehicle would be sufficient to keep the EVE spirit, while preventing some idiot from crashing your 500k logi-dropship. >Infantry power - Yes, when out of a vehicle, this suit is basically dead weight. That's sort of the point - this suit's only real role is to operate vehicles, and be darn good at it. I may have gone too far in nerfing its infantry capacity, however. I suppose it can utilize a cloak (when those are implemented) to steal enemy vehicles. and maybe give it a Light slot, instead of a sidearm, but with more-limited CPU/PG. BTW - non-Heavy suits usually get 1 equip slot. And most vehicle-operator classes in other games have repair tools anyways. So friendlies might stick around your vehicle to get repped during those rare moments you're actually out of the vehicle - which might mean they'll support you like they should be doing in the first place |
Thranx1231
CowTek
90
|
Posted - 2013.01.21 07:52:00 -
[5] - Quote
Zat Earthshatter wrote:@kal: If you had all the powers in my OP, would you use them upon the tiny beetle which is the Onikuma? I wouldn't waste it!
CCP most definitely would. With a smile of non-comprehension on their happy, happy faces. The same one they are wearing while going Open Beta with a non-functional missile turret.
What I asked you for specifically was your pick for the initial pilot's suit skills. Like what is done for the existing classes today. Turret Operation lvl 1, and so forth.
My actual complaints are there is supposed to be a pilot class and there isn't. And to base a pilot on the current class is wasteful of very expensive SP.
The entire system is based on slots. The default Pilot BPO should include an Armor Repair Tool. If that requires an equip slot so be it. To me, two slots makes the suit survivable and able to generate SP/WP in the beginning before you can afford to run HAVs. There is no way a HAV will be allowed to be the default vehicle for DUST. We would have nothing but HAV battles.
The rest of your comments we are in basic agreement with.
Edit: Sorry, this is my alt. KalOfTheRathi is my primary. |
I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2013.01.21 08:05:00 -
[6] - Quote
https://www.youtube.com/watch?v=Kkjic4RNqjk
I know it's not a lot to go on, but basically I would like to see more of this from the pilot. The sky jockey from conker live and reloaded had dual pistols, low health, fast movement, and could fly either a basic ship or a dropship.
Obviously I don't want the pilot to be able to just fly around bombarding people with missiles, but conker live and reloaded had a good balance of powers and designed the classes well. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.26 20:59:00 -
[7] - Quote
Thranx1231 wrote: What I asked you for specifically was your pick for the initial pilot's suit skills. Like what is done for the existing classes today. Turret Operation lvl 1, and so forth.
The entire system is based on slots. The default Pilot BPO should include an Armor Repair Tool. If that requires an equip slot so be it. To me, two slots makes the suit survivable and able to generate SP/WP in the beginning before you can afford to run HAVs. There is no way a HAV will be allowed to be the default vehicle for DUST. We would have nothing but HAV battles.
Sorry this took so long to get back to you. For skills, I suspect that the Pilot suit would require at least l2s in both Dropsuit and Vehicle Command skills, if not added turret skills as well - this is more to make sure a Pilot can drive standard-grade vehicles instead of wasting his suit on Militia craft.
As for slots - good point. Since only the HAV produces consistent WP, it would be a problem if the Pilot didn't have an alternate method of WP generation. I'll throw in a second Equip slot, but point out that a "transport" WP system needs to be implemented before the Pilot suit can be a reality. In short - I agree with you, the Pilot needs to be able to generate better WP than such a suit could currently, but that only underscores the dropship problems as of late. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |