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RINON114
B.S.A.A.
14
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Posted - 2013.02.15 11:51:00 -
[1] - Quote
Many great ideas in here, one of which I would like to add to:
Passengers using their own weapons could be awesome but would turn you into a super OP flying death fortress. Instead I propose that the dropship's doors only open at low altitude or when in proximity to an objective. This way troops could defend themselves as they were leaving the ship.
I have to say I love the idea of the lights inside the dropship and I fully approve of more points for being a pilot. My idea for more points works in a similar manner to healing. You would receive points based on how long you are carrying troops. With a cap obviously so people couldnt farm it. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.17 06:40:00 -
[2] - Quote
blckdg wrote:Just to add to what the OP said:
If things like flares radars etc become more likely there could add a basic autopilot to free up our hands for shield manipulation, map views and gunning our ship (auto could fly basic orbits, straight and level flight, or figure eights).
Adding some kind of visual obscuration (smoke, fog, low lying clouds) could help with the cheaply swarm launchers taking our investments out of the sky.
Figure 8's might be pushing it but I don't see why we couldn't "orbit objective A at 200 meters" like we can in EVE. Although maybe that would start blurring the lines between Dust and EVE too much for some people? |
RINON114
B.S.A.A.
14
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Posted - 2013.02.17 14:55:00 -
[3] - Quote
madd greazy wrote:This game is EVE based, technically there shouldn't be many or any dividing lines. I personally think vehicles need to have capacitors and capacitor modules so that shield boosting/armor repping can be done like it is in EVE, which to means seems to make alot more sense than what dust has.
I couldn't agree with you more but I think the audience of Dust, as well as CCP's vision for it is to make it a very seperate experience. I would like to add that if there were more similarities to EVE then maybe Dust would get more of those players too... |
RINON114
B.S.A.A.
14
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Posted - 2013.02.17 17:53:00 -
[4] - Quote
gbghg wrote:RINON114 wrote:Many great ideas in here, one of which I would like to add to:
Passengers using their own weapons could be awesome but would turn you into a super OP flying death fortress. Instead I propose that the dropship's doors only open at low altitude or when in proximity to an objective. This way troops could defend themselves as they were leaving the ship.
I have to say I love the idea of the lights inside the dropship and I fully approve of more points for being a pilot. My idea for more points works in a similar manner to healing. You would receive points based on how long you are carrying troops. With a cap obviously so people couldnt farm it. I disagree with you about the doors opening only at low altitude, it wouldn't make a huge amount of sense and it wouldnt turn you into a "super OP flying death fortress" either we would be just as vulnerable as before but now we would have to be stationary for our passengers to get decent aim. And your idea about a cap could work but we'd probably end up with dropships deliberately hanging back to get as much wp as they could before they drop people off
I suggested a cap like with triage so you would only get so many points per five minutes or whatever. This would leave some grinders for sure but it should be worth much more to get your guys into the fight, and that's why I think the idea to get points for a "successful jump" from your passengers is a fantastic idea.
Having 4 passengers with weapons would make you a flying death fortress, no two ways about it. 4 forge gunners hanging out the side or 4 talented snipers even? I fail to see how this would be okay.
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RINON114
B.S.A.A.
14
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Posted - 2013.02.22 06:34:00 -
[5] - Quote
I really like the idea of getting points for troops making a successful drop after the green light but I still feel pilots need a little more than that. A system where pilots get WP based on passenger's time in the vehicle as I suggested previously would probably be farmed to one degree or another.
How about some form of points based on the kills that your recently dropped troops make? A 30 second time window where any kills count as vehicle assists? This would encourage sensible drop location choices and maybe the ground troops could get a bonus too? |
RINON114
B.S.A.A.
14
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Posted - 2013.02.24 06:47:00 -
[6] - Quote
Nguruthos IX wrote:gbghg wrote:Nguruthos IX wrote:Jack Galen wrote:Just adding a humble point as far as OPness is concerned.
Don't forget how much these things cost! Maybe they can be a made a little bit more powerful on the basis that you have to spend a lot of ISK to even outfit a BASIC dropship! Maybe a 'get what you pay for' kind of thing? The cost is even more an issue when they die to things that shouldn't even happen. Like RDVs RDV's are re-tarded puppy's they can be annoying but you can't hate them, plus in terms of pilot skill they're about equal I'm referring to when I'm flying and one basically spawns inside of me or in such a way that there's no escaping it's death-path
Just to add in my little grunt of frustration: I landed my dropship to pick up some troops based far away from any objectives. An RDV dropped down and tried to release an LAV but instead got stuck on top of me. As I tried to fly away some dude on a railgun hit me once, but he second time was just too much :( |
RINON114
B.S.A.A.
14
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Posted - 2013.02.24 11:10:00 -
[7] - Quote
Judge Rhadamanthus wrote:I think that with gunships having a real possibility of coming to the game, that drop ships should be just that. No offensive weapons. Defensive only (this includes support functions - like being a logi but in ship form)
Here is why :
The most fun I have as a pilot is dropping out of nowhere and picking up a few players who were backed into a corner by a more powerful team and pulling them to safety and dropping them in a position to flank and re-balance the engagement they were in. Or dropping a medic onto a heavy firefight or when I spent one match dropping a shotgun scout onto snipers.
I found the air support I can provide as a gun platform to be less effective than if those same gunners had boots on the ground.
A drop ships main function is troop transport. The function we serve is to take troops to locations where they are needed. Troops are needed in areas of contention, and these are almost always hot zones.
If our primary function is moving troops to hot zones we should be specced to do that well. However currently the ease at which a starter AV kit that can be insta-switched to for no cost, and then back to normal fit at a depot; makes us too easy to destroy. How can we fly to into hot zones if we are so vulnerable?
The issue is if we are tanked up to the point where delivering to hot zones is practical, then we become overly powerful fighting platforms too. There needs to be a balance.
My solution is to remove all offensive weapons and buff tank considerably. BUT. if we are too strong we can hover up high with mobile CRU. This would be op. So I also would like to see mobile CRUs in ships gone too. We can carry a logi who can drop and place spawns. This seems a fairer balance. PLUS landing is a skill and it is fun (point of the game imo) to pilot and fly troops to locations rather than being a moble CRU. This will seperate the good pilot from the bad, and make one teams pilots a better asset than the others. It brings skill to the pilot role in this game.
A few last points (keeping it at a readable length)
1. We do need to have vunerablities, but it should be hard to destroy us. Lack of weapons is a balance to this.
2. Our tank could be based on the door mechanics. Closed - no one can drop and tank is doubled. Open and tank is halved but troops can deploy (or even shoot)
3. Tank us really high but use denial as the balance mechanic. When taking Swarm or forge fire doors could be locked and no form of deployment is possible. So we are not destroyed as much as rendered ineffective until our location is softened or we choose better drop locations.
I have more fleshed out versions of these ideas but to avoid TLDR, i have just put out the overview to see what people think.
Sorry to quote the whole thing but I'm on mobile so it's a massive pain in the backside. Anyway I think your ideas are just as valid as any others here but don't bring the changes that I am looking for in a dropship. Look at the UH-60, that has two insanely powerful Vulcan miniguns on either side and is primarily a troop transport.
The real problem with having dropships being so vulnerable is their cost as well as the cost to fit them. Upwards of 200k for the basic model is a lot to lose to the problems described both above and previously in many other threads, including this one. My vote would just go to lowering the price of dropships so losing them isn't such a *****. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.24 13:41:00 -
[8] - Quote
Judge Rhadamanthus wrote:above :
If they are too cheap, when game goes live and cash is more available then people will treat them as disposable, so there will be no need for pilots. Want to get high? (altitude people.... altitude) get one and go up. died and want back to a ny spot on the map. Spawn in a free ride, jump out high up. Tank bothering you. Spawn a DS and ram it.
High cost in ISK and SP makes pilots and drop ships assets. Assets allow teams to mix up tactics and have advantages or turm the tide of a battle. With drop ships being expensive and restricting them even more than now to only those with a lot of SP in them you create dynamic element to a battle.
My understanding of the CCP vision, from EVE and fests is that of a reaching and dynamic conflict. If vehicles are just another thing you can carry (one with a 15 second delay), like grenades or a sidearm then the game becomes a halo style shooter. The game can and should be more than that.
I agree with all of this and I also have another solution: maybe players get a militia dropship every 24 hours (?) depending on two things: - Player has at least specced into some dropship skill. - Player has no more than say, 5 dropships available to use. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.24 17:55:00 -
[9] - Quote
The way to stop basic assault suits and others from just ordering up a free bird is to make it available only to those skilled in dropships, or even just access to a cheaper bird come to think of it. This would allow DS pilots to always have a ship as long as they are careful. With regards to relying on EVE pilots for custom ships: It would work for sure, but it can not be the only way here. DUST needs to be co-operative with EVE, meaning that Dusters need to be self-reliant as well. |
RINON114
B.S.A.A.
14
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Posted - 2013.02.24 17:59:00 -
[10] - Quote
Skihids wrote:You think that the turrets aren't worth anything because you haven't skilled into them properly. CCP Blam ( Second hand report) stated that the pilot and gunner skills stack, which yeilds a 70% damage bonus for the perfectly skilled pair. You have to be a steady pilot and your gunner must have player skill, but those turrets aren't useless. It will improve dramatically if and when CCP fixes the twitchy DS3 aiming so hat a tiny adjustment doesn't fling your aim past the target. Dropships don't have to become turretless flying tanks to do their job. Flying something like that requires zero skill and wouldn't interest the majority of those pilots now flying. We do it for the challenge, and what you propose would just turn the dropship into a mom taxi. Add the return of free ships and you would complete the destruction of piloting as a distinct battlefield role. The ship would become just another piece of equipment for the assault soldier. There is another way. Restore the nimble handling characteristics of the Precursor build and give pilots ways to avoid rather than tank damage. Active defenses against swarm missies (Chaff/flares) and radar painting of charging forge guns would be a great start. That would place the survivability of the dropship in the hands of the pilot instead of armor plate, which would increase the demand for skilled pilots. Also +1 to this. And just to clarify, a free ship is not for everyone. |
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RINON114
B.S.A.A.
15
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Posted - 2013.03.01 06:32:00 -
[11] - Quote
I love the idea of WP for rearming/repping mercs. Excellent idea! My only point to add here is that if this were implemented then people could not shoot out of the dropship simply to prevent WP farming. This would also need a cooldown akin to triage as there would be nothing to stop people hopping out the DS, firing all their bullets then hopping back in. |
RINON114
B.S.A.A.
17
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Posted - 2013.03.02 00:23:00 -
[12] - Quote
Skihids wrote:RINON114 wrote:I love the idea of WP for rearming/repping mercs. Excellent idea! My only point to add here is that if this were implemented then people could not shoot out of the dropship simply to prevent WP farming. This would also need a cooldown akin to triage as there would be nothing to stop people hopping out the DS, firing all their bullets then hopping back in. The real anti-farming mechanism is that the merc has to have damaged the enemy within a certain amount of time from when you are resupplying or repairing them. That completely eliminates redzone point farming. A DS that close to the fight deserves every point it earns.
Perfect.
Sounds like it would be difficult to implement, however similar time based WP's for dropship pilots have been popular in this thread. |
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