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Raz Ronin
The Phoenix Federation
3
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Posted - 2013.02.18 02:09:00 -
[1] - Quote
I agree with the OP's idea of a light so passengers know when to dismount. Too many times have I flown over an objective or hovered the ground near and my transports didn't get the hint that this was their stop. Since I have been flying, I haven't had the bay doors option work too well for me. I only notice them open and shut when I'm about 10m off the ground. That kinda defeats the purpose for the option, but I may be using it wrong. I also support the idea of receiving points based on transport of passengers based on time int he vehicle, not to exceed more than 4 mins. The timer starts only when passengers (not including the door gunners) enter the vehicle with a timer restart with every entry (max 4) and only restarts after all four passengers exit the vehicle.
I pilot and I'm happy with piloting the Dropships (DS). I would like to see Gunships (GS) once the game drops. It would help with clearing out any LZs and protect the DS, as well as, performing Close Air Support (CAS) missions as needed. GS should be a two pilot platform, Pilot & Weapons Officer (WO), with the pilot being capable of flying and firing unguided rockets. The WO really makes this GS work with a nose mounted traversable gun and guided rockets. I understand that I'm asking for more AA on the ground with the GS request but there are always ways to balance everything, whether it is staying at a distance to take out the AA or dismounting ground troops to deal with it. On the flip side, AA will have the ability to chew through the DS and GS in no time if unchecked.
Let me know what you think, as I know you will. |
Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.20 21:10:00 -
[2] - Quote
Pvt Numnutz wrote:Raz, thank you for your thoughts and ideas. i hope that CCP blam can take the time to tell us if he will consider implementing the Light system. The bay doors dont open on our command (yet) they only open when you near the ground. Having the points based on passenger time might actually hinder what dropship pilots are meant to do, they might try and just fly around with people to farm WP. Im still with Irish Syn's idea, if they implement the light system then you could get say +25 when people jump out when you turn the light to green. Gunships would be a very good feature, you might be interested in this concept art. Fighter? Gunship? i dunno but it looks fun! Im sure that CCP has had alot of concept and ideas for the other ariel vehicles, a gunship would be right at home in this universe. I think the Gunship should be pretty deadly to vehicles and the chin mounted auto cannon would be deadly against infantry, however it should be relatively frail compared to its dropship counterpart, cant take much sustained fire, but can dish it out 2x as much. Jack, you can also get WP from crushing enemies with your dropship, i actually got a double kill by doing this, and was awarded alot more that game then i usually get flying around in skirmish
Thanks for reading and replying to my thoughts. I would rather see points garnered from passengers dismounting on a green light than the idea I put forth. It is really intuitive. Saying this, I am obviously looking forward to bay door option working out soon enough.
I may have mis-spoke , or there may have been a misunderstanding, about the gunships as I didn't want them to have passengers. I would rather them just be a pilot and co-pilot. It would be drastically smaller than the dropship and I like the idea that they cannot receive the amount of damage the drop ship could have. When i spoke about the rockets, I was referring to them being controlled by the pilot of the gunship not the dropship. The co-pilot would have a cannon and control guided rockets or something to the equivalent.
In regards to the dropship, I like how it is now. I understand that they are very vulnerable and only can be upgraded to withstand an attack. I would say that its too easy to be swatted out of the sky by a lucky swarm launcher. So I would ask that they are slightly buffed against those type of attacks. I would not like pilot controlled unguided rockets on the dropship as it would make the dropship too powerful. I understand that it is frustrating when gunners do not do their jobs, but when you have those that do, it makes the gameplay more worth it. I guess that is more of a reason to play with a Corp.
Well, thanks again for the feedback and I will post here and there about new ideas. |
Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.25 16:02:00 -
[3] - Quote
Alright, I tried to post but for some reason, it didn't post so I'm re-writing this :[
I have voiced my opinion on the bay door green light function and I would like to add a like to the RDV drop bug as it always happens to appear as I'm taking off. It is a nuisance that is painful and expensive. I also would like to state that removing the gun turrets from the dropship, IMO, is a bad idea. You need to be able to clear your LZ with something, or scare them away at the least, as the flying beast is a mosquito waiting to be swatted out of the sky. I like the idea of a squad lock of a dropship as it sucks watching your hard earned money fly away from you (and probably crash within seconds). At the same time, it is in your best interest to call it in from a safer area to avoid hijackers and the stray sniper shot that hits you right before you dropship is delivered (I HATE SNIPERS FOR THAT).
On to my own ideas. I would like to see more pilot controlled ways to keep the dropship in the air. As of right now, it is too easy to be knocked down by a newbie with a swarm launcher. I would like to see active countermeasures (chaff/flares) to intercept and overcome guided missiles from hitting your vehicle on top of having the armor hardeners and repairers and such. I rather fly a slower but heavily armored dropship as I know I can take hits as I support those on the ground. I'm looking for the ability to use my countermeasures while transiting to/from the hot LZ to keep me going. Some people rather fly a faster heavy shield dropship to do their bidding. To each their own but allow us to survive the flight from LZ to LZ. I ask the drop ship is buffed slightly to withstand the rockets of a anit-aircraft newbie as our investments cost the bank. I don't want a severe drop in price as to deter anyone other than serious pilots. I think the added abilities will separate the pilots from the wannabes.
I am sticking to my guns about not mounting pilot controlled weaponry to the dropship. Too many people will take to the skies just to try their hand at using the dropship like a gunship and neglect their responsibilities of being a dropship pilot (i.e. transporting and inserting/extracting troops into battle, providing aerial support via gunners, etc). I'm sure that gunships will make their appearance into New Eden in the near future. Then we will have a new found pool of players who wanna be pilots because of the addition. I'm sure then we will have to combat the numerous posts of gunships being OP or those coming up with idiotic ideas intended to make it OP.
While flying around, and performing the role of a dropship pilot, I was amazed at my ability to insert/extract troops in tight areas and use our abilities to quickly control the map or reinforce areas with high enemy confrontation. After about three or four extractions, I noticed their life being more and more depleted or only three of the four jumping into the transport, just to be joined by the odd one out momentarily. That made me think of a way to help them while gaining the sacred WP we deserve. We should have the ability to spec up a dropship that rearms and repairs its passengers and receive a fixed amount of WP for either action (Rearm=+10; Repair=+25; just like those on the ground). This rewards those combat pilots who risk their lives (and their wallets) to supply the battlefield with fresh troops (who are often too dumb to appreciate a good ride), without farming or over rewarding.
Lastly, it is not often that a pilot, who has spec'd up their turrets, meets two (or one for that matter) gunners who are blessed with the ability to provide suppression on the enemy and talk at the same time. It is nothing short of divine when it does happen. With that said, it shouldn't be wrong to try and keep those gunners on the dropship to unleash carnage and provide protection from the red dots below. This is another reason to keep the door guns on the dropship. i have heard about CCP raising the squad max to six players, which creates a dilemma for sharing that creation as a squad would like to hop in a dropship at the same time and more than likely when they reach their predetermined destination, they will dismount, leaving you vulnerable. I would like to see the possibility of having slots for permanent door gunners if it works out that way by adding the two slots to the dropship (carrying a total of 9= Sqd of 6, 2 gunners, and pilot).
In conclusion, I am summarizing my points to save those who don't like to read, or choose not to, the time. Please let me know what your thoughts are on my points.
1) Active countermeasures (flares/chaff) to compliment the armor hardeners and repairs to intercept & evade incoming missiles than absorb them; spec-able pilot abilities (maneuverability (shields) vs armor) to fit the role on the battlefield.
2) No pilot controlled weaponry. 'Tis a DROPship not a GUNship.
3) Spec-able module to rearm & repair passengers to gain WP (rearm=+10; repair=+25; same as on the ground).
4) More room in dropship when squad size is raised to allow for permanent door gunners, and to not leave the dropship vulnerable once everyone has dismounted. |
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