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Jack Galen
Forgotten Militia
1
|
Posted - 2013.02.23 21:43:00 -
[61] - Quote
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? |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.23 21:45:00 -
[62] - Quote
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 |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 21:47:00 -
[63] - Quote
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 |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.23 22:01:00 -
[64] - Quote
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 |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 22:12:00 -
[65] - Quote
I am aware, it's happened twice to me and at least once to every DS pilot. very ****** up mechanic |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.23 22:12:00 -
[66] - Quote
sorry double post |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 06:47:00 -
[67] - 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 :( |
Judge Rhadamanthus
Shining Flame Amarr Empire
4
|
Posted - 2013.02.24 09:18:00 -
[68] - Quote
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. |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 11:10:00 -
[69] - 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 *****. |
Judge Rhadamanthus
Shining Flame Amarr Empire
4
|
Posted - 2013.02.24 11:44:00 -
[70] - Quote
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. |
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RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 13:41:00 -
[71] - 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. |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.24 15:03:00 -
[72] - Quote
RINON114 wrote: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. I have to disagree with you on that, buying dropships of the market or trading for them should be the only way you can acquire them, and i have to say that the few times i have tried to provide fire support for my team i have almost always died. We need weapons for self defense but we need to make sure that people remember we don't have the health to provide fire support |
Hunter Fencen
ROGUE SPADES
0
|
Posted - 2013.02.24 15:28:00 -
[73] - Quote
ok how about we involve EVE more with our dropships. They can say build us custom ones (in your corp of course) but depending on CPU/PG uptakes you have to have a certain DS level to use them. This makes them more easily acquirable whilst not expendable. Also create a new set of DS only turrets as the current ones built for CQ tanks battles can't kill for their lives (literally). Now DS are quite flimsy in comparison to tanks but this is understandable. However how about a change in their destruction? Say if a forge gun hits a booster when there's no shield left. Instead of blowing up up straight away it turns the ship into a more difficult to fly thing that requires landing. Lock pilot seats to squad members only if one squad member is in 10 m of the ship to stop it being stolen. Also i'd say now points for drops requiring inertia blasts for the dropper to survive. If you want those extra WP you have to hit the ground, open your doors and let the passengers walk off. However (and this is just for awesomes sake) say when you land you become a enter-able building that can go up. This means people have to CLIMB ONTO the DS instead of pressing a button to get in. This way you can open up weapons to be used at say 5m or less above ground as defense when getting out.
I know its a jumble of ideas but cherry pick for discussion |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.24 15:30:00 -
[74] - Quote
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.
|
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.24 16:07:00 -
[75] - 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. +1 to this |
Hunter Fencen
ROGUE SPADES
0
|
Posted - 2013.02.24 16:33:00 -
[76] - 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. i have skilled into turrets quite far and know they can be useful in the right hands. However finding those hands can be tough as even my squadmates would rather be on the ground fighting thats way. My proposal to turn the dropship into a mom taxi is kinda the point of a dropship, moving people quickly across a battlefield into more useful positions if you want something else wait for gunships. With the free ships i know it may be tough to impliment but how about certain suits only able to fly them with bonuses such as better manouvering and have skills 10x allowing more advanced free models to be flown. This would scare off small assault players but reward pilots working with their EVE corp. Like your idea though of giving us ways to help avoid damage |
Italian dude 93
RED COLONIAL MARINES Covert Intervention
1
|
Posted - 2013.02.24 17:00:00 -
[77] - Quote
Make the drop ship more like the clone trooper transport from Star Wars |
RINON114
B.S.A.A.
14
|
Posted - 2013.02.24 17:55:00 -
[78] - 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
|
Posted - 2013.02.24 17:59:00 -
[79] - 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. |
Nguruthos IX
Kameira Lodge Amarr Empire
24
|
Posted - 2013.02.24 18:15:00 -
[80] - Quote
RINON114 wrote: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 :(
Same thing happened to me yesterday! Except when the car landed on my head (unavoidably) I tried to fly and knock it off me. Instead my ship turned sideways on the ground and got stuck.
It was later shot and lost. Bye 500k |
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Raz Ronin
The Phoenix Federation
3
|
Posted - 2013.02.25 16:02:00 -
[81] - 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. |
gbghg
L.O.T.I.S. Legacy Rising
384
|
Posted - 2013.02.25 17:34:00 -
[82] - Quote
+1 those are some good ideas |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.02.25 18:21:00 -
[83] - Quote
Something I think would be interesting is an infantry deployable missile defense system. This gives a dropship limited protection from incoming missiles, but forces team work. The dropship can't do it itself, it needs infantry support. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.25 18:41:00 -
[84] - Quote
The dropship is certainly large enough to carry nine mercs. If this were the army they would be stuffing a dozen or more inside.
It would be nice to be able to deliver a full squad of six and still retain the ability to provide close air support.
On a related note, it would be nice if a passenger could choose the side he exits on. It would help reduce confusion and unwanted exposure when disembarking in the middle of combat. |
Hunter Junko
WARRIORS 1NC
45
|
Posted - 2013.02.25 21:48:00 -
[85] - Quote
wow, alot has been said :D
anyways, with the suggestion of having the DS carry 9 people i think it would be best to enable communication to all the players inside the DS, that way when a pilot decides its time to go, he/she can say it without resorting to the green light. the green light can be added to those who dont use mics (B***) but it would help for the squad to direct the pilot on where they want to go. |
Kara Med
Algintal Core Gallente Federation
0
|
Posted - 2013.02.25 22:58:00 -
[86] - Quote
I defiantly want to see the ability for a pilot to shoot some sort of weapon. Maybe even a drop ship that sacrifice slots available for this ability or switching the set up of the ship to two central weapons, one controlled by the pilot and the other controlled by another player.
And anyway, the high cost and low reward of the dropships in most games has turned me off from my dreams of piloting. I'll return to it once they give us a way to defend the ship like flares and the such.
Pvt Numnutz wrote:
I do agree that it would be nice if people inside the dropship could repair it, however would that possibly make the dropship too OP? imagine a team of 4 people repairing and no one can shoot it down? I think that if people can shoot out it should be balanced, no forge gun sniping platform. Only when the drop doors are open and the passengers are vulnerable should you be able to shoot out, simply to defend yourself getting on and off the battlefield.
But you aren't considering if the other team got 4 forge guns shooting at the ship.
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Pvt Numnutz
We're OWL Exterminators
31
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Posted - 2013.03.01 01:31:00 -
[87] - Quote
Ser Chard wrote:Pvt Numnutz wrote:Sheilds dont make you go slower. I only fly the glorious caldari dropships, try putting an afterburner on your ship and behold the glory of speed tanking! Read this, decided to skill up and give it a try. Got in drop ship. Had fun with first use of booster. Uncontrollably flew into magically appearing vehicle dropper and exploded on second use. Not trying that again.
Yeah it takes some getting use to, but i find it invaluable to be able to get out of hot zones. Personally i use the song Strange behavior by Feed Me to get into the zone when i start up a game, if you other pilots listen to this song you get bonus points for doing a back flip when it drops! It is a very appropriate song for dropshipping!
now to business, I have thought long and hard about other things to help us dropship pilots and i might edit my OP to include these but for now i will just post them here for debate.
A slight buff to the shields or armor of the T1 dropship would be nice, as they are very vulnerable it makes it hard to extract people. Putting them in is easy, they can just jump out from the air, but getting down to get people out, thats another story. As they are so weak, i have made mine to be quite durable and have a bit of a bite to it as well. I can even chase down most starter swarm launchers which is nice. Forge gunners are still a problem, not because they can shoot me out of the sky easily, but because a milita forge gun can hit me for enough damage that i have to bug out. This is why i would ask for a slight buff so that milita FG wont be such a hassle to T1 dropships.
If a full squad were to enter my ship i would try and fly them to an objective, however it has been my experience that ground units know alot more about the current state of the battlefield more than i do as i am trying to fly around as fast as possible to avoid FG and railguns. Its almost impossible to know if they want me to fly to C or to B or maybe the mountains above A. So how does the squad leader tell this random dropship pilot where he wants to be deployed? I propose that when a squad leader enters the dropship he gets another command, a drop command or DZ marker that allows him to show the pilot where him and his troops want to be deployed. Maybe this could also help our current WP problem, if we drop them in the zone the specify we get points and they get into position, everybody wins!
Making our dropships more custom and giving us pilots the feel that this dropship truly is our own. Having a custom paint job would do wonders to show the blueberries that you are actually a pilot that means business. Having a menacing looking mouth akin to the spitfire in WW2 would probably make some of your enemies **** themselves. This would make a dropship pilot really fall in love with his ship to. As a friend and i were playing, he suggested that it would be really cool if i could have tally marks on my ship, to show how many foes this ship has crushed, and how many games it has survived. This is mainly for customization and personality. I think it would give us more reason to fly as well.
Prototype dropship? now hear me out, we all want a gunship, but it looks like it might be a ways away before we can actually see one in the skies of new eden. Though the dropship is mainly a transport, some people try to use it as a gunship but most are shot down. Pilots have discussed on this thread that having pilot weaponry would distract the dropship pilot from his duty, and that it would cause a lot of pilots to take to the skies just to use those weapons. I agree with these points. So here is what i propose, a "prototype" dropship that would have a buff to both base shield and armor, i only fly myron so im going to use myron as my example, 2000 base shields would be nice since this ship would basically run pilots into the ground as far as isk is concerned. Giving it a nice red and black color scheme would be awesome. And finally, missle pods for the pilot. Why would i say this you ask? simple. The skill requirements would be piloting 4-5 and race specific Dropship to 5. If a pilot were to tech that far into piloting and using dropships then he would know his job, the rockets would just be to provide a small amount of damage (as they would be hard to aim) and maybe do a little more damage to dropships so those who take the time to tech into it are rewarded with being the masters of the sky....well until they have to fight another prototype!
anyway long post ill let you digest what i have said here. I would love to read what my fellow pilots have to say on my ideas for the dropship!
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Imp Smash
On The Brink
52
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Posted - 2013.03.01 03:38:00 -
[88] - Quote
+1 OP. I especially like number 1. Promotes communication, teamwork, immersive realism, and tactics. |
RINON114
B.S.A.A.
15
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Posted - 2013.03.01 06:32:00 -
[89] - 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. |
Skihids
Tritan-Industries Legacy Rising
981
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Posted - 2013.03.01 18:05:00 -
[90] - Quote
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. |
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