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Vane Arcadia
ZionTCD Legacy Rising
117
|
Posted - 2013.03.05 13:35:00 -
[31] - Quote
Altina McAlterson wrote:Thing is let's say a player calls in a Gunloggi but gets shot by a sniper. If only that player, or another player with the same skills, can operate it then what if he can't get back to it because he spawns on the other side of the map? Or gets pinned down? Then people have to guard the thing so the enemy doesn't hack it and their tank driver go on a rampage. Or everyone has to invest at least a little bit in to tanks. You can't blow the thing up so you just have to wait.
And then even if someone has the required skills what if they can't use that proto mod yet? So it wouldn't work but the rest would, that's a quick death. Or what if they only have Circuitry IV? Then nothing would work, or the tank explodes and kills everyone.
Or what if it's a corp battle and it's a proto tank. Everything is groovy but suddenly the only player on the team with the exact skills required to drive it gets disconnected? Now the tank can't move and has to be guarded so someone on the other team doesn't hack it, plus no one knows what exactly the fitting is so they don't know if they can actually drive it or not. Even if the other team manages to hack the tank then none of them can drive it and they would have to guard it so the other team doesn't take it back. Only think they can do is kill it and now you've completely removed hacking vehicles from the game.
Sure, there are ways to deal with these issues. That's not my point. I'm just saying that while the current system is a bit silly I think any other option would just be a complete PITA.
I thought your post made good points in support of the OP.
You should not be able to use any equipment you dont have the skill to use. So yes if you have the skill for the tank but not the mods then the mods should deactivate. If you dont have turret skills you should not be able to sit in a gunners seat and so on (unless its militia) |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
125
|
Posted - 2013.03.05 13:36:00 -
[32] - Quote
Altina McAlterson wrote:Nguruthos IX wrote: The system I proposed eliminates any strangeness about modules falling out etc.
Yes, it does. But you still have to guard it so the enemy doesn't hack it and roll all over you with it. If it requires skills to drive then odds are the enemy hacking it wouldn't be a problem. They wouldn't be able to drive it either. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
43
|
Posted - 2013.03.05 13:38:00 -
[33] - Quote
Just get the vehicle command level requirement, and presto. Easy fix. |
Garrett Blacknova
Codex Troopers
1857
|
Posted - 2013.03.05 13:54:00 -
[34] - Quote
Mobius Wyvern wrote:Vehicles need to work the same way as ships in EVE, having a skill-call for the vehicle itself and every module fitted to it. If you don't have the skill, you shouldn't even be able to use it. I don't think that entirely works when you're not operating the turrets (other than the main gun).
They COULD make it so that the driver needs the skills required for the main gun and the hull, but not the small turrets, and anyone intending to be a gunner on high-tier weapons has to train in those turret types. Whoever's buying the vehicle should (obviously) still need the skills to fit it, but if they want to give it to someone else with the appropriate skills, they can do so. |
Nguruthos IX
Kameira Lodge Amarr Empire
69
|
Posted - 2013.03.05 17:12:00 -
[35] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:Altina McAlterson wrote:Nguruthos IX wrote: The system I proposed eliminates any strangeness about modules falling out etc.
Yes, it does. But you still have to guard it so the enemy doesn't hack it and roll all over you with it. If it requires skills to drive then odds are the enemy hacking it wouldn't be a problem. They wouldn't be able to drive it either.
Somewhere up there I mentioned that in the case of hacking I think all this should go out the window. It would be more fun that way. You should be afraid of an enemy stealing your vehicle, but not of your team makes stealing and destroying it. |
Ayekada Kernsky
RestlessSpirits
6
|
Posted - 2013.03.05 17:58:00 -
[36] - Quote
driving a tank with no sp in cpu or power in advance tank or proto yes sargares is a proto if u scroll over it in battle it says proto u will not have all of the moduals the the owner put on it they will be like eve moduals they will stay off line untill u have enough power and cpu to run them
i got in a gunlogi when a guy got killed calling it in when i didnt have the skill in those 2 skills i had none of the moduals available to rep his tank back up so if they have those skills and the armor or sheald skills they will be all most as hard as the owner of the tank
ps: sry for all the misspellings in this i was in a hurry |
Dregan808 Sintori
Imperial Dragoon Syndicate
4
|
Posted - 2013.03.05 19:57:00 -
[37] - Quote
1.If your not the owner than the tank doesn't get your skill bonuses. 2.Owner gets priority. He can freely take pilot from other players. 3.Can't call in multiple vehicles aside from LAVs.
Just restrict the number of tanks a single player brings in. Plus a team limit. |
Nguruthos IX
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.05 20:18:00 -
[38] - Quote
Why can't it be an option then?
So if you want you can choose to either lock the driver seat from anyone else, or leave it open. Or leave it open only to squad members, etc. |
A'Real Fury
The Silver Falcon Federation
22
|
Posted - 2013.03.05 20:19:00 -
[39] - Quote
Quick question. In eve do you generally own multiple ships and you move between them as needs demand? I am not referring to parasite ships but primary vessels. |
Boxoffire
Lost-Legion
49
|
Posted - 2013.03.05 20:33:00 -
[40] - Quote
I really think that here should be a timer for how often you can spawn a vehicle in. Now only would it solve this problem but it would also solve all the tank spam in pub matches. It also should effect drop ships and LAVs although the default onikuma shouldn't be timed since it's a basic means of transportation and winout it the game would be won based on who had the most snipers. |
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Skihids
Tritan-Industries Legacy Rising
995
|
Posted - 2013.03.05 20:48:00 -
[41] - Quote
Boxoffire wrote:I really think that here should be a timer for how often you can spawn a vehicle in. Now only would it solve this problem but it would also solve all the tank spam in pub matches. It also should effect drop ships and LAVs although the default onikuma shouldn't be timed since it's a basic means of transportation and winout it the game would be won based on who had the most snipers.
And the dropship isn't a basic mode of transportation?
Funny, but I must have read "Dropships aren't gunships, they are transports!" a hundred times on the forumns. |
Fraceska
Opus Arcana Orion Empire
47
|
Posted - 2013.03.05 21:06:00 -
[42] - Quote
A'Real Fury wrote:Quick question. In eve do you generally own multiple ships and you move between them as needs demand? I am not referring to parasite ships but primary vessels.
Yes you generally have several ships. PvP, PvE, Wormholes. Mining or for various fleet roles that you can fulfill. They just need to be in the hanger that you dock in to make them active. I used between 4-5 vessels when I played at the height of my interest in EvE. |
A'Real Fury
The Silver Falcon Federation
22
|
Posted - 2013.03.05 21:28:00 -
[43] - Quote
I can certainly agree that there is a problem where dropships are concerned. I understand that they are very difficult to fly so anyone who just joyrides in one will destroy it very quickly.
Thanks to Fraceska I understand you can have multiple ships so I do not see the problem of having the same level of security placed on Dust vehicles as you find on Eve ships. However, the maps in Dust are substantially smaller than those found in Eve with a correspodingly greater chance of that tank findind and attacking you. As a result I think the risks of calling in that very secure tank etc should be increased.
OK my suggestion for dropships would be the pilot and dropship actually drop from the warbarge rather than calling it in from the ground. I suppose you could do the same with tanks but I believe if you do then there should be ground turrets , in ambush as well as the other game modes, that players can use to knock the tanks out of the air before they can land.
Alternatively if you call the tanks in to the game in the normal way, and you want it so that only you can access it, then all the additional security means that it takes significantly longer to get in. If there are restrictions on the number of vehicles that a team can call in and nobody else can use the tank then after 10-15 seconds other members of the team should be able to set an auto destruct to get rid of the vehicle.
I can appreciate that a decent vehicle costs much more than high end dropsuit fitting and I certainly wouldn't want mine stolen. In fact I am currently skilling into vehicles because I want my own tanks, so some security would be appreciated. However, placing too many restrictions on vehicle security may cause balancing issues, and reduce entertainment value, within the game.
The opportunity to drive other people's vehicles if they do not get to it in time, should be extended to 5-10 second protection, is part of the fun. So with greater security I think you should have a corresponding increase in risk e.g Turrets that players can man when vehicles are called to the field but are useless against dropsuits because the shot has to be really accurate I.e a supersized sniper rifle which has to hit to be effective.
This option would also limit the number of tanks called in in Ambush. |
Django Quik
R.I.f.t
230
|
Posted - 2013.03.05 21:53:00 -
[44] - Quote
I can't believe people are saying this isn't a good idea. Surely it only makes sense that only people with the required skills can use an item/suit/weapon/vehicle with skill requirements.
Now, as mentioned it's not a simple problem to solve since there are lots of skills that can affect the usage of a vehicle but I think that you should only be able to pilot a vehicle if you have ALL the necessary skills, including PG and CPU buffs if required. If you do not have every single required skill leveled enough, you can not get in the pilot seat. Period.
Turrets are different though and anyone should be able to jump in a small turret regardless of skills. It's been previously confirmed that turret damage is calculated using both the owner's and gunner's skills, so that's not a problem. However, if you are in the gunner seat and the pilot bails, the same skill restrictions still apply, so you can't just jump across and drive off unless you have all the requirements.
I know how people love to shoot down real life analogies but try to see is logically - if you don't know how to fly a helicopter, you can't fly a helicopter, even if you find one empty and sitting around asking to be taken. If your enemy had a helicopter and died before he could get in it, you could well go over and claim it for yourself but if you don't know how to fly it, you can't fly it. How does this not make sense? |
Marston VC
SVER True Blood Unclaimed.
100
|
Posted - 2013.03.05 22:02:00 -
[45] - Quote
Its as simple as this. If you dont have the SP, you shouldn't be able to drive it. People steal things like ships in EVE all the time, but that does not mean that they can fly it. How does it make sense that an infantry clone can jump into a multi million isk vehicle and simple "know" how to use it? it doesn't.
CCP should make it so that if you hack a vehicle, its considered yours and a special option comes up. At that point you should have a "re-call vehicle" option which just brings a bollus in to take the captured vehicle back to base. This way you can keep it until you have the skill set to drive it, or you sell it for good money. Either way its win win. This would also solve the problem of blue berries stealing tank drivers tanks as they simply wouldn't be able to jump into the drivers seat. |
Django Quik
R.I.f.t
230
|
Posted - 2013.03.05 22:05:00 -
[46] - Quote
Marston VC wrote:Its as simple as this. If you dont have the SP, you shouldn't be able to drive it. People steal things like ships in EVE all the time, but that does not mean that they can fly it. How does it make sense that an infantry clone can jump into a multi million isk vehicle and simple "know" how to use it? it doesn't.
CCP should make it so that if you hack a vehicle, its considered yours and a special option comes up. At that point you should have a "re-call vehicle" option which just brings a bollus in to take the captured vehicle back to base. This way you can keep it until you have the skill set to drive it, or you sell it for good money. Either way its win win. This would also solve the problem of blue berries stealing tank drivers tanks as they simply wouldn't be able to jump into the drivers seat.
I like it - if you manage to steal an enemy vehicle, you get to keep it as salvage as long as you manage to call in the bolas to remove it safely from the battlefield. |
Nguruthos IX
Kameira Lodge Amarr Empire
70
|
Posted - 2013.03.05 22:38:00 -
[47] - Quote
Django Quik wrote:Marston VC wrote:Its as simple as this. If you dont have the SP, you shouldn't be able to drive it. People steal things like ships in EVE all the time, but that does not mean that they can fly it. How does it make sense that an infantry clone can jump into a multi million isk vehicle and simple "know" how to use it? it doesn't.
CCP should make it so that if you hack a vehicle, its considered yours and a special option comes up. At that point you should have a "re-call vehicle" option which just brings a bollus in to take the captured vehicle back to base. This way you can keep it until you have the skill set to drive it, or you sell it for good money. Either way its win win. This would also solve the problem of blue berries stealing tank drivers tanks as they simply wouldn't be able to jump into the drivers seat. I like it - if you manage to steal an enemy vehicle, you get to keep it as salvage as long as you manage to call in the bolas to remove it safely from the battlefield.
That'd be kind of neat. Also solves the problem for those people who feel vehicles should be returnable, the same way you can swap suits for free at a depot. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
56
|
Posted - 2013.03.07 11:50:00 -
[48] - Quote
I agree with this completely. I was in a match where I called in a Gunlogi, the deployment failed(hit a tower *cring*) the tank was fine(minus some shield) and a blueberry proceeded to jump in the tank and sit there....not move, not turn the turret, just sat there, like a window licker. If he doesn't have the sp invested in the skills, he should not be able to jump into the driver seat. Hell, just make it where they take up one of the gunner positions and the driver seat is not accessible. In eve you can't jump into a ship if you don't have the skills to pilot it, so the same should hold true on dust.... |
Garrett Blacknova
Codex Troopers
1876
|
Posted - 2013.03.07 12:47:00 -
[49] - Quote
Django Quik wrote:I know how people love to shoot down real life analogies but try to see this logically - if you don't know how to fly a helicopter, you can't fly a helicopter, even if you find one empty and sitting around asking to be taken. If your enemy had a helicopter and died before he could get in it, you could well go over and claim it for yourself but if you don't know how to fly it, you can't fly it. How does this not make sense? If you know how to fly a light civilian helicopter (equivalent to Militia gear that you can get WITHOUT skill training), you can get into a Black Hawk or an Apache and, while you're going to have issues, you'll understand enough about the basics to get yourself off the ground and wobble around for a while and get somewhere - even if it's not where you were TRYING to go. If you're lucky, you might even be able to work out enough to get the thing's controls to get it stable and head in the right direction.
If you know how to drive a car, you're probably going to crash a big-rig if you're doing anything more than moving down a straight road without someone helping you to understand the differences between it and your Honda Civic, but you CAN drive it.
And more importantly, I wouldn't know how to build a car, but after my Dad swapped the engine from my Nissan Bluebird into a similarly-sized Nissan Presea which had a damaged engine, I was able to drive the resulting vehicle just fine.
There should be negative modifiers when driving a vehicle that you aren't qualified for. I'm not against the idea that vehicle driver seats should be locked out for people without the relevant Operation skill for the vehicle, but I don't think the fitting requirements need to be met - although there should be penalties if you couldn't fit the vehicle yourself, because as much as I can be a safe driver in a car, my Dad's knowledge of the internal systems gives him a lot of advantages I don't have. |
Django Quik
R.I.f.t
233
|
Posted - 2013.03.07 13:16:00 -
[50] - Quote
Garrett Blacknova wrote:Django Quik wrote:I know how people love to shoot down real life analogies but try to see this logically - if you don't know how to fly a helicopter, you can't fly a helicopter, even if you find one empty and sitting around asking to be taken. If your enemy had a helicopter and died before he could get in it, you could well go over and claim it for yourself but if you don't know how to fly it, you can't fly it. How does this not make sense? If you know how to fly a light civilian helicopter (equivalent to Militia gear that you can get WITHOUT skill training), you can get into a Black Hawk or an Apache and, while you're going to have issues, you'll understand enough about the basics to get yourself off the ground and wobble around for a while and get somewhere - even if it's not where you were TRYING to go. If you're lucky, you might even be able to work out enough to get the thing's controls to get it stable and head in the right direction. If you know how to drive a car, you're probably going to crash a big-rig if you're doing anything more than moving down a straight road without someone helping you to understand the differences between it and your Honda Civic, but you CAN drive it. And more importantly, I wouldn't know how to build a car, but after my Dad swapped the engine from my Nissan Bluebird into a similarly-sized Nissan Presea which had a damaged engine, I was able to drive the resulting vehicle just fine. There should be negative modifiers when driving a vehicle that you aren't qualified for. I'm not against the idea that vehicle driver seats should be locked out for people without the relevant Operation skill for the vehicle, but I don't think the fitting requirements need to be met - although there should be penalties if you couldn't fit the vehicle yourself, because as much as I can be a safe driver in a car, my Dad's knowledge of the internal systems gives him a lot of advantages I don't have.
Good points Garrett but I respectfully disagree. I can drive a car but I know for a fact I'm not going to have a clue how to even get a big-rig in gear. I also know how to fly light 2 seater aircraft but there's no way in hell I could pilot a jet even a little bit. As for the modules side of things, let's assume these aren't as simple as just push a button to activate and you need to learn the skills to use them - it's the same story really. I could get in a stealth bomber but even if I knew how to fly the thing, I wouldn't know how to activate the stealth modules. |
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Mortedeamor
Wraith Shadow Guards
3
|
Posted - 2013.03.07 13:24:00 -
[51] - Quote
Nguruthos IX wrote:Once eve can inject ISK into dust you may fully realize this problem.
Currently only the vehicle owner is required to have the millions of SP invested in a Tank/Drop-ship and the SP for modules to unlock them or skills to reduce power grid and even fit those modules.
What this means is that a play with enough ISK could hypothetically call in 15 proto tanks, and roll a match when all brand new players that have not allocated a single skill point.
Surely there should be a few lines of code in the vehicle objects which when created initialize a variable for vehicleOwner. And this should be used to prevent anyone who is not the owner from driving/piloting the ship. Unless you want to check against the SP of every person trying to get inside the driver seat, I think this is a solid short hand solution which guarantees only the player with the appropriate skills can use the vehicle.
However if an enemy hacks the vehicle for all practical purposes this should go out the window or else there would be no point in hacking a vehicle.
Your thoughts?
i do agree i am a regular tanker and this is an issue however it is not quiet as small as that dropship pilots have found using spawn dropships is impossible in such game because the unskill will never leave the dropship i.e no one can spawn also people hopping in my 1.5 mill tank and driving it off blowing it up within minute because they are ******** my solution for these issues including lavs as well there has been ttalk limiting entry to vehichles to your squad this wont work and is impractical to the game however puttting in an alternate menu for the vehichle owner to access for ex L2 L3 combo where you can lock the driver seat to only corp member (because if a subordinate steals a tank in your corp you can deal with and appropriate actions can be taken and also should list the seats and players in the and give you an option to toss them out ...probably would want t put an automatic protocol on dropship kick that forces them to inertial dampener |
Mortedeamor
Wraith Shadow Guards
3
|
Posted - 2013.03.07 13:28:00 -
[52] - Quote
and if your a medic running a mobile medic lav you have to worry about a blueberry driving off every time you hop out to heal a teammate and for those who run nice lavs that is the worst being able to lock you car is only logical the kick option is more with the thoughts of dropships and scared blueberries also if you have a corp member who needs to sit in your proto turent and a blueberry who cant shoot is sitting in it you cans eject him same for a guy taking your tank if i was a im a tanker merc if a nontanker merc hops in my tank and decides to be cruel i should be able to rip him out by is neck as i would in real life |
Iron Wolf Saber
BetaMax.
3020
|
Posted - 2013.03.07 13:45:00 -
[53] - Quote
How to fix.
Give the tank bonuses on the hull.
If skill lvl = 0 then bonus = 0
As for modules that are above player's skill take it out on the shields armor and damage outpout.
IE every 1 cpu over = 10 less shields Every 1 GP over = 10 less armor (mass remains) Every skill level under for module use = 1% less output damage and 1% less repair rates
Lore wise, you're pre-programmed to do anything an immortal soldier is expected you have 'some clue' on operation. |
Garrett Blacknova
Codex Troopers
1877
|
Posted - 2013.03.07 14:28:00 -
[54] - Quote
Django Quik wrote:I could get in a stealth bomber but even if I knew how to fly the thing, I wouldn't know how to activate the stealth modules. I can't even fly a civilian plane, but I know from way too much time studying physics that the "stealth modules" in almost every stealth plane ever built are almost entirely passive. The paint absorbs radio waves (much like black paint absorbs most visible light) to reduce the plane's radar signature, and the engines are designed to dissipate the heat that would normally be used for infra-red tracking. If you know how to raise landing gear, and can figure out how to NOT open the bay doors if you're flying a bomber, then you actually DO know how to "activate the stealth modules" on that plane.
And if a module is as simple as being "on" or "off" (like almost every single active module in the game so far), and the module has a civilian variant that anyone can operate, it's reasonable to expect that high-end versions of the same technology, which also operate on a simple on/off principle will have at least similar, if not the same, controls to activate them.
I think, as I've said, there should be penalties for using something you wouldn't be able to fit for yourself.
I can see your point about modules, though.
Lets look at a possible fitting someone could create:
Sagaris Militia Blaster main turret. Proto Missile Turrets. Passive Proto Modules buffing the Missile damage. Militia Active Armour Repairer.
The driver could logically be assumed to only need the skills to operate the Sagaris hull, because the only modules built into the tank that aren't Militia level are specifically geared towards Missile weapons, and won't affect anything the driver actually operates for him- or herself. But making the game look that in-depth into things would be horribly complex, whereas a simple hull-based skill check would be a good enough check for most purposes. Usually, players skill into the turrets and modules they intend to use BEFORE reaching the same tier of vehicle skills. It's possible that it would be good to require the relevant skills for the vehicle hull AND any driver/pilot-operated weapons. Maybe even active modules, or everything but the passenger-operated weaponry. But I don't think a player should be required to have the fitting-based skills required to pilot someone else's vehicle.
And you can fly a civilian plane. Can you build, for yourself, or even accurately describe all the internal mechanisms inside, the best plane you're qualified to fly? If not, that supports the "shouldn't need to be capable of fitting" argument. Can you fly planes you don't own? Are there any planes you've never tried to fly which you'd be able to hop into and fly competently (not necessarily well enough to pull stunts or anything) because they handle similarly enough to a plane you've flown before? Because if so, that supports it as well, and supports the idea that, when looking at better models of the same type of design, you should be able to jump in and use it - even if you can't use it to its full capability. |
Django Quik
R.I.f.t
234
|
Posted - 2013.03.07 18:03:00 -
[55] - Quote
Okay, I concede your logic Garrett - it all makes good sense, at least on the fittings side.
Someone else has fitted the vehicle and used their skills to get the correct PG and CPU levels and whatnot, so those can be taken out of this equation. Creating penalties but still allowing use would be pretty complex and I think unnecessary.
In order to pilot any vehicle, you should have at least 1 level in the relevant piloting skill (LAVs, HAVs, Marauders, Dropships).
If active modules are fitted that aren't totally skilled up to, those modules should be unable to be activated but passive ones should remain.
Hmm, I dunno actually... thinking about it, fitting a module to your own vehicle that you haven't skilled up to yet means you can't deploy that vehicle into the battlefield at all. Because of this I'm still tempted to say that to pilot a vehicle at all you need every required skill level for all modules and fittings (PG and CPU excluded). |
Garrett Blacknova
Codex Troopers
1879
|
Posted - 2013.03.07 18:14:00 -
[56] - Quote
Django Quik wrote:Okay, I concede your logic Garrett - it all makes good sense, at least on the fittings side.
Someone else has fitted the vehicle and used their skills to get the correct PG and CPU levels and whatnot, so those can be taken out of this equation. Creating penalties but still allowing use would be pretty complex and I think unnecessary.
In order to pilot any vehicle, you should have at least 1 level in the relevant piloting skill (LAVs, HAVs, Marauders, Dropships).
If active modules are fitted that aren't totally skilled up to, those modules should be unable to be activated but passive ones should remain.
Hmm, I dunno actually... thinking about it, fitting a module to your own vehicle that you haven't skilled up to yet means you can't deploy that vehicle into the battlefield at all. Because of this I'm still tempted to say that to pilot a vehicle at all you need every required skill level for all modules and fittings (PG and CPU excluded). To call the vehicle in, you need to have built it first. If you've DESIGNED it, but aren't capable of actually getting the design to work, you can't call it in because it only exists as an incomplete concept. Once you've put it together, it's reasonable to hand the keys to someone else... unless they're a terrible driver.
I like the idea of letting someone drive, but barring them from activating modules they aren't skilled into. That would be a good way to encourage someone to jump OUT of the driver's seat when they realise "but if I can't use that, I'm going to die!" |
Nguruthos IX
Kameira Lodge Amarr Empire
79
|
Posted - 2013.03.07 19:44:00 -
[57] - Quote
Garrett Blacknova wrote:Django Quik wrote:Okay, I concede your logic Garrett - it all makes good sense, at least on the fittings side.
Someone else has fitted the vehicle and used their skills to get the correct PG and CPU levels and whatnot, so those can be taken out of this equation. Creating penalties but still allowing use would be pretty complex and I think unnecessary.
In order to pilot any vehicle, you should have at least 1 level in the relevant piloting skill (LAVs, HAVs, Marauders, Dropships).
If active modules are fitted that aren't totally skilled up to, those modules should be unable to be activated but passive ones should remain.
Hmm, I dunno actually... thinking about it, fitting a module to your own vehicle that you haven't skilled up to yet means you can't deploy that vehicle into the battlefield at all. Because of this I'm still tempted to say that to pilot a vehicle at all you need every required skill level for all modules and fittings (PG and CPU excluded). To call the vehicle in, you need to have built it first. If you've DESIGNED it, but aren't capable of actually getting the design to work, you can't call it in because it only exists as an incomplete concept. Once you've put it together, it's reasonable to hand the keys to someone else... unless they're a terrible driver. I like the idea of letting someone drive, but barring them from activating modules they aren't skilled into. That would be a good way to encourage someone to jump OUT of the driver's seat when they realise "but if I can't use that, I'm going to die!"
"Ohhhh a shiney vehicle I've never driven, but oh no! I don't see access to any modules, I'd better hop out" ~ No one ever
You know damn well every blueberry in the world would neither get the hint, nor abide to exit the vehicle if asked directly. They'll just try to derp around in it and watch the funny explosion. |
gbghg
L.O.T.I.S. Legacy Rising
545
|
Posted - 2013.03.07 19:58:00 -
[58] - Quote
A'Real Fury wrote: OK my suggestion for dropships would be the pilot and dropship actually drop from the warbarge rather than calling it in from the ground. I suppose you could do the same with tanks but I believe if you do then there should be ground turrets , in ambush as well as the other game modes, that players can use to knock the tanks out of the air before they can land.
I want this, makes way more sense for dropships to be deployed from the MCC and helps us avoid the RDV fest at the start of every match.
But as Nguruthos IX said, blueberries just want to watch the world burn. |
Garrett Blacknova
Codex Troopers
1880
|
Posted - 2013.03.07 20:16:00 -
[59] - Quote
Nguruthos IX wrote:"Ohhhh a shiney vehicle I've never driven, but oh no! I don't see access to any modules, I'd better hop out" ~ No one ever
You know damn well every blueberry in the world would neither get the hint, nor abide to exit the vehicle if asked directly. They'll just try to derp around in it and watch the funny explosion. What if it was "Ohhh a shiny vehicle. Ooooh, modules.Why are they greyed out? Why can't I use this vehicle properly? It's stupid!" instead?
Being shown a toy and not given the option to play with it makes noobs move on surprisingly often. They may end up rage-quitting the tank instead of moving to a (slightly) more useful gunner position, but it's still an improvement. |
Nguruthos IX
Kameira Lodge Amarr Empire
81
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Posted - 2013.03.07 21:11:00 -
[60] - Quote
Garrett Blacknova wrote:Nguruthos IX wrote:"Ohhhh a shiney vehicle I've never driven, but oh no! I don't see access to any modules, I'd better hop out" ~ No one ever
You know damn well every blueberry in the world would neither get the hint, nor abide to exit the vehicle if asked directly. They'll just try to derp around in it and watch the funny explosion. What if it was "Ohhh a shiny vehicle. Ooooh, modules.Why are they greyed out? Why can't I use this vehicle properly? It's stupid!" instead? Being shown a toy and not given the option to play with it makes noobs move on surprisingly often. They may end up rage-quitting the tank instead of moving to a (slightly) more useful gunner position, but it's still an improvement.
No because as far as they're concerned they don't know anything about vehicle mods and are more interested in simply testing the mechanics of say, flight. Which is great. Just not in my dropship. Buy your own and crash it 10x before you learn what you're doing.
Trust me, greyd modules would not deter use one bit. |
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