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Vyzion Eyri
The Southern Legion
207
|
Posted - 2013.03.05 11:06:00 -
[1] - Quote
To be able to consider a suitable system for acquiring dropship WP, we must understand the fundamental roles of a dropship and its pilot. It is generally accepted that a dropship is easily destroyed by advanced AV equipment; even militia gear can harass a well fit dropship effectively. Therefore, the first and foremost role of the pilot is keeping the dropship alive. I have suggested WP for survival, however that didnGÇÖt seem to go down too well, and from this IGÇÖve realized that, and am quite proud that, pilots will stand eye to eye with the risk of destruction if it means a few glorious minutes of doing their job.
In fact, all the suggestions for an effective WP system for dropships have already been mentioned, and reading through for the past few months, these are the ideas that have really stuck.
Therefore, the following is simply a compilation of many different ideas from many different people, perhaps not all pilots, but all definitely dedicated to the success of the game. I doubt anything here is truly an original idea of my own, besides perhaps how IGÇÖve ordered things.
1) Disruption A main role of the dropship is disruption. This ranges from providing covering fire, causing enemies attentions to be distracted, diverting enemy movement, destroying turrets and other installations, defending objectives and even harassing enemy HAVs. Currently, the only WP we pilots gain from disruption is Vehicle Kill Assist points. This simply does not reflect the risk a pilot is going through when engaging enemies or hostile turrets/vehicles in the midst of battle. To address this:
-Pilot Assist WP: Vehicle Kill Assist WP should be altered to Pilot Assist for pilots (can be applied to all vehicles). The pilot plays a vital role, the vital role, of bearing the responsibility for the vehicle itself as well as its passengers at any given time. They are not passengers who are simply hoping on for some free WP after a rough haul. There should be recognition of their actions, since they can turn the tide of a battle and, if enough battles are turned, perhaps the whole war. Pilot Assist points should be the exact number of points the gunner acquires for performing any actions that acquires WP. Perhaps an exception should be tanks, whose pilots wield a giant kittening turret of their own.
2) Deployment One of the most widely acknowledged, but least performed roles (currently) of the dropship is to deploy troops rapidly and en masse upon a single point in the map. This is due to the lack of incentive when weighed against the risk. The skies of New EdenGÇÖs planets are unpredictable at best. Losing a full dropship of blueberries because of one unaccounted railgun tank hiding in the hills is always possible. To provide incentive that outweighs this loss, there must be more than a simple WP acquisition.
-Ejection Feature: Drawing on ideas of many previous pilots, the eject button. However, this is altered slightly. The ability for a pilot to eject all passengers only becomes available when the dropship is at 0 shields and 0 armour, and is in the stage where control is lost, the only possibility being explosion. This allows the pilot to fulfill his responsibility for the safety of the passengers sitting inside, unaware of the dangers swirling around the battlefield. More pilots will take their ships out to hot drop zones if they know that if worse comes to worse, they can eject a full ship of blueberries onto the battlefield relatively safely.
-Deployment GÇ£GoGÇ¥ light feature: Pvt Numnutz explains it quite nicely here https://forums.dust514.com/default.aspx?g=posts&t=57803
-Dropship GÇÿdoorsGÇÖ: Currently, we donGÇÖt exactly have any true control over them. It would be nice if we did. The effects could be as followed: Dropship doors open: Passengers can enter/exit. Gunners have full maneuverability of turrets. Gunners have unimpeded vision. Gunners are unprotected. Dropship is slightly more unstable in flight.
Dropship doors closed: Passengers may not enter/exit, but may switch seats. Turrets have restricted maneuverability. Gunners are protected (headshots could still be viable, if not too hard to implement). Gunners have limited vision. Dropship more stable, perhaps faster in flight; more aerodynamic.
-Deployment WP: 5 WP for deployment/ejection, with a cap of 200, with the WP amounts counting towards the cap resetting every x minutes. Of course, deploying blueberries back at the MCC as opposed to a safe area that can easily be used to provide covering fire over a contested letter are very different things.
-Deployment Assist WP: Once again using an idea thought up by fellow pilots, pilots should acquire WP for the actions performed by deployed mercenaries. 10 WP per kill, 20WP for hacking neutral objectives, 20WP for hacking enemy objectives, 30WP for stopping enemy virus uploads to objectives, and 30WP for vehicle destruction. There should be a time limit of around 30 seconds for these actions to count towards points for the dropship.
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Vyzion Eyri
The Southern Legion
207
|
Posted - 2013.03.05 11:06:00 -
[2] - Quote
3) Designation Okay, okay. I wanted to continue the alliteration. Basically, this is for pilots whoGÇÖve installed CRUs on their ships. To be able to have a mobile spawn point to designate is invaluable. For pilots who go the extra mile, who sacrifice tanking and increase the risks, who increase the responsibility and really want to challenge their own skills, the rewards should be greater.
-Designation WP: +15 WP per spawn into a vehicle with a CRU, with a cap of 105 WP, resetting in 2x minutes once the cap is reached. Therefore, this cap differs from the deployment WP cap in that it begins its reset countdown of 2x minutes only once the cap is met, instead of having a set reset time every x minutes.
With this system, a pilot gains less points from being designated as a spawn point than deploying. This, hopefully, forces pilots to consider their role. Whilst safety is always important, having a mobile spawn point is useless if we circle the base in our safe zone.
4) Additional features
-Flight instruments GÇô Dropship HUD: If we had attitude indicators, speed indicators (m/s?) and altimeters, things would become so much more fun, not to mention immersive. ItGÇÖd make precise maneuvers possible, eliminating much guesswork. WeGÇÖd be able to understand to a greater, more A pilot has much to keep his mind on, and some instruments to ease the task would be blissful. I wouldnGÇÖt mind if dropships werenGÇÖt given some bonus hp if we had flight instruments.
-Counter measures: IGÇÖll expand slightly on the idea thatGÇÖs been everywhere. I read it everywhere. Everywhere! Passive and active countermeasures would make the skies so much more extraordinary to gaze at. I can just imagine the heavy stop firing at a shotgun scout as they both look up to see a camouflaged dropship explode, another one burst through its flaming ruins, deploying flares to redirect swarms into an enemy dropshipGǪ marvelous.
So, firstly, what all pilots have wanted in countermeasures:
Active countermeasures in the form of active modules, launching whatever must be launched to misdirect swarm missiles. Also hoped for are active modules which engage cloaking capabilities, probably at the cost of some degree of shields reduction and long cooldowns, which hide the dropship from view.
In addition to this, passive countermeasures in the form of radar-absorbent paint and camouflage patterns, would definitely be beneficial. If paint was allowed to be applied for such tactical reasonsGǪ gosh, IGÇÖm drooling. Another possibility for countermeasures, if it does seem overpowered, is to have flare turrets. Gunners fire these countermeasures against swarms. Perhaps some WP may have to be awarded to keep the gunner entertained. - This is a work in progress; which was started when the first pilots took to the skies of New EdenGÇÖs planets. I am merely trying to put everything together and see how it all works out.
Once again, this is not my work; credits go to all dropship pilots. |
Vyzion Eyri
The Southern Legion
207
|
Posted - 2013.03.05 11:07:00 -
[3] - Quote
To change/add to this work:
Changes: Quote the part you want to change, then post your edited version below.
Additions: Quote where you want to insert your addition, highlighting the exact area with an asterisk (*), then post your addition below the quote.
Suggestion/Feedback/Comments: Post as many as you would like.
_________________________
IGÇÖve never done something like this before, and I donGÇÖt think IGÇÖve seen something like this either. If this reaches completion, where as many pilots is satisfied with it as possible, perhaps I will create the complete version in the request section of the forum.
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Vyzion Eyri
The Southern Legion
210
|
Posted - 2013.03.05 21:28:00 -
[4] - Quote
Edits:
v0.1 Added Dropship Handling; acceleration, under Additional features Added Vehicle Assist WP, under Disruption Added Unique Turrets, under Disruption Underlined/bolded important points Centred headers Edited suggestions/feedback/comments Updated title Shortened introduction
-
All opinions are welcome; I'll only be refusing to add obvious rubbish.
It's up to you guys to decide what stays and what goes, or is altered slightly. |
Vyzion Eyri
The Southern Legion
214
|
Posted - 2013.03.06 06:51:00 -
[5] - Quote
v0.15 Replaced my countermeasures with Hunter Junko's.
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Stupidly, I forgot to reserve some more spots. I'm running out of character space, so perhaps someone could find something to change/delete from this compilation? Is anything here not worth it? I don't see anything, but then again, the devil does not notice its own evil, even when it makes up its name.
But seriously, I don't think the proposed WP system and features list is perfected yet... is it? |
Vyzion Eyri
The Southern Legion
217
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Posted - 2013.03.06 11:16:00 -
[6] - Quote
Just a thought:
I was thinking perhaps remove designation WP altogether, and increase the amount of WP gained from deployment and disruption.
Gaining WP for people spawning in, I feel, will encourage a pilot to fly extremely cautiously, bordering on the point of probably being considered cowardly, until the cap for designation WP is hit, then progress to accumulate deployment or disruption WP. This shouldn't be the case. I feel now that perhaps spawning into a dropship shouldn't be rewarded. It would detract from the element of surprise and speed that are a dropships most potent weapons. Fly in, leave burning flames and dead clones, then fly out. Hard and fast. Also, I feel as if it's forcing people to spec into the Logistics dropships or buy a CRU, limiting their fitting capabilities, just for some extra points. I don't like that.
The reason I included it was because it seemed popular, but.... Warpoints from spawning, now that I think about it, doesn't exactly reward the more effective style of dropship usage.
Opinions on this?
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Vyzion Eyri
The Southern Legion
228
|
Posted - 2013.03.06 21:30:00 -
[7] - Quote
v0.30 Removed "Ejection Feature" and expanded on Deployment "Go" light Combined "Go" light feature with Dropship 'doors' feature Removed "Designation WP"
Vyzion Eyri wrote:Designation WP: +15 WP per spawn into a vehicle with a CRU, with a cap of 105 WP, resetting in 2x minutes once the cap is reached. Therefore, this cap differs from the deployment WP cap in that it begins its reset countdown of 2x minutes only once the cap is met, instead of having a set reset time every x minutes. Changed "Pilot Assist WP" to "Disruption WP" Increased WP from deployment/ejection from 5 to 10 Increased Deployment WP cap from 200 to 320 Added "Alternative Systems" section for bigger contributions from pilots Added link to Hunter Junko's WP system to Alternative Systems
___
It's not looking too bad so far.
@martinofski:
I'm unsure about implementing a 'hover' feature; if we can get out dropships to automatically hover, what's to stop us from making it automatically fly? And personally as a pilot, I don't mind being stuck on the controls until I either leave my dropship or my dropship explodes. It feels good, piloting a dropship. I'm happy to let my gunners gun. Also, being shot out of a gunner seat and leaving my dropship hovering in the air like Yoda's hamburger, ready to be devoured, isn't appealing.
However, other pilots may agree with you. I leave it up to them. |
Vyzion Eyri
The Southern Legion
229
|
Posted - 2013.03.07 02:43:00 -
[8] - Quote
iceyburnz wrote:Isn't there a features and idea section of the forum.
*checks*
Yes. Yes there is.
*nods to himself*
Requests and feedback. This is a discussion of a possible request; incomplete. Hence the work in progress. |
Vyzion Eyri
The Southern Legion
233
|
Posted - 2013.03.08 11:44:00 -
[9] - Quote
v0.40
Re-ordered sections into WP SYSTEMS and FEATURES, for ease of discussion. Added HANDLING ALTERATIONS section. Rearranged content accordingly to fit into above sections Removed "Unique Turrets" Removed list of Hunter Junko's countermeasures in favour of a link to his post for space Updated acceleration proposal based on Buster Friently's suggestion Added First Person View to Handling Alterations Added Camera Control to Handling Alterations Added Control device customisation to Handling Alterations
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Looking good. If pilots want to post their dream WP system, we could use the differences between all of our decisions and opinions to find the perfect system that we would all be happy with.
Or simply point out something that really appeals to you, or a flaw, in my system, so I know when I'm re-reading over and over what to keep and what to remove.
This thread was started initially to create something I could put in the Requests section for CCP to read and eventually utilise. I now realise that whilst it may not be the case, since CCP has probably been reading our dropship threads and constructing their own awesome upgrades, this thread can serve another purpose.
To remind us of who we are, my fellow pilots. We are no slaves, bound to transport squads to battle zones. We are no barbarians, flying fellow bloodthirsty mercenaries over the battlefield to slay enemies. We are not even mercenaries, married to war and fueled by ISK! We are PILOTS! Free as the birds we fly with, serene as the skies that we fly through, calm as the air that does not stir over the raging battle below.
We will rise and rise again, until dropships become DRAGONS! - Quote modified from original in the movie Robin Hood. |
Vyzion Eyri
The Southern Legion
233
|
Posted - 2013.03.08 13:42:00 -
[10] - Quote
KalOfTheRathi wrote:Would one of you consistent DS pilots answer a question for me?
If you are the Squad Leader and set the Defense Order on your DS how do you do for WP over a Skirmish?
And if you have the resources to experiment, how does it work out if you have a Ground Merc be the Squad Leader and they set the Orders?
My experience is mostly with HAVs but Squad Orders can dramatically increase the WP rewards as you already know. The problem is, of course, the Driver (or in your case, Pilot) has little time available to deal with Squad Leader duties. The OP made me wonder if there was Any way to compensate for it. The Ground based SL for a HAV does fine as does the Driver. Since there seems to be little to no reward for the Pilots the same may not be true for a Drop Ship squad.
I will watch this thread if any of you should try it. Or post your results in the Training Ground would work as well.
The thing is, we as pilots are unclear as to what role exactly we're meant to play. WP is gained when gunners get points and if we flatten people, but why only then?
That's the same as a tank or LAV, which are, as their name suggests, attack vehicles. Our craft are not Aerial Attack Vehicles, we're dropships. Our DSs are not intended for such barbaric purposes.
Squad orders increase our war point gain slightly, and on a good game, this is dramatic. But what is a good game currently?
Flying in circles, not getting blown up, and having giant blobs of red that gunners can go wild on.
Besides flying, it sounds exactly like what a tank or LAV would want to do.
So what we actually want is not more WP, but recognition in the form of WP for doing what dropships are meant to do: drop ****.
and @Eterne: thanks, I suppose. |
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Vyzion Eyri
The Southern Legion
237
|
Posted - 2013.03.08 22:29:00 -
[11] - Quote
That might be the wrong link. |
Vyzion Eyri
The Southern Legion
239
|
Posted - 2013.03.09 21:58:00 -
[12] - Quote
v0.45 Linked gbghg's threat detection proposal to his thread here: https://forums.dust514.com/default.aspx?g=posts&t=62795&find=unread Added, as a precursor to the Deployment WP section, this thread: https://forums.dust514.com/default.aspx?g=posts&t=62875&find=unread Added Deployable Equipment Altered conclusion slightly as previously it stated I may move the thread to the request section upon completion of the thread, but Eterne did so already. Changed "How to make your own changes/additions" to "Feel free to make your own changes/additions"
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Note the last point. Once again, dear pilots, I wish to reiterate that our voices should not be snatched by the wind and unheard UNLESS we're flying with the top down.
I want opinions, feedback, hate, anything to show me where this thread lies on your "What dropships need" compass. Whether the needle is pointing directly at this thread, or somewhere else, tell me what I must change to alter magnetisation of your needle to make it point here. |
Vyzion Eyri
The Legion Academy
240
|
Posted - 2013.03.10 11:00:00 -
[13] - Quote
Maybe the system is perfect and the pilot community have no further suggestions. :D |
Vyzion Eyri
The Legion Academy
297
|
Posted - 2013.03.15 22:05:00 -
[14] - Quote
Alternative WP System Focusing on the role of Deployment
Given that I've been seeing more and more awareness of the proper usage of A-V, it has become harder to use the dropship as a truly disruptive vehicle. Stay in one area of the airspace for too long and swarms, forges and turrets swivel to you for some free war points. Perhaps, then, there needs to be a system where there is only rewards for actions involving the dropping of troops.
The following system is slightly modified from the original Deployment WP system I had in the OP, however boosted a little bit to account for the fact that Disruption WP is removed.
- Deployment WP:
5WP for every mercenary deployed. 10WP for deployment near a hackable installation. 15WP for deployment near NULL Cannons.
- Deployment Assist WP:
After a mercenary(ies) is deployed, the dropship pilot should acquire Deployment Assist WP for the next full minute. 10WP per kill/hacking installations. 15WP for vehicle/turret destruction. 20WP for hacking NULL cannons.
- Savior WP:
10WP when someone enters your dropship and has taken damage from enemy fire in the last 5 seconds.
WP Cap:When a pilot gains 150WP from deployment WP, WP gain stops for one minute as a cooldown.
- Failed Deployment WP:
-10WP if a mercenary is killed 5 seconds after he/she is dropped. This does not include falling to death. I'm hoping this penalty ensures pilots are thinking before dropping their troops into a hot zone.
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Vyzion Eyri
The Legion Academy
333
|
Posted - 2013.03.19 09:43:00 -
[15] - Quote
v0.55 Added "Rally WP System" to Alternative WP systems Linked Pvt Numnutz' "Defensive Turrets" idea to Features->Countermeasures Changed "Savior WP" within the "Deployment WP System" to "(Tactical) Extraction WP" _____
Combining Bojo The Mighty's post here https://forums.dust514.com/default.aspx?g=posts&m=620980#post620980 With PVt Numnutz' WP system here https://forums.dust514.com/default.aspx?g=posts&m=627631#post627631 I've formulated another possible WP system.
The 'Rally' Squad-based WP system.
This, I thought, wouldn't be viable with such small squads that we have currently. However, the advent of 6 man squads means a full squad can occupy one dropship. This is amazing and I salivate at the thought of it; with this many people per squad, it should promote the requirement of dropship pilots within a squad for usage as a rallying point/transport vehicle exclusively by that one squad.
Furthermore, the Rally command is probably the least used of all squad commands out there. The only person who I've seen use it to some effectiveness is Bojo himself; I'm not surprised it was he who suggested implementing a system like this. Turning this command into something useful will actually give the squad leader something else to think about besides placing a defend order on the best FPS player in the squad to rack up points.
Here we go.
- Rally WP:
10WP gained per mercenary deployment at a location marked with the Rally squad command.
-An additional 10WP per mercenary deployed is gained if a mercenary deployed survives for one minute or until the mercenary travels out of range of the Rally command.
So if a full squad is deployed (bar the pilot), and survives until the given conditions are met, a pilot gains 100WP.
-10WP gained per mercenary extracted at a location marked with the Rally squad command. Mercenaries extracted must have not been in the dropship for more than one minute before WP is acquired for extraction.
Imagine, for instance, a situation where B is under heavy assault and C is relatively quiet. The distance between the two is great, however, and to traverse from C to B will leave C defenseless for a great amount of time. The squad leader at C places a rally command on the ground at C, and once picked up sets it at C. The dropship can carry the squad from C to B, picking up 5 members of the the beleaguered squad at B and taking them back to C for a respite.
In total, if all mercenaries survive deployment, 150WP.
- WP Cap: I will not implement an actual WP cap on this system.
The restricting components is the necessity for a mercenary to have been out of the dropship for at least a minute, as well as the requirement for a squad leader to have the Rally location marked.
____
Feedback is always welcome! Thanks for the support, guys. I'm worried this thread will become redundant because the next major update to DUST might already include a new system that will make dropship pilots very happy (I have faith in CCP), but it was nevertheless very fun creating this thread and constantly expanding it. |
Vyzion Eyri
The Legion Academy
335
|
Posted - 2013.03.19 21:16:00 -
[16] - Quote
I think that's the wrong link :P |
Vyzion Eyri
The Legion Academy
343
|
Posted - 2013.03.21 12:05:00 -
[17] - Quote
v0.60 Added Further Reading. Reintroduced Designation WP as an alternative WP system.
_____
There is less incentive to specialise into Logistics-class dropships than there is to jump in front of a 2 million blaster tank wielding an empty scrambler pistol.
Why? I personally believe it's because the reduction in stats. overcompensates for the addition of an on-board CRU.
Therefore, to account for this:
The Designation WP System A moving spawn point is a good spawn point
For those pilots who believe their skills are truly honed to perfection, those pilots who believe that there is nothing more glorious than deploying a rain of mercenaries onto a crucial flanking position in the battlefield, this system will reward you.
You are the pilot who has given up a high-powered module slot for a mobile CRU, or else went the extra mile to skill into Logistics-class dropships. [list]
Team Spawn WP: 25WP for each person to spawn into your dropship, with a cap of 125WP (5 passengers) which resets after ALL of those 5 passengers have exited the dropship.
If this is too difficult to implement, then perhaps a cap of 250WP which resets every 3 minutes will suffice.
Designation WP: When a mercenary spawns into your dropship, and your dropship has taken damage in the last 30 seconds, you gain 30WP. There is no cap to designation WP; the requirement of being targetted by AV should cause pilots to fly cautiously enough.
_____
If anyone has other cool dropship threads to add to further reading, feel free to link them. I've got a few scattered through my OP already; but I can't have seen them all.
Also, the Rally WP system, along with this Designation system, are probably not perfect. Feedback on them would be welcome.
And as always, any new suggestions would be great!
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Vyzion Eyri
The Legion Academy
344
|
Posted - 2013.03.22 11:33:00 -
[18] - Quote
v0.65 Added "Landing Skids" to features. Added link to Hunter Junko's ENCDCU idea to countermeasures. Added Squad-oriented WP System
__
Squad-oriented WP System Making the dropship a part of the squad
Whilst we have discussed numerous systems which provide incentive to pilots, we have forgotten the incentive to keep squad members thinking about where a dropship is, how long it takes to get them out, how soon it can provide covering fire, etc.
Teammates currently do not see the dropship as the rapid infantry transport it is. They see it as a flying brick which shoots, and they want to shoot from a flying brick because that's cool. This should not be the case. Therefore;
- Infiltration WP: If a squad member performs any action which is detrimental (hacking enemy installations, NULL cannons, kills, assists) to the enemy one minute after being deployed by a dropship, they gain an extra 25% WP.
- Infiltration Assist WP: Pilots gain half the amount (12.5%) of WP that is gained by Infiltration WP.
- Full Fury WP: If a full squad (bar the pilot) deploys from a dropship within 5 seconds of each other, all members gain 20WP.
Note: the squad must be deployed WITHIN 70M (inside AR range) of an enemy installation/letter/mercenary to gain Full Fury WP.
Full Fury WP has a cap of 100WP, which resets every minute.
- The Messenger: Pilots gained 75% of WP gained from Full Fury WP.
___
Lol. I've been getting bored making up objective names; hence 'full fury' and 'the messenger'. I feel they're sufficiently appropriate.
Also, the Landing Skids feature hasn't really been developed by me much. If there's anything to add, post here and it'll be added.
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Vyzion Eyri
The Southern Legion RISE of LEGION
469
|
Posted - 2013.04.13 03:17:00 -
[19] - Quote
Bump.
If you guys have seen any threads worth adding to the "Further Reading" section that I haven't added already, please post them up.
And of course, any and all new ideas are welcome.
Lets get all our ideas out before Uprising comes along, just to remind CCP about dropships, in case they've forgotten about us. Not that that's possible... right? |
Vyzion Eyri
The Southern Legion RISE of LEGION
805
|
Posted - 2013.07.06 00:37:00 -
[20] - Quote
Bump, 'cause I feel all ideas still apply to current dropships.
Removed the Work in Progress tag because it's not a work in progress. There's plenty of stuff here to go with.
Further feedback and links to add to my Further Reading list are welcome.
|
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Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.05 22:37:00 -
[21] - Quote
Bojo The Mighty wrote: We need to revive this: V1.0 or something, because the time for the dropship is returning ~Fly High Condors~
Agreed. Any and all pilots, invite all your other piloting friends to contribute. Even if it's just thread links for 'Further Reading', we'll make this thread a formidable front which Wolfman must surely consider when overhauling vehicles.
All your ideas are welcome. Challenge my ideas too, if you wish. I'm sure there're some flaws in them. |
Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.06 07:51:00 -
[22] - Quote
v1.0 Removed fluff Moved disruption and deployment WP systems to a separate linked post Replaced with the WP system preferred by current pilots: focused on mCRUs and passengers entering dropship Removed 'dropship doors' feature Updated landing skids feature Updated 'integrated afterburners' feature merged 'handling alterations' into 'features', since handling has already been visited in Uprising and I doubt (hope) they won't change it again soon
- The below WP systems were my preferred choices, however now I realise they're probably difficult to implement, so I've changed the OP system to a simple spawn WP system.
1) Disruption
A main role of the dropship is disruption. This ranges from providing covering fire, causing enemies attentions to be distracted, diverting enemy movement, destroying turrets and other installations, defending objectives and even harassing enemy HAVs. Currently, the only WP we pilots gain from disruption is Vehicle Kill Assist points. This simply does not reflect the risk a pilot is going through when engaging enemies or hostile turrets/vehicles in the midst of battle. To address this:
- Disruption WP: Vehicle Kill Assist WP should be altered to Disruption WP for pilots (can be applied to all vehicles). The pilot plays a vital role, the vital role, of bearing the responsibility for the vehicle itself as well as its passengers at any given time. They are not passengers who are simply hoping on for some free WP after a rough haul. There should be recognition of their actions, since they can turn the tide of a battle and, if enough battles are turned, perhaps the whole war. Disruption points should be the exact number of points the gunner acquires for performing any actions that acquires WP. Perhaps an exception should be tanks, whose pilots wield a giant kittening turret of their own.
- Vehicle Assist WP: Dropships are scarce, and dropships outfitted with shield transporters(STs) and remote armour repairers (RARs) are more rare than a blue moon. Where is the incentive!? My suggestion:
Increase effectiveness of STs and RARs Increase cooldowns Have a fixed amount of WP given per use. (+20?)
I've listed this under Disruption because it also contributes to the unbalancing of the enemy team. Suddenly, when they think they've annihilated that pesky armour tank, its armour is back to 30% and its shields are up to 60%, and they've already switched back to assault rifles. Hence, their flow of play is disrupted.
2) DeploymentAs for how important this is, read this thread here. These pilots had no knowledge of this thread, I'm assuming, and came up with the main role of a dropship on their own: transportation. We NEED incentive to do it. One of the most widely acknowledged, but least performed roles (currently) of the dropship is to deploy troops rapidly and en masse upon a single point in the map. This is due to the lack of incentive when weighed against the risk. The skies of New EdenGÇÖs planets are unpredictable at best. Losing a full dropship of blueberries because of one unaccounted railgun tank hiding in the hills is always possible. To provide incentive that outweighs this loss, there must be more than a simple WP acquisition.
- Deployment WP: 10 WP for deployment/ejection, with a cap of 320, with the WP amounts counting towards the cap resetting every x minutes.
Of course, deploying blueberries back at the MCC as opposed to a safe area that can easily be used to provide covering fire over a contested letter are very different things.
- Deployment Assist WP: Once again using an idea thought up by fellow pilots, pilots should acquire WP for the actions performed by deployed mercenaries. 10 WP per kill, 20WP for hacking neutral objectives, 20WP for hacking enemy objectives, 30WP for stopping enemy virus uploads to objectives, and 30WP for vehicle destruction. There should be a time limit of around 30 seconds for these actions to count towards points for the dropship.
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Vyzion Eyri
The Southern Legion
1215
|
Posted - 2013.08.21 10:24:00 -
[23] - Quote
KalOfTheRathi wrote:I run as a Logi a large percentage of the time. Which does color my thinking but the idea that DS pilots would get 600-1200 WP for transporting anyone that simply gets in their DS is ... exploit heaven.
My numbers may be a little high, but as Junko mentioned they are just numbers. We really are more focused on the how WP is implemented. How much is left up to CCP.
_
v1.1 -Added link to a thread on a problem with mCRUs (https://forums.dust514.com/default.aspx?g=posts&m=1043919#post1043919) into Features -Added disclaimer for WP systems that all numbers are arbitrary and have been used for the sake of explaining a system. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1420
|
Posted - 2013.10.11 06:34:00 -
[24] - Quote
Going to move the mCRU WP system here and link it to the OP. To all future posters, please feel free to leave links to great dropship threads. I will endeavour to read all of them and include them in the new DISCUSSION sections (see post #2) where relevant. If there are very good threads which talk about things I don't have in the original thread I'll make new sections. Turning this into a kind of compilation of threads with good ideas instead of a thread of compiled ideas. If that makes sense.
______________________________________________ OP Changelog v1.5 Moved WP suggestions to the bottom; not as important anymore Removed "WP" from the title, focusing thread on features and referencing other dropship threads brushed up features list, and put it into first post Added DISCUSSION sections, to replace further reading with newer threads removed Further Reading section Added "END OF MATCH STATS" feature
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mCRU WP SYSTEM
The most popular WP system dropship pilots seem to want is probably also the most simple and elegant solution to WP famine we pilots have been experiencing.
Simply, we pilots should acquire Team Spawn WP (+25) per passenger which spawns into our dropship, through an mCRU.
I think however, we can do better than that. Whilst it may not be as simple to implement, I would prefer:
+20 Dropship* WP every time a passenger enters your dropship, whether through a spawn or not. Therefore, we aren't forcing assault dropships to have to fit mCRUs.
However, there should be a cap of 120WP per minute, so essentially if you transport a squad per minute, you'll never hit that cap. Therefore, in a 5 minute game, the maximum a dropship can earn is 600WP. 10 minutes, 1200. Pretty decent, I reckon. |
Vyzion Eyri
The Southern Legion The Umbra Combine
1431
|
Posted - 2013.10.12 21:00:00 -
[25] - Quote
Meeko Fent wrote:There's a landing gear?
0.0
Yep. Currently they extend when the dropship is hovering close to but not yet touching the ground, and they absorb quite a significant amount of impact damage upon landing. However they aren't very stable and coming down too quickly at an angle could still flip you over.
And Xaviah, I'll be linking your suggestion for first person view to my original post, 'cause I'm a believer of flying in first person view. So much more immersive, and if all the functionality you get from third-person was present in first-person, with added features like the ones you mentioned, I'd stay in first person permanently.
Added your input too, Baron. |
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