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DeltaTango19
Killshot Corp
150
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Posted - 2013.03.21 18:29:00 -
[61] - Quote
If people could shoot from a dropship and pilots get assit point it would make it a good target for a defend order and all around a more effective battlefield presence. I feel like it would provide enough wp for dropship piloting to be as worth it as an HAV. |
Skihids
The Tritan Industries
1059
|
Posted - 2013.03.21 20:44:00 -
[62] - Quote
Bojo The Mighty wrote:This requires work on current dropship models: Landing Skis like a helicopter.
The current landing "feet" are very imbalanced and cause tipping. The simplicity and functionality behind landing skis far exceeds the potential futuristic landing feet have to offer.
They are called landing "Skids", and yes this is a good idea.
You might say I was expecting that when I created this character to be a pilot. |
Falco Bombardi
Planetary Response Organisation Test Friends Please Ignore
0
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Posted - 2013.03.21 20:44:00 -
[63] - Quote
I like to think of myself as an experienced virtual pilot, and have a glider pilot license IRL so here are my two cents:
-Cockpit view must be improved. Visibility is a deciding factor for pilot survival and effectiveness. Some people may say that if you want that then switch to 3rd person, but I reject that notion as it seriously impedes precision maneuvers compared to being "in the seat" and detracts from immersion.
-Instruments! Minimum required instruments are: Airspeed Indicator Vertical Speed Indicator Altimeter
Now those are the two most crucial and glaring issues which I hope CCP addresses ASAP. As for some pilot-related gravy and wishful thinking consider the following:
-LZ marking. Think of the smoke that gets popped on the modern battlefield to indicate positions relevant to the pilot. This could be a module that is taken on a dropsuit that would allow for tighter coordination between pilot and groundpounder. "Squad 1 is pinned, we need extraction!" "This is your friendly neighbourhood pilot, pop smoke on your position" *Everyone gets out swiftly and safely* Conversely this could be used by troops on the ground to indicate where a pilot should drop off any tactical reinforcements required.
-Gunship variant? Think AH-1 Cobra but all shield tanky and firing Caldari missiles.
I think that if the first two issues are addressed we will all have a lot more fun playing battle taxi. The other two would be nice additions later on after the Beta.
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Hunter Junko
WARRIORS 1NC
51
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Posted - 2013.03.22 03:02:00 -
[64] - Quote
you all know about the damage control unit item right? well i though up of a module similar to it by name, here goes:
Hunter wrote:"Condor's" Emergency Nanite- Capacitor Damage Control unit Developed by a Union of Pilots after countless dropships lost by Anti Vehicle operatives, the Emergency N-C Damage Control unit is a hardware-Software Package was designed in the event a dropship would be shot down.
the Union of Pilots who designed it focused on the limiters on the Nanite production systems, for reproducing armor, and the Reserve Shield capacitors located in the rear f the dropship in times of emergency. the fundamental Design behind the ENCDCU lies in these limiters. upon activation, the ENCDCU overrides the limiters, allowing for near instant shield and Armor replenishment. however, the charge time for the ENCDCU is long, making it a difficult gamble for both of the Pilot and the troops in his command. Higher-end models allow for lowered charging time.
because this particular module was designed by a union, the cost for obtaining a blueprint is relatively low, as well as CPU/PG requirements.
Situations where this module is effective: in the event of a dropship's health is zero. the pilot must activate the module before his Dropship crashes to the ground/ is destroyed.
Effect: allows for up to half of his dropship's armor and shields to be replenished after a lengthy charging up period. Any troops that defend the dropship from being attacked further receive +150 WP upon successful emergency repairs made by the dropship's pilot. cool-down for WPs in this situation are approx. 5 minutes. |
Vyzion Eyri
The Legion Academy
344
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Posted - 2013.03.22 11:33:00 -
[65] - 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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gbghg
L.O.T.I.S. Legacy Rising
789
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Posted - 2013.03.23 17:09:00 -
[66] - Quote
Vyzion Eyri wrote: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.
what about "squad drop" and "deliverer" for the names |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
980
|
Posted - 2013.03.23 17:12:00 -
[67] - Quote
I dont care what the system is as long as we get something. Because right now, we are getting nothing |
gbghg
L.O.T.I.S. Legacy Rising
923
|
Posted - 2013.03.30 19:48:00 -
[68] - Quote
bump |
Hunter Junko
Bojo's School of the Trades
61
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Posted - 2013.04.04 05:25:00 -
[69] - Quote
Shameless bump |
Bojo The Mighty
Bojo's School of the Trades
796
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Posted - 2013.04.04 17:56:00 -
[70] - Quote
I can't think of anything rightly.....so I'll tell the story of how my 6000HP+ DS was destroyed
I caved into Shouper of BHD, and deployed a DS in Manus Peak Ambush...never again. They deployed a Tank and a forge gunner. Safest spot to rest was in the redzone. Never again... Forge gun was biggest problem. He was on a roost, and we were trying to stay out of sight of the HAV. In the end the two of them caught me when I was doing mad loops around the map. Crashed down in redzone. Gbghg and Shoup bit down on cyanide pills while I ran out of the redzone to get slaughtered in a second by like four people. |
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gbghg
L.O.T.I.S. Legacy Rising
1031
|
Posted - 2013.04.04 18:02:00 -
[71] - Quote
Bojo The Mighty wrote:I can't think of anything rightly.....so I'll tell the story of how my 6000HP+ DS was destroyed
I caved into Shouper of BHD, and deployed a DS in Manus Peak Ambush...never again. They deployed a Tank and a forge gunner. Safest spot to rest was in the redzone. Never again... Forge gun was biggest problem. He was on a roost, and we were trying to stay out of sight of the HAV. In the end the two of them caught me when I was doing mad loops around the map. Crashed down in redzone. Gbghg and Shoup bit down on cyanide pills while I ran out of the redzone to get slaughtered in a second by like four people. That sucked, getting caught in the redzone with 4 people shooting at us, no way were they getting points from me, sides i was in a miltia/bpo fit |
Skihids
The Tritan Industries
1135
|
Posted - 2013.04.04 19:07:00 -
[72] - Quote
Yeah, I called a DS in on the small ambush map once, and it didn't end well either. No tanks, but a couple FGs kept me running with no place to hide. I lost a 780k ISK bird that time and learned not to fly if there is no place to retreat to. Hanging in the sky like a pi+¦ata is not productive. |
gbghg
L.O.T.I.S. Legacy Rising
1031
|
Posted - 2013.04.04 19:19:00 -
[73] - Quote
Had a decent match the other day, where I actually got a good gunner, we killed a militia tank who had parked next to a supply depot, and then bugged out before his teammates could get AV on us, and we proceeded to spawn camp an objective, my gunner got about 5-6 kills before some guy with an assault forge gun started shooting at us, took me down in 3 shots before I could get even halfway back to our redline, still it was some decent shooting on his part. |
Vyzion Eyri
The Southern Legion RISE of LEGION
469
|
Posted - 2013.04.13 03:17:00 -
[74] - 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? |
Shouper of BHD
Better Hide R Die
45
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Posted - 2013.04.14 01:04:00 -
[75] - Quote
more then +20 WP for triaging per pulse is neededm a logi can get 200WP from a heavy or good assualt so I would say a total of 400 WP for a good installation (we don`t have thoose yet I would assume) so 75-100WP for the armor rep on the current installations and 175 for the sheilds (I`m assumeing this are tier 1 installatiuons so you can guess alot more SP for the proot or advance 1s).
idk how they would do the "drop offs actions gets you WP" but +10 for spawn in, and 20+ for deployment and yes cap on deployment since we all know how it would be farmed toehrwise.
maybe not more WP for kill asissts but pilot kill assists so its exclusive to the pilot since its his gear and no 1 elses, prrobley 25+ WP or 10+ WP.
Your thread is appretiated! |
Bojo The Mighty
Bojo's School of the Trades
876
|
Posted - 2013.04.14 01:31:00 -
[76] - Quote
So I did numerous runs today:
1: Small Railguns need to be fixed! I know there is a thread I made about this but to reflect the importance of them to a DS I'm suggesting it here as well.
2. Afterburners: Too much PG. I know that CCP did this for a reason, but PG in the 140's? You could fit two Azeoptric Ward Shield Extenders for that. |
Jason Pearson
Seraphim Initiative. CRONOS.
811
|
Posted - 2013.04.14 01:52:00 -
[77] - Quote
Whilst I like the majority of this thread, the point about mCRU WP really ticked me off. I'm just going to leave this link here as to why I feel it is wrong to be just 10 WP.
https://forums.dust514.com/default.aspx?g=posts&t=68836&find=unread |
Bojo The Mighty
Bojo's School of the Trades
877
|
Posted - 2013.04.14 01:59:00 -
[78] - Quote
I'm lukewarm,
both mCRU and droplinks require PG/CPU Droplinks are a onetime deal Droplinks are limited use mCRU's are mobile, uncampable
Repairing Lightning (Remote Repairs, Shield emitters) needs WP more than mCRUs! |
Eris Ernaga
GamersForChrist
125
|
Posted - 2013.04.14 02:01:00 -
[79] - Quote
How about points for dropping players off at a rally position? |
Jason Pearson
Seraphim Initiative. CRONOS.
812
|
Posted - 2013.04.14 02:04:00 -
[80] - Quote
Bojo The Mighty wrote:I'm lukewarm, both mCRU and droplinks require PG/CPU Droplinks are a onetime deal Droplinks are limited use mCRU's are mobile, uncampable Repairing Lightning (Remote Repairs, Shield emitters) needs WP more than mCRUs!
I definitely agree about the Repairs, I get bored of repping tanks with my Shield Transporter, which offers me no WP. If I do play as the repper, I need to be squadded with the other tank and must be leader so I get commission.
But the thing with Drop Uplinks and mCRUs is Uplinks can be placed in various locations, that can be very safe and unreachable whereas a Dropship is noticeable and can be gunned down quickly. A Gauged Uplink fit will allow a total of 40 spawns before having to be restocked and their PG/CPU usage is not very expensive and costs me a Equipment Slot I don't use whereas a mCRU for my Myron costs me a lot of PG/CPU and means I don't get to fit an Afterburner, or a rep, or another extender making me weaker as a result. Whilst we have unlimited spawning, the trade off is being fragile and easy to shoot at.
Also, I can only have a max of 6 people spawn in my ship at any one time so if blueberries refuse to get out, I am slightly screwed as to getting my Spawn WP.
Eris Ernaga wrote:How about points for dropping players off at a rally position?
Would make the Dropship a Squad Vehicle and not beneficial to help team mates. |
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Shouper of BHD
Better Hide R Die
46
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Posted - 2013.04.14 02:08:00 -
[81] - Quote
Bojo The Mighty wrote:So I did numerous runs today:
1: Small Railguns need to be fixed! I know there is a thread I made about this but to reflect the importance of them to a DS I'm suggesting it here as well.
2. Afterburners: Too much PG. I know that CCP did this for a reason, but PG in the 140's? You could fit two Azeoptric Ward Shield Extenders for that.
agreed on the After Bruners it was a good get out of doge from swarmers and if people don`t get handed everything they want a nerf and thats how it got nerfed so its not even worth the 140PG, also the S railguns are getting buffed in Uprising (CAN`T WAIT, they will also be good weapons for LAAs). |
DeadlyAztec11
One-Armed Bandits Atrocitas
29
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Posted - 2013.04.14 02:08:00 -
[82] - Quote
Eris Ernaga wrote:How about points for dropping players off at a rally position? Off topic I know... You you Christian |
Shouper of BHD
Better Hide R Die
55
|
Posted - 2013.04.18 16:42:00 -
[83] - Quote
DeadlyAztec11 wrote:Eris Ernaga wrote:How about points for dropping players off at a rally position? Off topic I know... You you Christian
bump, Also @Dev, can you delete this guys coment rather then close down the thread when someone reports? |
Galrick M'kron
Sand Mercenary Corps Inc.
62
|
Posted - 2013.04.18 17:13:00 -
[84] - Quote
I love these ideas, but I'd change deployment assist WP to "20% of any WP a dropped merc gains for one minute after landing". It would cap at 800 for one minute. |
Hunter Junko
Bojo's School of the Trades
80
|
Posted - 2013.05.04 05:57:00 -
[85] - Quote
Another countermeasure towards missile-based weaponry
Laser Point Defenses
derived from Amarrian defense technology. the L.P.D. or "God's hand" defensive system are a set of automated turrets assigned to dropship hard-points. lined with a series of crystals of various frequencies and equipped with an advanced tracking software, the LPD when activated, provides a near 360 degree layer of protection, intercepting and disabling missiles by overheating the electronics inside the projectiles, the most common are the EM guided rockets from swarm launchers.
once a rocket enters the turrets field of view, the tracking program interfaces with a pilots TAC-NET, alerting them of the incoming danger. from there it is the pilots decision of the next course of action. if activated, the tracking program automatically begins powering up, and a lo-powered, hi visibility laser paints the target for easier tracking. when the warm-up cycle is complete, the LPD fires a hi-powered laser onto the missile, destroying its systems and rendering it ineffective.
because this system is self managable with its own reserve of power, the LPD can be used with another countermeasure, only if meeting the strict CPU requirements needed.
another weakness of this defense system, is that of moderate warm-up cycles and a moderate activation time. higher end models decrease this side effect. also, the offensive capabilites of the dropship are traded for an increase of defense strength.
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Vyzion Eyri
The Southern Legion RISE of LEGION
805
|
Posted - 2013.07.06 00:37:00 -
[86] - 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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Bojo The Mighty
Zanzibar Concept
1364
|
Posted - 2013.08.05 14:40:00 -
[87] - Quote
We need to revive this: V1.0 or something, because the time for the dropship is returning ~Fly High Condors~ |
Vyzion Eyri
The Southern Legion
1124
|
Posted - 2013.08.05 22:37:00 -
[88] - 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 -
[89] - 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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Hunter Junko
Vherokior Combat Logistics Minmatar Republic
128
|
Posted - 2013.08.20 23:10:00 -
[90] - Quote
Bumping back a thread worth noting |
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