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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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ChromeBreaker
SVER True Blood Unclaimed.
217
|
Posted - 2013.03.05 11:19:00 -
[4] - Quote
said this twice today so dont mind saying it again...
Drop ships need Wp's (as OP or similar) OR a reduction in cost.
More acceleration (low speed maneuvering is like trying to move a very big boat)
more HP, atm you sneeze to hard and they fall out out of the sky
weapons that shoot in the vague direction you aim them |
WyrmHero1945
IMPSwarm Negative-Feedback
31
|
Posted - 2013.03.05 15:33:00 -
[5] - Quote
I'm liking everything so far, the WP cap is genius for anti-farming. Please add remote repair/shield transfer WP!!! (if they don't exists) |
RydogV
Shadow Company HQ
102
|
Posted - 2013.03.05 16:04:00 -
[6] - Quote
I would not mind seeing a new type of turret for Dropships only. Some kind of hybrid between missiles and blaster. Maybe something with explosive shells and decent rate of fire that has limited splash damage and is effective against Infantry.
Or a standard blaster with a larger circular reticule that at least gives suppression points or a larger hit box that supports that fact that this an area weapon and not a point weapon.
Gunning in a moving dropship is crazy hard and the level of damage inflicted on infantry...even just standard assault class mercs with current blaster or missile turrets is pretty minimal. Since this is only way for a pilot to get points, door gunning should be a more effective enterprise. Especially considering the frailty of most Dropships and the amount of time they are forces to retreat when damaged. Kill opportunities are nominal at best, so they should at least be effective. |
Vyzion Eyri
The Southern Legion
210
|
Posted - 2013.03.05 21:28:00 -
[7] - 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. |
Hunter Junko
WARRIORS 1NC
48
|
Posted - 2013.03.06 00:36:00 -
[8] - Quote
I'd like to contribute.
"Additional features- Countermeasures*"
Not just the idea itself but different variations of said countermeasures:
Here goes:
Proposition: Ideas toward Aerial Defense.
WARNING: attempting to implement more than one countermeasure will render aerial vehicles highly unstable, due to conflicts between differences in aerial and defensive design.
Table of contents
* EM Dispersion Flares
* Direct Energy Barriers
* Active EM plating
* Nanocarbonite coating
* Kraken Defense System
* GÇ£PatsyGÇ¥ EM Signature software
EM dispersion Flares.- an effective countermeasure against swarm launchers. Each set of flares contain the exact EM signature as the dropship it is deployed from; confusing swarm rockets into attacking the flares instead of the dropship. However the technology is not perfected and some rockets will slip past this defense, enabling light dam-age.
At higher levels it can divert oneGÇÖs EM signature to another Location out of harmGÇÖs way for the pilot. The weakness-es flares contain are that of a large amount of PG required, and the high reloading time for each flare.
Directed Energy Barriers.
A defense System design to counter against rail gun-based weaponry. Once activated a certain amount of CPU is required to create an concentrated barrier similar to a spike. Once a forge or rail gun based round is detected, the Spike intercepts the oncoming round and attempts to expand the concentrated round over a large surface area. The result is that of a weaker impact, and thus reduced dropship damage. On higher levels, it can completely dissipate a forge round from a distance, so that no damage can be inflicted. in addition there are some designs that enable you to detect multiple incoming forge rounds.
Its only weakness is a short range distance; the on-board sensors cannot effectively detect a forge round at distances
less than 100 meters. In addition, the recharge rate for the D.E.B. is high, thus only permitting pilot who are flying into Risky Situations.
Active EM plating
A Countermeasure designed against Hybrid-based weapons (Blaster installations). This Defense module is effective in the fact that it counteracts the electromagnetic shell housing the superheated plasma. Once activated, a high con-centration of Electromagnetic signature is emitted from the dropship. If a hybrid round impacts, a constant EM sig-nature weakens the E.M. shell exponentially The result is the round disintegrating, venting superheated plasma at a farther distance from the dropship, protecting the pilot and his crew. The effect is passive but requires a moderate amount of PG/CPU. At higher levels, the A.E.M.P. can dissipate Hybrid rounds from a farther distance away
Nanocarbonite coating
Effective against Laser-based weaponry, This countermeasure is painted over the dropship, rendering a mild black tint against its original color. However, it is highly effective against lasers due to the fact that as a laser weapon is fired at the dropship; the coating activates, Stabilizing the directed EM radiation into levels acceptable for mild shield absorption. This is the only countermeasure that can be combined with another active countermeasure.
At higher levels, it can be used to nullify any laser damage to the armor.
Its only drawback is that it takes a long time to rebuild the Coating, as nanites have difficulty replicating the compo-site. Another drawback is that it is highly expensive, thus application of the coating is a risky venture For both the pilot and the dropship.
Kraken Defense System
The GÇ£KrakDefGÇ¥ as it is known informally is a lightly-effective countermeasure against all methods of weaponry. It is effective by suspending armored plates around the dropship using directed gravity nullification, the same technology in operating space elevators. When a round of an incoming object is discovered, the plating automatically moves to intercept the incoming rounds/rockets. Upon impact, the plating suffers damage until it is GÇ£recalledGÇ¥ into the drop-ship for repair. At higher levels the KrakDef permits the ability to deploy more armored plates . A weakness against this system is high CPU/PG requirements. Another considerable weakness Is that if the KrakDef System is de-stroyed, it must take a long time to rebuild the damaged plating.
"Patsy" Em Signature Software. (officer tier Countermeasure)
An unorthodox countermeasure developed by a crafty engineer while experimenting with covert equip-ment. This countermeasure renders your dropship a GÇ£friendlyGÇ¥ to your opponent. Only a skilled eye can determine that your dropship is an enemy, such as a sniper with a high scan precision Level. Higher versions of this software enable your dropship to be detected by allies as friendly, and by Enemies as friendly, incluing increased duration of the software package.
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Vyzion Eyri
The Southern Legion
214
|
Posted - 2013.03.06 06:51:00 -
[9] - Quote
v0.15 Replaced my countermeasures with Hunter Junko's.
-
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? |
Syther Shadows
CowTek
24
|
Posted - 2013.03.06 07:10:00 -
[10] - Quote
I rate this thread
5/5 would swarm lunch any day.
(speaking of swarmys why are they a main weapon they can't even lock onto heavy suits...) |
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Vyzion Eyri
The Southern Legion
217
|
Posted - 2013.03.06 11:16:00 -
[11] - 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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martinofski
Rebelles A Quebec
22
|
Posted - 2013.03.06 15:23:00 -
[12] - Quote
Glad this is up, showing some really good ideas all in one well organized topic.
Here's an Idea I thought about
Additions: Add a hovering button, where the pilot can select hover and control a "pilot reserved" gun instead of piloting, something like a HMG with dispersion. Making it possible for the pilot to make some point on it's own, but putting him in a risk of getting hit by any AV, since he is basically stopped in the air.
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Knight SoIaire
Better Hide R Die
55
|
Posted - 2013.03.06 15:34:00 -
[13] - Quote
Please, for the love of god, just add a kick out button, it kicks out anyone not using a turret. Was hovering over an Objective today, nobody got out! What the hell were they doing? |
martinofski
Rebelles A Quebec
22
|
Posted - 2013.03.06 15:38:00 -
[14] - Quote
Sometime, I swear I would love to eject the gunners as well, they always shoot everywhere, CRUs, Supply depots, Blueberry jeeps and the Ennemy MCC...I hate gunners from pub match (most of them to what I wrote above). Didn't you know it make me glow on the radar more? |
Hunter Junko
WARRIORS 1NC
50
|
Posted - 2013.03.06 20:49:00 -
[15] - Quote
Vyzion Eyri wrote: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?
i agree with Vry on "spawning". true it is a pilots decision to add a mobile CRU unit onto his dropship, but it is the soldiers who choose to spawn in my dropship. therefore, Acquiring WPs by this , i would feel like it would be abused. (IMO)
my opinion on acquiring WP would be to categorize the amount of WP earned per flight, depending on what the situation demands and the amount of risk it has to a pilot and his/Her dropship's survival as a contributing Factor.
low risk WP Pilot- landing and acquiring troops from the redline and then bringing them over to where the they would not be required, like at a secured area. this earns you minimal WP becasue you are not placing yourself in danger.
Gunner(s) - Any kills made with a gunner earns Minimal Disruption WP, because it is not ordered to and the gunner is "Weapons free" until ordered otherwise.
Medium risk WP Pilot- Usually deployment of your "Package" the squad you have in your ship. once you get to an area that is needed , you can usually ask the soldiers to drop there, or you "kick" them out.
i don't add pickups to medium because it would be
1. overused. and 2. if people are asking for a casual pickup, the pilot is landing in secured space; there is no risk to the pilot and vice versa. there might be situations where some sneaky bastard pops a shot off while your landing,but that might be an exception.
Gunner(s)- a gunner has to be ordered to fire on a general location in order to earn medium Disruption points.
High Risk WP *Emergency landings* Pilot and Gunner- Landing in "Hot areas" where there is a slim chance of survival for both the pilot and the dropship. this could be implemented by a request-receive method. a soldier in the thick of battle requests an emergency pickup /reinforcement for him and whats left of his squad, the pilot responds .
Picking up/deploying soldiers this way earns more WP than the rest, because you are risking your Ship which is almost four-seven times the cost of a standard grunt. you have to be compensated in as much WP for contributing to the battle on the ground.
Gunner(s)- "Paving the way" using the same request-receive mechanic. a grunt needs some supporting fire, call a pilot with gunners, highlights an area and the gunners do the rest, earning what Vryizon would call "Disruption" WP. This is high risk because you do not know if someone in that area has a forge gun a swarm launcher, or any method of AV operations. you, as a pilot is placing your trust in your gunner(s) into providing accurate fire at that general area, assisting the boots on the ground.
to Vyzion- this is my take on it but if the pilots agree with this, the i take no credit for this idea. |
Vyzion Eyri
The Southern Legion
228
|
Posted - 2013.03.06 21:30:00 -
[16] - 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. |
Buster Friently
Rosen Association
68
|
Posted - 2013.03.06 21:43:00 -
[17] - Quote
Vyzion Eyri wrote:4) Additional features Dropship Handling: Acceleration (in a forward direction) should scale more obviously with the angle the dropship makes with the ground. Parallel to the ground, 0% of movement is forward. Perpendicular (90 degrees) to the ground, 100% of thrusters apply forward motion, with a simple scale of 1.1% increase in acceleration per degree.
As a more accurate thruster force, I suggest that the forward force be proportional to the sine of the angle. This could be performed using a lookup table if calculation load would be considered too heavy.
|
iceyburnz
Crux Special Tasks Group Gallente Federation
292
|
Posted - 2013.03.06 22:08:00 -
[18] - Quote
Isn't there a features and idea section of the forum.
*checks*
Yes. Yes there is.
*nods to himself* |
Vyzion Eyri
The Southern Legion
229
|
Posted - 2013.03.07 02:43:00 -
[19] - 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. |
Nguruthos IX
Kameira Lodge Amarr Empire
78
|
Posted - 2013.03.07 03:05:00 -
[20] - Quote
Hunter Junko wrote:Vyzion Eyri wrote: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?
i agree with Vry on "spawning". true it is a pilots decision to add a mobile CRU unit onto his dropship, but it is the soldiers who choose to spawn in my dropship. therefore, Acquiring WPs by this , i would feel like it would be abused. (IMO) my opinion on acquiring WP would be to categorize the amount of WP earned per flight, depending on what the situation demands and the amount of risk it has to a pilot and his/Her dropship's survival as a contributing Factor. l ow risk WPPilot- landing and acquiring troops from the redline and then bringing them over to where the they would not be required, like at a secured area. this earns you minimal WP becasue you are not placing yourself in danger. Gunner(s) - Any kills made with a gunner earns Minimal Disruption WP, because it is not ordered to and the gunner is "Weapons free" until ordered otherwise. Medium risk WP Pilot- Usually deployment of your "Package" the squad you have in your ship. once you get to an area that is needed , you can usually ask the soldiers to drop there, or you "kick" them out. i don't add pickups to medium because it would be 1. overused. and 2. if people are asking for a casual pickup, the pilot is landing in secured space; there is no risk to the pilot and vice versa. there might be situations where some sneaky bastard pops a shot off while your landing,but that might be an exception.Gunner(s)- a gunner has to be ordered to fire on a general location in order to earn medium Disruption points. High Risk WP*Emergency landings* Pilot and Gunner- Landing in "Hot areas" where there is a slim chance of survival for both the pilot and the dropship. this could be implemented by a request-receive method. a soldier in the thick of battle requests an emergency pickup /reinforcement for him and whats left of his squad, the pilot responds . Picking up/deploying soldiers this way earns more WP than the rest, because you are risking your Ship which is almost four-seven times the cost of a standard grunt. you have to be compensated in as much WP for contributing to the battle on the ground. Gunner(s)- "Paving the way" using the same request-receive mechanic. a grunt needs some supporting fire, call a pilot with gunners, highlights an area and the gunners do the rest, earning what Vryizon would call "Disruption" WP. This is high risk because you do not know if someone in that area has a forge gun a swarm launcher, or any method of AV operations. you, as a pilot is placing your trust in your gunner(s) into providing accurate fire at that general area, assisting the boots on the ground. to Vyzion- this is my take on it but if the pilots agree with this, the i take no credit for this idea. Also A good idea Vyzion, would be to add the link to the post within the thread, that way users can click the link and will lead to a pilot-made contribution in the thread, adding a short summary would also be nice to give us readers a idea behind said contribution. also saves alot of valuable space.
I'm sorry but aside from the fact this would be a coding nightmare (And I'd like to see new content and fixes sooner than SoonTM)
Problem with setting these types of limits and paramaters for warpoints is it really limits and destroys the versatility of pilot freedom.
The more versatile WP can be gained, the better. I'd prefer my options when flying to be more versatile. |
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Bojo The Mighty
Bojo's School of the Trades
522
|
Posted - 2013.03.07 04:20:00 -
[21] - Quote
Rework 1st Person Mode: No one uses it for a reason.
1st person needs to reflect 1st person in many other games, even our LAVs have proper first person! Dropship camera needs to be replaced with a cockpit view and not-so tunnel vision. A wider viewing angle and hopefully the ability to rotate camera without rotating the dropship. It's the future, so I'm sure cameras are all over the dropships, so having TV Monitors withing the cockpit to televise a window would be appropriate (So when you look down, you will see the ground via a monitor just above your lap.
I'll be back with some more. This is minor but first thing off the top of my head. 1st person DS flying sucks. |
Rusticuls
NECROMONGER'S
7
|
Posted - 2013.03.07 10:34:00 -
[22] - Quote
I still think there needs to be a fighter. Single cockpit gun turret with swarm like missles. This could solve the tank problem and the drop ship problem in one swoop. Drop ships should be tanks in the sky. But right now they are more like LAVs, introduce an LAV and beef up the drop ships a little bit and we could get some serious dogfighting in the game. |
zibathy numbertwo
Nox Aeterna Security
1
|
Posted - 2013.03.07 11:00:00 -
[23] - Quote
Vyzion Eyri wrote:
Unique Turrets (Feature):1) Hybrid between missiles and blaster. Explosive shells and decent rate of fire that has limited splash damage and is effective against Infantry.
2)Standard blasters with a larger circular reticule (akin to the HMG) that at least gives suppression points or a larger hit box that supports that fact that this an area weapon and not a point weapon.
Not sure if you know much about EvE, but I think what you're looking for are "projectile" weapons. Which is what Minmatar use. You can use explosive ammo with projectile weapons. |
Skihids
Tritan-Industries Legacy Rising
1001
|
Posted - 2013.03.07 21:19:00 -
[24] - Quote
I mentioned this in another thread:
Tying the camera control to the Yaw stick in the DS means you can't turn when looking down from directly above. I'm not sure what the best solution is, but letting me toggle the viewpoint or have the camera not reposition with the stick might be better, though you would probably need a toggle to the default position.
The ultimate customization would allow me to add rudder pedals and other control devices. You already support the M/K, so allow me to build my own cockpit with dedicated buttons that trigger each module.
The keyboard doesn't have this restrictive control linkage, so it's only fair that DS3 users have a way to remove the limitation. |
gbghg
L.O.T.I.S. Legacy Rising
547
|
Posted - 2013.03.07 22:17:00 -
[25] - Quote
Bojo The Mighty wrote:Rework 1st Person Mode: No one uses it for a reason.
1st person needs to reflect 1st person in many other games, even our LAVs have proper first person! Dropship camera needs to be replaced with a cockpit view and not-so tunnel vision. A wider viewing angle and hopefully the ability to rotate camera without rotating the dropship. It's the future, so I'm sure cameras are all over the dropships, so having TV Monitors withing the cockpit to televise a window would be appropriate (So when you look down, you will see the ground via a monitor just above your lap.
I'll be back with some more. This is minor but first thing off the top of my head. 1st person DS flying sucks. agreed, i looked at it once and just switched back instantly, the field of view is way to small, you can't see any of the hazards around your dropships, and i'm guessing that it would be pretty hard to judge distance from the ground if you ever tried landing in 1st person view |
gbghg
L.O.T.I.S. Legacy Rising
549
|
Posted - 2013.03.07 23:39:00 -
[26] - Quote
re-read the thread and i didn't see this so i'm going to post it here, it's a possible addition to the countermeasures that i've seen other pilots post about.
Threat detection passive sensor modules and/or skills that allow you to detect incoming AV threats.
I'm thinking along the lines of some kind of sensor modules that allow you to detect the charge up of a forge gun or the missile lock of a swarm launcher before the missiles are launched. you could have multiple tiers offering things like wider range, quicker detection eg standard module allows you to detect a forge gun when it's at 75% of its charge, advanced at 50% etc, and in the swarm launchers case it would just tell you as soon as it's locked on because i can't see a way of applying a similar system to them.
for the skills you could tie them in with the existing scanning skills or create a unique subset for vehicles which would unlock advanced modules, offer passive bonuses to things like scan radius, module effectiveness etc
this is just a rough idea so please add to it |
Vyzion Eyri
The Southern Legion
233
|
Posted - 2013.03.08 11:44:00 -
[27] - 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
-
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. |
|
CCP Eterne
C C P C C P Alliance
944
|
Posted - 2013.03.08 11:49:00 -
[28] - Quote
This is really good stuff. I'm moving it to Feedback/Requests. Very nice. |
|
KalOfTheRathi
CowTek
198
|
Posted - 2013.03.08 12:12:00 -
[29] - Quote
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. |
Vyzion Eyri
The Southern Legion
233
|
Posted - 2013.03.08 13:42:00 -
[30] - 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. |
|
Kelshaw Xu
ZionTCD Legacy Rising
72
|
Posted - 2013.03.08 15:23:00 -
[31] - 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.
It depends how long the pilot can loiter over the targets for the gunners. As a dropship pilot we are never the squad leaders, current mechanics only allow infantry to call in OS. And not sure i want to try and call in an OS while in the air.
What works best for the squad orders, is to place the order on a trooper jumping from the dropship. Targets in the defense order still add to the gunners WP. Dropships have to retreat often to avoid AV, no reason to have the order on us as we go to the rear to refresh active modules and rep. |
gbghg
L.O.T.I.S. Legacy Rising
563
|
Posted - 2013.03.08 22:16:00 -
[32] - Quote
hey vyzion I made an independent thread for people to expand on my suggestion so this one doesn't get cluttered https://forums.dust514.com/default.aspx?g=posts&t=62798&find=unread |
Vyzion Eyri
The Southern Legion
237
|
Posted - 2013.03.08 22:29:00 -
[33] - Quote
That might be the wrong link. |
gbghg
L.O.T.I.S. Legacy Rising
565
|
Posted - 2013.03.08 22:48:00 -
[34] - Quote
woops fixed now |
J Lav
Lost-Legion
30
|
Posted - 2013.03.08 23:22:00 -
[35] - Quote
Not sure where this would go but,
Deployable equipment
- Supply and repair/shield regenerating nanohives that can be deployed from the air, like a supply drop. Pilot would receive +12 WP for resupply actions. These would be more substantial than the onces carried on foot, but are depleted unlike the resupply stations, and you cannot change fittings at them.
-Small Support structures like 20GJ turrets that could be deployed via a hanging claw sort of thing, +25 WP Assist for kills done with them. They'd require some skill to put in place.
Size
-Pertaining to dropshit size, I would like to see them reduced to a reasonable size to make them a smaller target. They are roughly the size of a city bus at the moment, to carry 6 people. This would also affect the pilots view, which is a big problem at the moment. In 3rd person, you will not see a building right next to you until it's too late. Recon should be a role for Dropshit pilots.
Recon
- The ability to mark targets, lock on and relay the coordinates to orbital support that would track targets, not just lambaste an area. I'm thinking surgical strike from Eve players. <- see that, integration baby! Or bar that, be able to guide missiles launched by tanks/installations. |
gbghg
L.O.T.I.S. Legacy Rising
567
|
Posted - 2013.03.09 13:58:00 -
[36] - Quote
Here's the link to the ph/CPU thread https://forums.dust514.com/default.aspx?g=posts&t=62875&find=unread |
Vyzion Eyri
The Southern Legion
239
|
Posted - 2013.03.09 21:58:00 -
[37] - 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"
-
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. |
gbghg
L.O.T.I.S. Legacy Rising
570
|
Posted - 2013.03.10 10:56:00 -
[38] - Quote
bump |
Vyzion Eyri
The Legion Academy
240
|
Posted - 2013.03.10 11:00:00 -
[39] - Quote
Maybe the system is perfect and the pilot community have no further suggestions. :D |
gbghg
L.O.T.I.S. Legacy Rising
571
|
Posted - 2013.03.10 11:33:00 -
[40] - Quote
Maybe the pilot community is burnt out from complaining and can't be bothered to dig through F/S to complain |
|
Hunter Junko
WARRIORS 1NC
51
|
Posted - 2013.03.11 21:39:00 -
[41] - Quote
no, there's still a lot more ideas to go around, but pilots tend to be a bit shy about it Lol.
anyways making an edit here proposed idea towards transport incentives:
A near unanimous fact with the the pilots circle is that the main role for dropships should be transport, but the main question remained:
how do we provide incentives?
a few ideas, but since im running out of time here in the internet in the library ima make em quick so forgive me for any typos:
Maps- all the maps we have have both teams fighting in a technical stalemate sort of scenario. well thats kinda unrealistic due to the fact that no "Real Battlefield" would ever be begin in a stalemate, al least according to the terms of modern warfare. there should be more maps where the terrain should render an lav or an HAV immobile due to geographical reasons. the most well known example i can remember was the hedgerows after the D-Day invasion in WW2. tanks despite their size cant maneuver through the hedgerows without painting themselves a bigger target for german ambushes on the other side.
fast forward to the lore on EVE a tank comes upon a geographical obstacle that cant be bypassed. a dropship is within the vicinity and the pilot requests a pick up. the dropship pilot responds and latches the tank onto its belly. this could be a juicy target for you fat Forge gunners, but since the Dropship and the tank are now one (For the duration of the transport) the tank's shields can be temporarily used by the pilot to protect his precious cargo. or his armor repair units can fix the damage the dropship will sustain until the intended destination. i can see this as an opportunity to acquire a lot of warpoints to contribute to the squad.
thats it for now, will continue the next time i'm available. Safe hunting |
Vyzion Eyri
The Legion Academy
297
|
Posted - 2013.03.15 22:05:00 -
[42] - 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.
|
Bojo The Mighty
Bojo's School of the Trades
588
|
Posted - 2013.03.15 22:27:00 -
[43] - Quote
I wrote this in the DS survival WP thread:
Quote:For the transport issue, I think that when Team Leaders are instated, a team Leader could designate a rally point, and if team mates get out of your dropship at the designated rally area, you get maybe 10 WP per person dropped at rally point and X% of their WP made at rally point but there's a limit:
- Pilot can not make WP for delivering same people to the same rally point (like reviving same person twice)
- New rally point must be X meters from the last one to reset WP lock
- Pilot receives X% of passenger WP at dropzone for X seconds
- Pilot must go X distance in the X-Y plane before a passenger can be picked up and considered a "New Passenger"
- Cool Down Timer after drop WP.
|
gbghg
L.O.T.I.S. Legacy Rising
672
|
Posted - 2013.03.16 20:48:00 -
[44] - Quote
Clearly CCP has a sense of humour, lots of rather well thought out threads asking for buffs to dropships and their wp generation and we get a nerf to the single most useful module, the afterburner. |
gbghg
L.O.T.I.S. Legacy Rising
691
|
Posted - 2013.03.18 00:33:00 -
[45] - Quote
oh yes we forget to add "raise the flight ceiling" |
Arc-08
Horizons' Edge
1
|
Posted - 2013.03.18 17:09:00 -
[46] - Quote
Wow, amazing to see other people that understand how dificult dropship piloting is. All of those ideas are great, and i would totally pay money if they wanted to make it the new "dropship pack". These countermeasures and point systems really need to be implemented. |
Halador Osiris
Dead Six Initiative
65
|
Posted - 2013.03.18 18:49:00 -
[47] - Quote
Vyzion Eyri wrote:v0.50 Added Deployment only WP system as an alternative Added "Integrated Afterburners" (Original idea by Skihids)
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.
I like everything on this list, except I'd call savior a "tactical extraction"
|
Pvt Numnutz
We're OWL Exterminators
35
|
Posted - 2013.03.18 19:54:00 -
[48] - Quote
This is by far the best thread for dropship discussion I've seen! properly organized, and well maintained, this is what the fourms should be used for. I'm sure CCP looks to this thread when they think about altering dropships.
Vyzion Eyri already linked a post to my thread on dropships and i am greatful for that. I would also like to add a few things to this compilation of pilot ideas,
Turrets: Defender missile turrets. For those that don't play EVE i shall explain, Defender missiles are used to shoot down enemy missiles in flight. I propose that there should be Defender turrets that can be put on dropships. They lock and fire on enemy swarm launchers, and can only lock and fire on enemy swarms. I feel this would be a good "missile defense" option.
Possible WP system: If a squad decides to get into a dropship how are us dropship pilots suppose to know where they want to go? I'm sure most of you would agree that dropship pilots generally don't know much about the tactical ground situation. We are typically flying circles around the map or crushing snipers, or just flying around. So when a squad gets in i suggest that when a squad leader enters the dropship he/she gets a new set of commands, ie. Dropzone/Landing zone. The pilot can see these orders regardless of which squad they are in. If the pilot can successfully drop the squad in the designated DZ then the pilot gets "x" WP. The same goes for LZ pickups. However these commands might be useful even if the squad commander isnt in the dropship, if he knows that there is a dropship in the sky he can request a pick up by marking a LZ and any pilots in a dropship can see the marker regardless of which squad the pilot is in. Just to help us communicate with the blueberries. This system would also fit in with the others that have been discussed in this and many other threads.
Keep up the good work, I will be posting on this thread alot i feel. |
Eris Ernaga
HAV Deployment Organization
74
|
Posted - 2013.03.18 22:00:00 -
[49] - Quote
Certain roles and fittings earn different amount of war points for example a sniper wont make that many war points because kills alone don't earn that much. However an assault will make a lot of war points because he is front line and ends up hacking a lot of objectives on top of scoring kills. Logis get a moderate amount of points for close range kills, repairs and revives, and objective hacks. Drop ships unfortunately don't have a good income of war points so I can understand why you are complaining but why do drop ships deserve more war points? It's a fact that a tank probably makes the most war points in a game over any thing else in the game but should it nerfed because of this? I believe drop ships hit points and usefulness should be increased but why do they deserve more war points snipers aren't getting any as well? If you wanna make a lot of war points get a tank blow up installations put a defend order on your tank and score RDV kills and vehicle kills. |
gbghg
L.O.T.I.S. Legacy Rising
697
|
Posted - 2013.03.18 22:16:00 -
[50] - Quote
Eris Ernaga wrote:Certain roles and fittings earn different amount of war points for example a sniper wont make that many war points because kills alone don't earn that much. However an assault will make a lot of war points because he is front line and ends up hacking a lot of objectives on top of scoring kills. Logis get a moderate amount of points for close range kills, repairs and revives, and objective hacks. Drop ships unfortunately don't have a good income of war points so I can understand why you are complaining but why do drop ships deserve more war points?It's a fact that a tank probably makes the most war points in a game over any thing else in the game but should it nerfed because of this? I believe drop ships hit points and usefulness should be increased but why do they deserve more war points snipers aren't getting any as well? If you wanna make a lot of war points get a tank blow up installations put a defend order on your tank and score RDV kills and vehicle kills. 1) A dropships job is in the name to transport and drop troops off where they are needed, we currently get no WP for doing this, our designated and designed job. This is ******** and counter to game design and common sense, a sniper get wp for killing enemies and wounding them (assist points) this is his role on the battlefield, a tank gets wp for killing infantry installations and enemy vehicles, this is his job on the battlefield, a dropship drops troops off and has them spawn into the dropship this is his job and he gets no points for this. He does however get points when his gunners get kills, thus tempting him to use his dropship as a gunship a role it is not designed or suited for.
2)Where in this thread does it suggest tanks should be nerfed?
3)We want to get wp for being pilots, not tankers.
and on a side note please use punctuation. |
|
Bling Blaine
FrontLine-Coalition
4
|
Posted - 2013.03.19 03:25:00 -
[51] - Quote
As a former Pilot for bfbc2 and bf3 I was initially drawn to the dropships and had a very fun time navigating through tight areas and around the reach of swarmies. As you can see I am speaking past tense, I quickly noticed the wp, sp and isk was kittens as my pilots couldn't net more than a few kills per round, but thats not even the main purpose of the ship to me as its more of a quick deploy for a squad of mercs into a tight spot. Either way it wasnt netting me squat and as a bi-product of having 2 guns onboard our team is now short 3 mercs for objective taking.
Something has to change as I haven't flown a ship in weeks due to the unsustainability/payout.
I agree with ALL of your information regarding wp for all instances you mention.
+1
|
Vyzion Eyri
The Legion Academy
333
|
Posted - 2013.03.19 09:43:00 -
[52] - 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. |
gbghg
L.O.T.I.S. Legacy Rising
698
|
Posted - 2013.03.19 14:26:00 -
[53] - Quote
Vyzion Eyri wrote:v0.55
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. This thread becoming redundant would mean it's done it's jobs, but knowing CCP there will probably still be some things about dropships we can complain about |
gbghg
L.O.T.I.S. Legacy Rising
698
|
Posted - 2013.03.19 20:36:00 -
[54] - Quote
feedback from skihids on afterburners https://forums.dust514.com/default.aspx?g=posts&t=62202&p=1 |
Vyzion Eyri
The Legion Academy
335
|
Posted - 2013.03.19 21:16:00 -
[55] - Quote
I think that's the wrong link :P |
gbghg
L.O.T.I.S. Legacy Rising
698
|
Posted - 2013.03.19 21:28:00 -
[56] - Quote
Vyzion Eyri wrote:I think that's the wrong link :P kitten i swear i double checked that link, anyway its fixed now |
gbghg
L.O.T.I.S. Legacy Rising
698
|
Posted - 2013.03.19 21:28:00 -
[57] - Quote
And stupid double post |
Arc-08
Horizons' Edge
1
|
Posted - 2013.03.20 21:06:00 -
[58] - Quote
If they don't add any of those (epicly amazing) features into the game, then they need to make it so dropships can't be targeted/shot down so long as they are moving at a decent speed. Thus you are only vulnerable whilst dropping people off at a location/getting in close to take a shot. But i would rather them just add some of those features to the game. |
Vyzion Eyri
The Legion Academy
343
|
Posted - 2013.03.21 12:05:00 -
[59] - 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!
|
Bojo The Mighty
Bojo's School of the Trades
663
|
Posted - 2013.03.21 18:16:00 -
[60] - Quote
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. |
|
DeltaTango19
Killshot Corp
150
|
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
|
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.
|
Hunter Junko
WARRIORS 1NC
51
|
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
|
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.
|
gbghg
L.O.T.I.S. Legacy Rising
789
|
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
|
Posted - 2013.04.04 05:25:00 -
[69] - Quote
Shameless bump |
Bojo The Mighty
Bojo's School of the Trades
796
|
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. |
|
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
|
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. |
|
Shouper of BHD
Better Hide R Die
46
|
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
|
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.
|
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.
|
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.
|
Hunter Junko
Vherokior Combat Logistics Minmatar Republic
128
|
Posted - 2013.08.20 23:10:00 -
[90] - Quote
Bumping back a thread worth noting |
|
KalOfTheRathi
Black Phoenix Mercenaries
576
|
Posted - 2013.08.21 03:36:00 -
[91] - Quote
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.
A team of six, with a DS sitting on the ground, ensures that the DS pilot will get the maximum WP. With proper placement no threat will be possible. Now, put two of them close to each other. Just run between them and the squad has 1200-2400 WP. Toss down some Hives, have everybody shoot their weapons when moving between the two and top of the leader boards, orbital strikes are just the beginnings of the rewards. It would be a great solution for Squad AFK. Squad chat, joking, running, shooting with an occasional OB as a gift. The Squad Leader would be able to top the leader boards with commissions and good results from the OBs.
AFB (Away From Battle) farming at its best.
Several of the proposals for WP generate much higher WP than even Squad Commissions. They max at 20%, anything more than that is much too much. The timed proposals are nearly impossible to solve from a programming standpoint, btw. The current SL command solution has a distance limit. I would suspect many Mercs will hesitate to gift WP to some random DS pilot, resulting in just avoiding using the flying death bricks anyway.
I don't know the WP limit method for Logi Bros. But something of that nature would have to be implemented as well. Otherwise DS pilots will always be at or near the top of the boards.
The proposals for DS weapons, countermeasures and such are beyond my response. While interesting my reply is based solely on WP.
I am beginning to see why DS WP rewards are a problem for the designers of this game. As a programmer the level of complexity for these proposal has already gone beyond difficult to create a solution for them ... as proposed. |
Alena Ventrallis
Osmon Surveillance Caldari State
93
|
Posted - 2013.08.21 04:20:00 -
[92] - Quote
I like the idea of the countermeasures, but I would change the flares design. Have them able to redirect 2 rockets at standard, 3 at advanced, 4 at proto. This eliminates a standard launchers ability to hurt them, and significantly hinders advanced and proto swarms. adjust number of rockets affected as needed for balance. |
Bojo The Mighty
Zanzibar Concept
1520
|
Posted - 2013.08.21 04:56:00 -
[93] - Quote
Fix the turret "snap" bug!
it is very frustrating when you just aim down and you are snapped back up. This is a serious problem. |
Hunter Junko
Zanzibar Concept
129
|
Posted - 2013.08.21 07:46:00 -
[94] - 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.
A team of six, with a DS sitting on the ground, ensures that the DS pilot will get the maximum WP. With proper placement no threat will be possible. Now, put two of them close to each other. Just run between them and the squad has 1200-2400 WP. Toss down some Hives, have everybody shoot their weapons when moving between the two and top of the leader boards, orbital strikes are just the beginnings of the rewards. It would be a great solution for Squad AFK. Squad chat, joking, running, shooting with an occasional OB as a gift. The Squad Leader would be able to top the leader boards with commissions and good results from the OBs.
I am beginning to see why DS WP rewards are a problem for the designers of this game. As a programmer the level of complexity for these proposal has already gone beyond difficult to create a solution for them ... as proposed.
to counter your arguement: some of our WP concepts are made only as the idea, not by the numbers. as someone who is actively flying these "Metal Caskets" and as someone who has made my contributions to this thread, i can offer only my honest opinion:
"WP's, when implemented, should only be awarded in the sense that troops deployed from said Dropship are actively killing enemies, taking objectives and supporting their team within x amount of time they are given."
this means, once their boots hit the ground, the timer is ticking. when it runs out, it runs out; no deployment WP anymore for the pilots, except for his/her gunners. will there be a cooling phase? most likely, but as said before: its the idea that counts
random merc wrote:'now what if they hop out, do their thing and hop back in? wouldn't that be the same exploit?'
good question; under some circumstances, yes that would be exploiting. but this is a coordinated effort between the pilot and his cargo, using what they have to the best of their ability, and in essence what the game is about. plus, it'll be unlikely they'd want to try something like this again, unless their pilot is crazy and the cargo crazier , with the enemy knowing Dropships are there and pulling out the Cheap toys
plus this is simply ideas, suggestions and propositions. whatever numbers they decide to implement is their specialty, so relax a little. if things seem off, or things are out of hand/ not what we proposed, then we'll take action.
@ Alena: given the countermeasures, look in the OP, there are links for countermeasures voiced by different pilots. 'sides, there are more than one way to take down a DS, and it aint swarm launchers. as a pilot i'd have to be wary of missile launchers, Railguns, forge rounds, and Blaster installations. plus the occaisonal AV nade and the upcoming laser installations, when they arrive D:
nonetheless it is a good point you've made (at least for me) not sure what the others would say |
Vyzion Eyri
The Southern Legion
1215
|
Posted - 2013.08.21 10:24:00 -
[95] - 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. |
KalOfTheRathi
Black Phoenix Mercenaries
576
|
Posted - 2013.08.21 11:26:00 -
[96] - Quote
Bojo The Mighty wrote:Fix the turret "snap" bug!
it is very frustrating when you just aim down and you are snapped back up. This is a serious problem. Sorry, Bojo. I don't know this one.
Would you mind taking the time to explain it to me?
Thanks in Advance. |
KalOfTheRathi
Black Phoenix Mercenaries
576
|
Posted - 2013.08.21 11:38:00 -
[97] - Quote
Hunter Junko wrote: -- snip quote of my post -- to counter your argument: some of our WP concepts are made only as the idea, not by the numbers. as someone who is actively flying these "Metal Caskets" and as someone who has made my contributions to this thread, i can offer only my honest opinion:
"WP's, when implemented, should only be awarded in the sense that troops deployed from said Dropship are actively killing enemies, taking objectives and supporting their team within x amount of time they are given."
this means, once their boots hit the ground, the timer is ticking. when it runs out, it runs out; no deployment WP anymore for the pilots, except for his/her gunners. will there be a cooling phase? most likely, but as said before: its the idea that counts Thanks for clearing that up.
However, as a programmer I am saying this has a bucket of bugs just waiting to be coded. The current network/server architecture routinely loses track of who is doing what to whom so adding the requirement to Track Elapsed Time is a concern for an old coder like myself.
So, to clarify what I am saying here is this is Not Easy Coding 101. Conceptually I would say it is, but given the current condition of the code base ... not so much. If this was running on a PC than the answer would be different.
I Do like your ideas and updating the fact that WP amounts are just working numbers is appreciated.
Before they throttled WP for Logi functions I was consistently in the top 3-5. Personally I believe they throttled it too much but that is how they usually react. Overreaction is their first response, which is why Mobile CRUs give no WP today. |
Bojo The Mighty
Zanzibar Concept
1527
|
Posted - 2013.08.21 16:24:00 -
[98] - Quote
KalOfTheRathi wrote:Bojo The Mighty wrote:Fix the turret "snap" bug! it is very frustrating when you just aim down and you are snapped back up. This is a serious problem. Sorry, Bojo. I don't know this one. Would you mind taking the time to explain it to me? Thanks in Advance. When you are the door gunner of a dropship, and you point your turret down and forward towards the nose, if the pilot turns upward at all the turret is "snapped" back upward towards the horizontal median instantly. Basically it means that the whole bottom left / right corner is unavailable to aim in. So many lost kills because of this bug. |
Ren Ratner
Infinite Raiders
70
|
Posted - 2013.08.21 16:48:00 -
[99] - Quote
+1 because Pilots need WP. |
Hunter Junko
Zanzibar Concept
131
|
Posted - 2013.08.22 01:30:00 -
[100] - Quote
KalOfTheRathi wrote:]Thanks for clearing that up.
However, as a programmer I am saying this has a bucket of bugs just waiting to be coded. The current network/server architecture routinely loses track of who is doing what to whom so adding the requirement to Track Elapsed Time is a concern for an old coder like myself.
So, to clarify what I am saying here is this is Not Easy Coding 101. Conceptually I would say it is, but given the current condition of the code base ... not so much. If this was running on a PC than the answer would be different.
I Do like your ideas and updating the fact that WP amounts are just working numbers is appreciated.
Before they throttled WP for Logi functions I was consistently in the top 3-5. Personally I believe they throttled it too much but that is how they usually react. Overreaction is their first response, which is why Mobile CRUs give no WP today. well, at least a decent conversation can be made :D
but a question: if you can input the code nessecary to make it happen, how would you go about accomplishing it? |
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martinofski
Rebelles A Quebec Orion Empire
310
|
Posted - 2013.08.22 02:22:00 -
[101] - Quote
Bojo The Mighty wrote:KalOfTheRathi wrote:Bojo The Mighty wrote:Fix the turret "snap" bug! it is very frustrating when you just aim down and you are snapped back up. This is a serious problem. Sorry, Bojo. I don't know this one. Would you mind taking the time to explain it to me? Thanks in Advance. When you are the door gunner of a dropship, and you point your turret down and forward towards the nose, if the pilot turns upward at all the turret is "snapped" back upward towards the horizontal median instantly. Basically it means that the whole bottom left / right corner is unavailable to aim in. So many lost kills because of this bug.
Yep I do notice this alot when I fly with squaded gunners, because I can hear them say it is really annoying. The turret self-align to the upper position. I pointed it out a while ago to the devs hoping it will be checked on, if not done already(fr 1.5 let say...)
On the WP for mCRU and people boarding. I am just not in for the idea to get WP for teammates getting in while landed (not using the mCRU). Definately hard to control the people exploiting this. I would just give more WP for the mCRU, like +20WP. In a skirmish, you wont see more than 40 peoples spawning in your DS, because sometimes you'll be at a wrong location and because you'll be full some other time. giving you a maximum of 800WP. They could even put a limit on there to the number of spawns. Like the droplinks. |
Bojo The Mighty
Zanzibar Concept
1549
|
Posted - 2013.08.22 20:05:00 -
[102] - Quote
martinofski wrote:They could even put a limit on there to the number of spawns. Like the droplinks. I'm sorry but mCRUs are expensive CPU/PG hogs and to make them limited use would make them worthless. I do not believe that direct WP for mCRU spawns is proper either but they should have WP in one form or another. |
Blade Masterson
Hellstorm Inc League of Infamy
15
|
Posted - 2013.08.23 00:48:00 -
[103] - Quote
Saw some where on the forums about aerial detection system. It would be nice if I could get a warning if I'm getting close to a tower or trolls trying to kamikaze me out of the sky. In addition the assault dropship should be more assult oriented. I.Ee remove the two side guns for an extra front turret of the same make and model, or a medium turret(since we are technically MAV'S) |
Blade Masterson
Hellstorm Inc League of Infamy
15
|
Posted - 2013.08.23 00:50:00 -
[104] - Quote
And to op a plethora of likes for a place of dropship equality |
martinofski
Rebelles A Quebec Orion Empire
310
|
Posted - 2013.08.23 02:29:00 -
[105] - Quote
Bojo The Mighty wrote:martinofski wrote:They could even put a limit on there to the number of spawns. Like the droplinks. I'm sorry but mCRUs are expensive CPU/PG hogs and to make them limited use would make them worthless. I do not believe that direct WP for mCRU spawns is proper either but they should have WP in one form or another.
I proposed limiting the spawn in the mCRU to make it simple, but preventing exploit in some way. Limit in spawn could be related to the total number of clones, so you can't have more than 40% of clones spawning from your DS, giving 1200 WP(60 clones) in skirmish and 400WP (20 spawns) in a 50 clone skirmish. In normal games, you would never hit the spawn quantity cap. But I agree it isn't the best solution.
Talking about the assault Dropship, I am not sure they need more WP than the one from killing actually. In case where they would release new proto modules or ADS, they would survive alot more and I can predict 3 man squadron being able the get 5000wp+ per match.
Looking at a possible rebalancing of AV vs vehicles in uprising 1.5, wp for spawning , turret fix, possibly proto dropships and such, I don't think we should get that much more WP seriously.
We don't get WP in a match from changing the game dynamic with a tank or a DS or a good squad work and that is the real issue. Those are team benefits. This all come to one solution. Give a WP, ISK and SP substantial bonus for the winning team. Making people want to win, not messing around. Forcing teamwork, better gameplay, investment. Then I would not care so much about all the individual WP gains like mCRU points on the DS.
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Vyzion Eyri
The Southern Legion The Umbra Combine
1420
|
Posted - 2013.10.11 06:34:00 -
[106] - 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
_______________________________________________
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. |
Hunter Junko
Zanzibar Concept
192
|
Posted - 2013.10.12 11:04:00 -
[107] - Quote
Bumping for The pilots |
Xaviah Reaper
Nyain San EoN.
123
|
Posted - 2013.10.12 11:41:00 -
[108] - Quote
Vyzion Eyri wrote: 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. A pilot has much to keep his mind on when flying, 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.
I agree. a more user appealing fisrt person view would be pretty awesome. similar to the inside of an LAV, but more the internals of a fighter jet. and when your ship touches ground, your first person view starts to flip switches to shut the power of the ship down. And a red flashing warning light alerts you of oncoming swarm missiles, and a blue flashing light shows forge gunner is in proximity.
Would also be amazing if a blueberry could beckon you down for pickup and would have a Rally point marker on himself, the same way a medic can see a downed ally with the medic symbol. This could make us far more useful in troop transport, as we can save clones from immediate death, and would be a serious game changer. If a player is picked up whilst being engaged by enemy then the DS pilot gets survivor WPs. few ideas i thought up reading that paragraph you posted there :) |
Meeko Fent
DUST University Ivy League
1136
|
Posted - 2013.10.12 15:10:00 -
[109] - Quote
There's a landing gear?
0.0 |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
219
|
Posted - 2013.10.12 15:31:00 -
[110] - Quote
Vyzion Eyri wrote:First Person View: Should be edited to reflect the cockpit of any basic aircraft; surroundings should be visible, perhaps through screens around the pilot, simulator-like. Less tunnel vision, wider viewing area. Possibility of rotating camera without rotating the dropship?
^^ COME ON !! ASSAULT DROPSHIPS NEEDS THIS !! I have never flown an ads actually i'm frecking bad at flying dropships but holy **** these things are underpowered. To start out in the small ads pilots flying in FPV (First person view for those who just got out of bed) really needs a way to turn the camera in both the x- and y-axis (up, down and left, right) without the entire dropship shiftes it's alignment. It's working fine with movement in the y-axis but pilots can't move the camera in the x-axis without turning the dropship.
Why not make it so that pilots can turn the camera in the x-axis to a maximum of +/- 25 degress. Turning further than this the dropship will begin to turn.
Or atleast this is from my backseat view a decent small upgrade to the FPV of a dropship.
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Xaviah Reaper
Nyain San EoN.
125
|
Posted - 2013.10.12 17:14:00 -
[111] - Quote
why doesnt CCP look at everybody elses posts.. fair enough saying "this is good stuff", but thats all we see. no action |
Vyzion Eyri
The Southern Legion The Umbra Combine
1431
|
Posted - 2013.10.12 21:00:00 -
[112] - 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. |
Hunter Junko
Zanzibar Concept
192
|
Posted - 2013.10.12 22:50:00 -
[113] - Quote
Vyzion Eyri wrote:
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.
fastest way to nerdgasm:
imagine a Dropship cockpit with the oculus rift >:] |
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