Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kain Reaver83
DUST University Ivy League
4
|
Posted - 2013.03.24 03:00:00 -
[1] - Quote
As a dropship pilot myself, I've lost my fair share of expensive dropships. I've raged at times where my best dropship got taken down by militia swarm launchers, forge guns, and tanks alike. Here on the forums, I've seen a lot of great ideas for dropships and I would like to post some ideas and suggestions. I won't take credit for all of these ideas, but they should at least be presented to CCP and the community for their consideration.
Passengers and Troop Transport System (This was not idea, but I thought it was a wonderful one and credit goes to Judge Rhadamanthus for posting it. I also felt the need to refine it a little bit.)
Upon entering a dropship as a passenger, the map is pulled up on your screen and you choose your destination. Your destination will then be displayed on the pilot's screen (as well as the other passenger's map screens) as a rally point and is color coded to that specific passenger's seating arrangement. If more than one passengers select the same destination, their color will be that of the destination they chose. Once the dropship is full, or lack thereof, the pilot then takes off and drops the passengers off at their destinations. The passengers can either deploy themselves, or the pilot can drop them off with the push of a button (I think this may be a better option seeing as the passengers wouldn't know exactly when to drop, only the pilot would. This could be achieved by the pilot pressing Square to open the bay doors, then pressing X to eject the passenger(s)). After each successful drop off, the pilot is awarded WP. The passenger(s) could potentially be awarded WP as well for issuing pilot commands, utilizing the transport system properly, and landing safely.
Passengers that spawn in a dropship equipped with a CRU should operate the same way; the spawn occurs, the map opens, they choose their destination, are dropped off, and WP awarded. Of course, the pilot should also be awarded WP for team spawns on their dropship. After all, they probably sacrificed an afterburner to be able to allow their team to spawn in a mobile CRU.
Gunners
As for gunners, once someone mans a weapon, a defend order is automatically placed on the dropship itself, thus granting a boost to WP gained, giving both the pilot and gunners a little bit of the love that they currently need. If the dropship is in a hover above ground infantry, or has landed near ground infantry, the boost should also be given to said ground infantry with every kill they make for defending the dropship while it is vulnerable. The defend order should be visible to everyone on the team, but should not override any current squad orders.
Additional Roles for Passengers
I've seen some people mention they would like to see countermeasures implemented into dropships that are deployed by the pilots. I'm inclined to agree. But perhaps a more interesting idea is to make all passengers (not gunners) link to external cameras mounted on the dropship's hull so they can monitor incoming swarm volleys. Once one is spotted, they can press a button that launches the countermeasures and alerts the pilot to take evasive maneuvers. Perhaps the countermeasure system can operate similar to the way Swarm Launchers do; the passenger spots the swarm volley, places the volley inside a reticule, locks onto it, and launches the CMs. The resulting lock on would also allow the pilot to "see" where the threat is. This could be utilized by a corner or a side of the pilot's screen flashing red while an audible klaxon is played, allowing the pilot to take immediate action to evade the swarm volley. For the passengers, each successful CM that caused the swarm volley to not damage the dropship should be awarded WP. Of course, CMs should not be 100% effective all the time. There should still be risk involved. It has also been suggested that CMs should not be infinite in capacity. I agree. However, currently there is no way to restock a dropship's ammo supplies, nor is there a limit to a gunner's ammo. CMs should be infinite until the gunners have a limited supply of ammo and until it's possible to resupply a dropship's ammo supplies. If/when resupplying dropships is implemented, then CM supplies can be limited.
For countering forge gunners, I have no idea what to implement. Perhaps the community can shed some light on this. The only things I can think of is to obviously either buff the dropship's armor and/or shields, or nerf the forge gun slightly. Maybe those operating the countermeasures can also deploy a special shield in the general direction of the forge gun's incoming trajectory to help minimize damage. Whatever works best.
Another role I can think of for passengers is to be a sort of "radar operator". This role could be utilized by finding hostile targets and "marking" them with an attack order for the gunners to take out. Each successful kill of a "marked" target awards the passenger, gunner, and pilot bonus WP. The attack order should be visible to only the dropship crew, but should not override current squad orders.
Passengers in logi suits could also take on the role of repairer. Using their repair tool, the logi bro/sis can repair the hull and/or shields of the dropship, and be awarded the normal WP for repping dropsuits. Perhaps maybe a bit more considering the size difference. They can also participate in the CM and "radar operator" ideas I mentioned above.
In the event a dropship is taken down, perhaps once the pilot ejects, all passengers and gunners are ejected at the same time, resulting in less clone losses. But maybe the responsibility to eject should continue to lie upon every individual, thus allowing the one who's responsible for the destruction of the dropship to be able to earn WP for each kill.
Continued... |
Kain Reaver83
DUST University Ivy League
4
|
Posted - 2013.03.24 03:01:00 -
[2] - Quote
Continued from previous post...
I believe these ideas will make dropships and its crew more effective while also enforcing more team work than they currently do. Every passenger within the dropship should be given a role to partake in to prevent AFKers and farmers alike. Though these ideas may have their exploits, I firmly believe it will have more pros than cons and help give dropships and pilots alike much of the love they really need in this game. I would perhaps go so far to say that they would bring back the days of when dropships were feared. Of course, once gunships and/or fighters are brought into the game, these ideas can be utilized to the appropriate asset or spread across all assets in order to make them all as effective as possible. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
11
|
Posted - 2013.03.24 03:12:00 -
[3] - Quote
This is pretty awesome. The only problem I see with this is pilots refusing to drop people because of their usefulness. Also there should at least be a cool down on the countermeasures to keep them from becing effectively immortal. In addition, having four people targeting swarms for CM seems a little unfair. Maybe two for that and two marking targets |
slypie11
Planetary Response Organisation Test Friends Please Ignore
11
|
Posted - 2013.03.24 03:16:00 -
[4] - Quote
This is what this forum needs more if. No more buff this and nerf that, but actual ideas to counter the strength of a weapon or vehicle, not just make it worse. |
Kain Reaver83
DUST University Ivy League
4
|
Posted - 2013.03.24 03:17:00 -
[5] - Quote
slypie11 wrote:This is pretty awesome. The only problem I see with this is pilots refusing to drop people because of their usefulness. Also there should at least be a cool down on the countermeasures to keep them from becing effectively immortal. In addition, having four people targeting swarms for CM seems a little unfair. Maybe two for that and two marking targets
Hadn't thought of that. Excellent ideas. Thanks. |
Kaila Silverblood
SVER True Blood Unclaimed.
0
|
Posted - 2013.03.24 04:35:00 -
[6] - Quote
All very good ideas. Although I disagree with the passenger cm for the most part as it makes the pulley rely on passengers too much. Passengers are a rare occurrence. Adding another gun, under mounted on the fuselage controllable by a passenger and leaving the countermeasure to the pilot would increase survivability tremendously. Passenger controlled Radar is a fantastic idea. In any case we pilots do need some wp love. Keep up the ideas
|
gbghg
L.O.T.I.S. Legacy Rising
802
|
Posted - 2013.03.24 04:47:00 -
[7] - Quote
just going to link you the dropship feedback thread, don't know if you've had a look in but there's plenty of good ideas in there https://forums.dust514.com/default.aspx?g=posts&t=62202 |
Rusticuls
NECROMONGER'S
7
|
Posted - 2013.03.24 06:17:00 -
[8] - Quote
I love these ideas, especially the teamwork aspect of them. If we end up getting shield generators (bubble shields) that might be a way for the drop ships to buff itself with each passenger activating their own shields, or possibly a co-pilot ( they could also be marking targets, dropoff locations etc.) could manage the shield power levels increasing power to levels using sliders while the pilot flies. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
41
|
Posted - 2013.03.24 13:37:00 -
[9] - Quote
Awesome thread. I like the idea of having non-verbal means of communication between the pilot and passengers. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
11
|
Posted - 2013.03.24 14:52:00 -
[10] - Quote
What would be cool is having a loudspeaker in the ship that overpowers all other coms |
|
Judge Rhadamanthus
Shining Flame Amarr Empire
22
|
Posted - 2013.03.24 16:48:00 -
[11] - Quote
Obviously like the pick a destination idea and colour coded waypoints. This is mainly a PUB thing as it means you can take silent people where they want to go.
Lots of good "out of the box" ideas in your OP. The gold nugget of your ideas I think is that throw away comment about buffing shields in a certain direction.
AV is an attack. Attacks have counters, rather than negation. i.e rather than being immune to swarms (negation) we have to counter them (counters). This maintains balance and affords victory to the most tactical as a missed counter rewards the attacker.
Directional Shield Buffs
What if we had directional shield buffs? If we see a swarm or forge we can buff the direction they are coming from. This could be like current shield hardeners but much stronger, say 80% buff. Or we can put a super plate hardeners or shield hardeners on the front or back of the ship. When activated the front or back (not both) are hardened to 80%. The counter here is to keep your ship turned into/away from the attack. Attackers can use this to kill you if you get it wrong, or turn your gunners to face a useless direction as you spin the ship to defend yourself.
You are still vulnerable form the other directions, so not too OP.
Profile Counter.
Simple this one. If you are swarmed you can run or hide or if you are aware of the threat if you turn your nose, which has special stealth tech profile reducing abilities toward the swarms. Get it right and they lose their lock.
I think things like this (including chaff etc) add skill to the role. Without making a DS too strong it can survive. The skill of the pilot is the main determining factor, rather than a ton of tank.
|
Galrick M'kron
Sand Mercenary Corps Inc.
15
|
Posted - 2013.03.24 18:04:00 -
[12] - Quote
I also think that pilots should get WP equal to 20% of the WP a passenger gains for any WP-earning actions the passenger performs for 20 seconds after said passenger lands after being dropped. There should be a 30-second cooldown for this after a certain amount of WP (500?) has been earned. |
Godin Thekiller
KNIGHTZ OF THE ROUND
17
|
Posted - 2013.03.24 18:50:00 -
[13] - Quote
I like the above post's idea of moving around shields/armor to counter forges. This should be on all SKILLED vehicles stock as a active module. To use it, you would first need to level up a skill called "Defense Modifier Operations". At level one, you can do 15% of the shields to one point, and at level five, 75%. It also unlocks a module called the Defense Modifier, that can take a percentage of the opposite type of tank, and turn it into it's own by taking power that it uses, and putting it into it's own. It doesn't change no matter if the tank that is being lowered takes damage.
STD Shield Modifer: -25% Armor HP into Shield HP lasts 30 seconds, cooldown lasts 40.
ADV Shield Modifer -50% Armor HP into Shield HP
PROTO Shield Modifer -75% Armor HP into shield HP
OFC Shield Modifer -75% Armor HP, but, it changes into 90% into Shield HP. Lasts 45 seconds, cooldown lasts 30 seconds.
Same for Armor, but the numbers are 20%, 40%, 60%, then OFC gets 75%. Lasts 60 seconds, then cooldown is 35 seconds. OFC lasts 1 minute 20 seconds, and has a 25 second cooldown.
My second suggestion is to give small turrets a second use (there first use of being sub-par AP weapons) and allow them to be able to kill explosive projectile AV weapons (I.E. The missile swarm from swarm launchers). Shoot at them enough, and they go boom. Not the whole swarm, but single ones. This would effectly promote the use of the small turret slots, and filling the entire vehicle.
My last suguestion is that although this might be thought of as a bad idea, to be honest, AV grenades and flux grenades should have a damage reduction of 50%. This would make them finishers instead of primary AV weapons like they are now. Also, add a fuse to them, so if they are cooked, but don't hit the vehicle in time, they blow up.
|
Heathen Bastard
Kang Lo Directorate Gallente Federation
60
|
Posted - 2013.03.24 19:00:00 -
[14] - Quote
thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. |
Godin Thekiller
KNIGHTZ OF THE ROUND
17
|
Posted - 2013.03.24 19:19:00 -
[15] - Quote
Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team.
Actually, it would need to be 10, because squads will expand to six in the next build. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
60
|
Posted - 2013.03.24 19:30:00 -
[16] - Quote
Godin Thekiller wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. Actually, it would need to be 10, because squads will expand to six in the next build.
that's just odd, it doesn't go cleanly into 16 or 8 the current limits of players involved. are they raising the amount of players in fights as well? |
Godin Thekiller
KNIGHTZ OF THE ROUND
17
|
Posted - 2013.03.24 20:51:00 -
[17] - Quote
Heathen Bastard wrote:Godin Thekiller wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. Actually, it would need to be 10, because squads will expand to six in the next build. that's just odd, it doesn't go cleanly into 16 or 8 the current limits of players involved. are they raising the amount of players in fights as well?
I thought It is clear that the entire team size will be increased as well. My bad. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
64
|
Posted - 2013.03.24 20:58:00 -
[18] - Quote
Godin Thekiller wrote:Heathen Bastard wrote:Godin Thekiller wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. Actually, it would need to be 10, because squads will expand to six in the next build. that's just odd, it doesn't go cleanly into 16 or 8 the current limits of players involved. are they raising the amount of players in fights as well? I thought It is clear that the entire team size will be increased as well. My bad.
ah, that makes a lot more sense! |
copy left
BurgezzE.T.F Orion Empire
68
|
Posted - 2013.03.24 21:11:00 -
[19] - Quote
dropships need something lol |
Kain Reaver83
DUST University Ivy League
9
|
Posted - 2013.03.24 22:13:00 -
[20] - Quote
Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team.
This is an awesome idea! I'd like to see this in action. A thought I just had was to allow the radar operator to have a 360-¦ rotatable view of the Dropship, with a HUD that displays tactical information on both aerial and ground threats. Any infantry carrying weapons that pose a direct threat to the Dropship itself, such as Forge Guns or Swarm Launchers and even tanks, will have an icon above the player chevron, indicating a possible attacker. The radar operator can tag this player or vehicle so the gunners and pilot can work together to either neutralize, or evade the threat altogether. Swarm volleys can be indicated by a different icon, possibly a red flashing reticule around the volley to help the operator detect the threat and take appropriate measures to alert the pilot to evade immediately, and/or alert the CM operators to launch the CMs.
On a side note, should CCP implement any of these ideas into DUST, aerial battles would become incredibly epic. I would love to see more aerial battles. Dropship vs. Dropship. Each vessel striving to take the other out while dodging and weaving through the map to evade both ground and aerial AA fire. Imagine the victory cheers to be had when a Dropship team works together successfully to bring down an enemy Dropship of equal capabilities. Oh the glory! |
|
slypie11
Planetary Response Organisation Test Friends Please Ignore
16
|
Posted - 2013.03.25 01:36:00 -
[21] - Quote
Kain Reaver83 wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. This is an awesome idea! I'd like to see this in action. A thought I just had was to allow the radar operator to have a 360-¦ rotatable view of the Dropship, with a HUD that displays tactical information on both aerial and ground threats. Any infantry carrying weapons that pose a direct threat to the Dropship itself, such as Forge Guns or Swarm Launchers and even tanks, will have an icon above the player chevron, indicating a possible attacker. The radar operator can tag this player or vehicle so the gunners and pilot can work together to either neutralize, or evade the threat altogether. Swarm volleys can be indicated by a different icon, possibly a red flashing reticule around the volley to help the operator detect the threat and take appropriate measures to alert the pilot to evade immediately, and/or alert the CM operators to launch the CMs. On a side note, should CCP implement any of these ideas into DUST, aerial battles would become incredibly epic. I would love to see more aerial battles. Dropship vs. Dropship. Each vessel striving to take the other out while dodging and weaving through the map to evade both ground and aerial AA fire. Imagine the victory cheers to be had when a Dropship team works together successfully to bring down an enemy Dropship of equal capabilities. Oh the glory!
No seeing threats on radar. We'll be going from seriously underpowered dropships to the evil warlords of the skies. Seriously, they'd be invincible. |
gbghg
L.O.T.I.S. Legacy Rising
809
|
Posted - 2013.03.25 01:47:00 -
[22] - Quote
slypie11 wrote:Kain Reaver83 wrote:Heathen Bastard wrote:thinking about it, why not just add an extra seat to the dropship specifically for the "radar operator/ defensive" role? brings seats up to 8, and allows a full squad to operate the dropship(pilot, gunners, radar/defensive specialist) while maintaining the capability to drop in a squad of reinforcements/ assault sqauds.
this would bring a hell of a lot of new fighting into corp fights, and if 8 man squads ever get added, it's a perfect fit for a flight crew and an away team. This is an awesome idea! I'd like to see this in action. A thought I just had was to allow the radar operator to have a 360-¦ rotatable view of the Dropship, with a HUD that displays tactical information on both aerial and ground threats. Any infantry carrying weapons that pose a direct threat to the Dropship itself, such as Forge Guns or Swarm Launchers and even tanks, will have an icon above the player chevron, indicating a possible attacker. The radar operator can tag this player or vehicle so the gunners and pilot can work together to either neutralize, or evade the threat altogether. Swarm volleys can be indicated by a different icon, possibly a red flashing reticule around the volley to help the operator detect the threat and take appropriate measures to alert the pilot to evade immediately, and/or alert the CM operators to launch the CMs. On a side note, should CCP implement any of these ideas into DUST, aerial battles would become incredibly epic. I would love to see more aerial battles. Dropship vs. Dropship. Each vessel striving to take the other out while dodging and weaving through the map to evade both ground and aerial AA fire. Imagine the victory cheers to be had when a Dropship team works together successfully to bring down an enemy Dropship of equal capabilities. Oh the glory! No seeing threats on radar. We'll be going from seriously underpowered dropships to the evil warlords of the skies. Seriously, they'd be invincible. I have a thread on "threat detection" a couple of pages back, the basic premise their is that you get modules/skills that allow you to detect when a swarm launcher is locking onto you or a foorge gun is charging up, that always seemed the best option to me. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
16
|
Posted - 2013.03.25 01:58:00 -
[23] - Quote
not forge guns. maybe a lock on detector. |
gbghg
L.O.T.I.S. Legacy Rising
809
|
Posted - 2013.03.25 02:10:00 -
[24] - Quote
slypie11 wrote:not forge guns. maybe a lock on detector. yes forge guns because their one of the most dangerous AV weapons and the EM signature they're kicking out is huge so it makes sense that some kind of scanner can pick it up. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
16
|
Posted - 2013.03.25 02:41:00 -
[25] - Quote
They may be the most powerful, but it takes a great deal of skill to hit a moving dropship with one. Also, putting a forge gun detector on a dropship would make it even easier for them to dodge it. |
Thor Thunder Fist
Better Hide R Die
87
|
Posted - 2013.03.25 05:02:00 -
[26] - Quote
slypie11 wrote:They may be the most powerful, but it takes a great deal of skill to hit a moving dropship with one. Also, putting a forge gun detector on a dropship would make it even easier for them to dodge it.
I have to say I doesn't take THAT much skill to hit a drop ship just a little bit of math, I remember blowing up a dropship during it's afterburner cycle with my assault forge gun, I'm not saying it's easy to hit a dropship with a forge gun I'm just saying it's not hard. I would like to see a bigger indicator of where the shot is coming from and this is along the lines of what they are asking for.... |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.25 06:01:00 -
[27] - Quote
Stefan Stahl wrote:Awesome thread. I like the idea of having non-verbal means of communication between the pilot and passengers.
If all of the prior additions/changes are made, couldn't the pilot could simply say, "Dropship Pilot to Dropship Gunner" or "Dropship Pilot to Dropship Radar personel" You wouldn't necessarily have to make some sort of loud speaker on the ship would you? |
slypie11
Planetary Response Organisation Test Friends Please Ignore
21
|
Posted - 2013.03.25 19:37:00 -
[28] - Quote
Thor Thunder Fist wrote:slypie11 wrote:They may be the most powerful, but it takes a great deal of skill to hit a moving dropship with one. Also, putting a forge gun detector on a dropship would make it even easier for them to dodge it. I have to say I doesn't take THAT much skill to hit a drop ship just a little bit of math, I remember blowing up a dropship during it's afterburner cycle with my assault forge gun, I'm not saying it's easy to hit a dropship with a forge gun I'm just saying it's not hard. I would like to see a bigger indicator of where the shot is coming from and this is along the lines of what they are asking for....
You use math to hit a dropship? I mean if you lead them, thats cool, but it's not math. Maybe some kind of static noise when a forge gun shot is near. But you shouldn't know where it's coming from. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |