Thrillhouse Van Houten
DIOS EX.
55
|
Posted - 2013.04.04 22:27:00 -
[1] - Quote
I have been saying this for two months.
Vehicles aren't broken in Eve...so why fix them?
Adapt them to ground warfare, obviously, but what was so difficult or unruly about have High/Med/Low slots, Capacitor and Shield/Armor/Hull?
So replace "High Slots" with "Turret slots" or whatever. Call the Dust "High Slots" "Medium Slots" add a Capacitor and Hull and ya basically have ships in Eve...which works. Now you'll get the folks saying "Dust is in the Eve universe, it isn't Eve" and they are completely right. That being said, the system would have transferred over just fine in my opinion. It would make running vehicles more difficult in some ways (fitting and skill selection and use, monitoring Capacitor) and easier in other ways (I, personally, find the module usage in Dust is far inferior to module use in Eve. Press and go). It would ADD E-Warfare to Dust (making Scout suits especially suited to this task would make them truly SCOUTS). As it stands E-Warfare in Dust is basically done passively via scan profiles on the minimap. Even adding active scanners and cloaking devices barely changes this. There is no neutralization of enemy electronics or disruption of scanning equipment. I'd love to see a blueberry Scout neut a Swarm Launcher's lock-on, for example, or slow a HAV's turret tracking speed to a snail's crawl.
I say go a step further. Why not add Cap to dropsuits? FGs, LRs, ARs (Blaster versions), Snipers, etc...all use some form of high energy projection or pure energy as their payload. Things like bolt action Minmatar Snipers or traditional projectile weapons could be added that use no Cap but require ammo and you could do away with the ammo reqs on FGs and LRs, but have them be Cap eaters. Nanohives could come in two specialties that either charge Cap or resupply ammo. Heck, there could be pricey Proto variants that do both for the Hybrid-ammo crowd.
It opens the door for extreme specialization (and even requires it, to a degree). I'm used to the complexity of Eve and I don't feel like, with GOOD TUTORIALS AND GRADUAL INTRODUCTION, new players wouldn't like it.
As for Vehicles: before I would introduce this system or my nugget of an idea above, the absolute first thing I'd do is SEPARATE Vehicle and Infantry skill completely. Why does Field Mechanics add Armor to both Dropsuits and Vehicles? They are both horrendously complex space equipment from the far flung future and yet a single fellow learns about one as if it is the other equally? That is, unless he is learning about weapons...
TL DR; Very nice fleshing out of a great system for vehicles in the OP. |
Thrillhouse Van Houten
DIOS EX.
55
|
Posted - 2013.04.04 22:37:00 -
[2] - Quote
Oh...and the OP said that tiny bit about infantry laser tagging targets for artillery vehicles was friggin' genius. The OPs idea would make vehicles stronger in many ways, but adding a long range, high powered "mortar" style weapon or vehicle that requires a tag from a fellow teammate would give them something to fear (everyone should fear someone...it is a sign of balance, imo).
I imagine it working like an Orbital Strike (much much less powerful, mind you). Guy 1 has the computerized mortar (MAV?), he "uses" the weapon, which brings up the map. Anyone using a target painter (Eq or maybe even Sidearm, giving Assault and Scout players a tool that Logi's can't touch) at that time would add a target reticule onto the map. Guy 1 chooses from the available target reticules and its bombs away. He may hit nothing when his round falls, or he may hit high-powered pay-dirt. Ka-freaking-boom.
Love it. I'd +1 it twice if I could... |