Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ulysses Knapse
Nuevo Atlas Corporation
209
|
Posted - 2013.04.10 05:14:00 -
[1] - Quote
This suggestion is all about refining vehicles.
Ammunition Turrets. Where does all that ammunition come from? It is a legitimate question. Finite ammunition. Why not? Ammunition is a limiting factor. Every turret has ammunition. Some turrets draw straight from the source while others use a clip. Vehicles can carry extra ammunition in an "Ammo Cache". Ammo caches aren't modules, per se. They are inside your vehicle's storage hold. In the fitting menu, simply click the cargohold slot in the fitting wheel which will open your storage bay. There is no limit to how many items you can put in, only a limit of how much volume there is available for items. Each Ammo Cache holds a supply's worth of a certain type of ammunition and takes up volume in the storage bay. Ammo Caches do not affect clip size. You can refill your ammunition via a Supply Depot.
Capacitor Vehicles also use capacitor. Capacitor is required for most systems. Instead of having a "cooldown", active modules use capacitor. If you run out of capacitor, active modules deactivate and turrets that use capacitor no longer function. Each vehicle has a capacitor capacity and capacitor recharge rate. Capacitor capacity does not increase capacitor recharge rate, because that is silly.
Capacitor Batteries are high-slot items that improve capacitor capacity.
CapacitorRechargers are high-slot items that improve capacitor recharge rate.
Capacitor Flux Coils are low-slot items that improve capacitor recharge rate while decreasing capacitor capacity.
Capacitor Power Relays are low-slot items that improve capacitor recharge rate at the expense of shield recharge rate.
Capacitor Boosters are high-slot items that provide a quick boost to your capacitor. They require "Cap Boosters", which it can only hold a limited amount of. You can store extra Cap Boosters in your storage bay. Cap Boosters are considered Ammunition for the purposes of resupplying. Why have capacitor? Because it lets you use Active Modules without the annoying "cooldown" and having to reactivate them every time you use them.
Structure Structure is the stuff underneath Armor. Once you hit Structure, things get really messy. The further into structure you go, the more likely you are to fail at life. All of your module effectiveness is determined by Structure. At 50% Structure, enhancement modules only work at 50% efficiency (turret upgrades, resistance amplifiers, overchargers, etcetera), turrets produce heat 50% faster and repair modules are 50% slower. Not only that, but vehicles move more slowly. To put it plainly: don't go into structure. If you go too far into structure, you'll basically be helpless unless help arrives. Although structure improves vehicle survivability, it is most definitely not intended to be another tanking method. Structure takes equal damage from all damage types. Damage Controls don't lose effectiveness at low structure and also greatly improve structural resistances.
Expanded Storage Bays can be added. These reduce structure, but improve ammunition carrying capacity. They are basically for loners who don't count on help from others. Low-slot modules.
Nanofiber Internal Structures also reduce structure, but increase agility and speed. These are also mostly for loners, who don't need infantrymen slowing them down. Low-slot modules.
Reinforced Bulkheads improve structural integrity, but reduce speed and agility. These are not for loners. These are for those who have infantry and logistical support. Low-slot modules.
Hybrid Ammunition and Capacitor Hybrid Turrets use up a moderate amount of ammunition, and every so often you'll have to reload them. Hybrid Turrets also use a sizeable amount of capacitor, so firing them too often will result in less capacitor for your other systems.
Projectile and Missile Ammunition and Capacitor Projectile Turrets and Missile Turrets are the heaviest users of ammunition. They need to be reloaded more often, take longer to reload and you cannot carry as much ammo with you. They use no capacitor, however.
Laser Ammunition and Capacitor Laser Turrets use the least amount of ammunition. They use focusing crystals that last much longer than Hybrid or Projectile ammunition. It is highly likely that you will not run out of ammunition through moderate use of Laser Turrets. These focusing crystals are also compact, so they reload faster and more can be stored. They do, however, use much more capacitor than other turret types. |
Eris Ernaga
GamersForChrist
99
|
Posted - 2013.04.10 05:30:00 -
[2] - Quote
+1 |
Ulysses Knapse
Nuevo Atlas Corporation
209
|
Posted - 2013.04.10 06:49:00 -
[3] - Quote
And yet no +1 was given. |
Ulysses Knapse
Nuevo Atlas Corporation
280
|
Posted - 2013.04.16 20:03:00 -
[4] - Quote
Tap. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
122
|
Posted - 2013.04.17 08:24:00 -
[5] - Quote
no |
Volgair
The Tritan Industries RISE of LEGION
271
|
Posted - 2013.04.17 11:00:00 -
[6] - Quote
All of these Ideas have been explored before to some great extent, I will break them down as bullets.
Ammunition- - The general consensus and bad science as to how this works, is that you are not carrying loose volatile rounds in your vehicle. Instead you are carrying the same nano clusters that can be found in supply depots and nanohives. They make ammo for you as needed, and that is what you need to replace. - The idea has merit, it serves to make combat, especially vehicle combat more dynamic and unique. Plus it opens the possibility for on the fly ammunition type changes. - Serves as incentive to keep HAV's from destroying supply depots.
Capacitor- - As such an essential part of the way EVE ships handle I stand rather surprised and disappointed that they opted to dumb it down with a cool down based system.
Structure- - Most that argued for this to become a thing, referred to it as a chassis as it is closer to the object it is describing.... Few people disagreed with its implementation. -This was for a time, a hot button issue when they implemented chassis fire. Then they toned down the damage from said fire and armor tanks became viable again.
Resistances/Damage Type- - This was the only one if the big vehicle four you missed. Damage Type in dust is something that exists currently only as moderate positive or negative damage multipliers, It honestly is one of the biggest holes that keeps DUST from feeling like a true boots on the ground version of EVE, and then an extension of the New Eden universe. (In terms of stats, not lore.) |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |