Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ser Chard
Benevolence Life Insurance
12
|
Posted - 2013.05.22 01:37:00 -
[1] - Quote
I would like to see more customizability for vehicles - something I'm sure we'll see, yet I have some specific requests!
I believe it is important that there be equipment available to vehicles free of the high/low slot optimization game. Something any vehicle can use without making cookie-cutter negligible or significant sacrifices. Emphasis may be placed by tinkering with PG/CPU costs - but in the end, both Gallente and Caldari suits can use a nanohive just as well. With the system, ALL modules have either a negligible (low-slot for my Python) or critical (a turbo boost :( ) impact, depending on vehicle. I like this - but I also believe some equipment should be free of this.
Proposed: Add equipment slots to vehicles. 1 for standard vehicle, 2 for advanced, 3 for logistics vehicles Leave CPU/PG same or slightly buff - force us to choose between a piece of equipment or a shield booster etc.
This "Ordnance" slot is for active-use equipment that changes the role of the vehicle. High/Low Modules may alter efficacy, but they do not alter the role as Ordnance does.
Hunter-Killer Missile A vehicle-to-vehicle explosive, this missile functions as a low-grade swarm launcher. This may give improved armor-hunting capabilities to a vehicle, or be used to fend off annoying LAVS and Dropships. Cooldown: 1 minute?
Locus Clusterbomb This ordnance drops a package that, upon impact with the ground, fragments into 3 timed explosives. These may be considered 3-second-fuse locus grenades with reduced damage. This will see use by dropships to flush enemies out of cover, or by land vehicles to ward off pursuing enemies or as an area denial. Cooldown: 1 minute?
Chaff and Flare This, when activated, cancels lock-on and prevents it for approx. 5 seconds. Any missiles en-route no longer track but carry their momentum, leading to impact if evasive maneuvers are not taken. Especially important for dropships, this buys a crucial few seconds for escape. Note that this may be accompanied by a visual effect to notify swarm users that they would be wasting ammo.
Cloaking Device You know.
Self-Destruct This ordnance is single-use-only! It works by releasing a swarm of nano-cyborgs (mechano-bacteria?) that rapidly break down remaining power systems, equipment, fuel and etcetera - latent power is routed into a series of capacitors and all available matter is forced by this energy into a low-efficiency fusion reaction that, after a few nanoseconds of priming, results in a large explosion of heat, smoke and char! Deals a "flat" damage at a "flat" radius determined by vehicle type and class, with expensive (big reactors!) HAVS doing the most damage at the greatest radius. More damage / range is added depending on current vehicle health. Takes a few (3?) seconds to activate, presumably with a solemn voiceover or an ominous countdown.
Drones Drones are cool. They could like... absorb bullets? Repair? Maybe they can just float around playing a song of your choosing. Rickroll the opposing forces? Psychological warfare is still war.
Regardless of what equipment is given to vehicles, I think vehicles NEED an "equipment" slot giving them active-use options not constrained by the high/low slot mumbojumbo. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
181
|
Posted - 2013.05.22 03:25:00 -
[2] - Quote
I like |
Ser Chard
Benevolence Life Insurance
12
|
Posted - 2013.05.22 12:32:00 -
[3] - Quote
Armor Lock When activated, this ordnance diverts all power systems to shielding and hull reinforcement. After a warmup period of a few seconds, this reduces all damage taken by 90% while preventing all vehicle movement or turret/module use. While too slow to use in emergency situations, clever operators have found that this allows them to transform their vehicle into mobile cover, providing invaluable support to allies otherwise left in the open. This module is activated and deactivated at will but has a considerable startup and shutdown time.
Cmonnn there's so much more you can do with vehicles. Please give vehicle equipment a thought so we can have it in a few months! |
Vermaak Doe
SVER True Blood Unclaimed.
742
|
Posted - 2013.05.22 12:44:00 -
[4] - Quote
Advanced do need an extra slot, if this was to be implemented. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.09 03:01:00 -
[5] - Quote
CCP I would love you forever.
Resupply Drone This ordnance launches a drone that resupplies the ammunition of nearby infantry. Functionally equivalent to a nanohive. |
Harpyja
DUST University Ivy League
91
|
Posted - 2013.06.09 04:21:00 -
[6] - Quote
I think missile turrets in general should have weak tracking abilities. This would help them along further and make them more distinguishable from railguns and blasters. |
Tactic Angel
GodsWolves
18
|
Posted - 2013.06.09 05:37:00 -
[7] - Quote
For the sake of balance, swarm launchers probably need to hit more often rather than less. Increasingly the game is becoming tankers teaming up and rolling ill equipped newer players, which really does hurt the game.
I like most of the rest of the ideas though. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |