Yeshua Saliot
Pro Hic Immortalis
0
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Posted - 2013.06.12 23:46:00 -
[1] - Quote
What follows are some changes I believe will bring the Dropship onto an equal footing with other vehicles without creating an imbalance in the opposite direction
The first three points (1a, 1b, & 1c), are in my opinion, dependent on each other to prevent imbalance.
1a. Reduce the skill point investment required for piloting significantly
1b. Reduce the ISK investment required for dropships significantly
1c. Introduce the piloting dropsuit hinted at in the closed beta marketplace
The net savings in SP and ISK would be cancelled out by the introduction of a new suit type geared specifically to piloting (for both armor and aviation). The suit would feature very little armor or shield, a single sidearm slot, and no equipment or grenade slots. Why skill into it then? Because the High and Low slot modules (of which there would be many) that would be available for the suit would allow the tweaking of your vehicles stats. Modifiers and buffs would include but not be limited to: +quicker cooldown times on various types of vehicle modules (a different suit module for each different type of vehicle module); +longer ranges for different small turret types (this would allow blasters to occupy a role other than anti air); +precision enhancers (essentially aim assist for the small rail gun which would make it require less pinpoint precision); +scan range and precision enhancers for active scanners; +armor and shield repper enhancements (nothing so blatant as more hp repped; rather longer ranges, quicker lock on times, etc.) +auto activation of vehicle modules after certain criteria are met (reactivate scanner continously after each cooldown; activate shield hardeners after suffering 20% or more damage to shields; activate heavy repper when 50% armor is reached.)
2. I do not feel the dropships actually require an hp boost; instead I would request their hitboxes be made much smaller. This way, it becomes maddeningly difficult to hit one in motion, but a single shot from a proto forge or rail turret will still kill as it rightfully should.
3. A basic countermeasures module for defense against AV. (flares in a low slot for swarms, aerosol in a high slot for forges, and a suit mod to activate both at once or one automatically)
4. A level flight, airspeed, and altimeter display (integrate it into the bottom right corner where the overheat indicator for hybrid weaponry is now)
5. Allow the swapping out of the side turrets on an assault dropship for turret modules at an increased PG/CPU cost for each module
6. Allow a combination vehicle/suit perk that fixes the side turrets forward allowing the pilot of even a militia bird to do strafing runs (the side turrets would have to be identical; the assault would benefit by having the capability of firing three turrets at once or switching between two in the door and a differant one in the nose; A pilot could still benefit from door gunners though since they free up two module slots. Further balancing could be achieved by fixing the angle of elevation for the side turrets, they fire where your bird is pointed, nowhere else; or again increase the PG/CPU cost to field the turrets in that configuration; or both)
7. Allow passengers inside the dropship to mark objectives, call in orbitals, detonate remote explosives, and activate active turret modules when gunning.
8. Make the bay door open function functional and relevant by allowing the pilot to open it at any point in flight. When closed, the dropship would be largely unchanged from what it is now with the exception that passengers take longer to get out (they have to use the rear exit instead) but gain protection from small arms fire. Once open, any but the most rudimentary of manuevers becomes almost impossible, the doors act as air brakes greatly reducing top speed and acceleration, but disembarking is super quick and passengers can use small arms from inside the dropship.
9. Create an equippable resupply depot (The PG and most likely CPU requirements to field both a depot and CRU would make the effort moot). Otherwise it acts just like a resupply depot
10. Map the auto center function of the assault dropship camera to a button so that the pilot's viewpoint remains constant throughout flight until reset by choice.
11. Finally and most vital of all in my opinion, introduce war point gain for pilots that goes beyond kills and kill assists. |