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Valto Nyntus
SVER True Blood Public Disorder.
15
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Posted - 2013.06.16 23:12:00 -
[1] - Quote
A.R.M. Strike Aircraft This idea is about a new type of aircraft unit that is fragile, but has very high mobility.This unit comes attached with a variation of drones that are attached to the unit and operate as mobile guns/weapons.These drones are called A.R.M.s, A.R.M.s stand for Annex Remote Machines.These drones are separated into three categories, attack, defense, and support.One of these aircraft can have 2-4 A.R.M.s attached to the unit based on the faction and other factors, for example gallente favor drone warfare and you wouldn't be surprised if their variation of this aircraft has 4 A.R.M.s attached to the aircraft.
The aircraft also has one small weapon in the front attached to it, the turret is stationary and the only was to target an enemy is to turn towards them.This aircraft is an anti-air and anti-vehicle unit and isn't meant as a anti-infantry unit, this is because of the A.R.M.s.In order to use the A.R.M.s as a weapon you need to detach them from the vehicle, the A.R.M.s after they are detached start orbiting around the ship.In order to target a enemy with the A.R.M. you need to assign the target, targets that have a signature rating that is too small can't be targeted, infantry have a very low signature rating and can't be targeted.The A.R.M. can be equipped with your choice of turret.The only weapon that can attack a infantry unit is the main turret, but it would prove difficult and you would put your self at great risk because infantry can easily kill this aircraft.
While the A.R.M.s are attached they can't fire, instead they give you a speed boost in exchange for reduced mobility.When the A.R.M.s are detached from the unit you gain mobility in exchange for less speed.Each A.R.M. grants a speed boost of 5m/s and when two of these units face each other they will be fighting at the same speed, this stat can be changed. Depending on the situation you would decide on having the A.R.M.s attached or detached.This unit has around 500-1500 hp when you count both shield and armor.This makes it an easy kill when shot with a swarm launcher or the plasma cannon, but the forge gun would have a hard time at killing this aircraft because the forge gun lacks a scope and the speed of the aircraft.The aircraft may have low hp, but it makes up for it with high speed and this is what keeps it alive.
Below here is two examples that show how the stats of this aircraft would be like, these stats are just examples and aren't the final stats for these aircraft's.The CPU, PG, and number of high and low slots are not listed.
Example 1- Gallente Variation Shield: 200 Armor: 800 A.R.M.s: 4 Max Speed with A.R.M.s: 45 Max Speed without A.R.M.s: 25 Turrets : 1S
Example 2-Caldari Variation Shield: 1000 Armor: 400 A.R.M.s:2 Max Speed with A.R.M.s: 35 Max Speed without A.R.M.s: 25 Turrets : 1S
Feel free to comment, ask a question, or bump the topic to catch the attention of a cpm(or ccp). |
Valto Nyntus
SVER True Blood Public Disorder.
15
|
Posted - 2013.06.17 01:22:00 -
[2] - Quote
1)It's true that the ehp of these ships would die by a swarm, but only when they stop moving.i am not sure what the best speed is , but it would have to be fast enough that they outrun swarms.In short this vehicle is meant for hit-and-run tactics.
2)The tactic here is to stay away from infantry while fighting other vehicle, chose your targets in short.As for the other part of this question, even though it can engage infantry, it's not meant for it.
3)The drones detach by pressing a preassigned button on the remote/keyboard/psmove, and then you assign the target with another button.No they not attached together and unless someone can think of a way to separately control them, then lets stick with what i stated in this answer.
4)I mention this so that i could get the idea out there, but i could brainstorm a little.These drone could be used to assign to another vehicle in the same way i said above, except with another button.Normally though they would be used to defend yourself and the way they defend you is based on the type of defense turret assigned.As for the drawbacks, having them on would decrease your offense force in favor of defense.The limit for these drones would be there short life span in long term combat and this drone would be used to support in hit-and-run tactics, in short hit-and-run defense.As for any other drawbacks and limits, seeing this is an unexplored area in dust 514- - defense related weapons, i would not be able to answer further than use your imagination and trial and error.
5)No they would not, and like i said above you would target a vehicle with a assign button on the controller/keyboard/psmove.
6)They would orbit the target and i would hope that in a futuristic would the ai would be smart enough to avoid buildings and/or the ground.As for the movement speed they would not be too fast but not too slow, so that it is evenly balanced.
"Would you like to know more?" *dust 514 AI* |
Valto Nyntus
SVER True Blood Public Disorder.
15
|
Posted - 2013.06.17 03:04:00 -
[3] - Quote
i just realized my answer to #3 can lead to a lack of available buttons for everything, so i came up with a better control setup.Before i continue though, i'll give out some of of the key assignment. r1=fire l1=pick target r2=primary drone button l2=secondary drone button left stick=module command options right stick=drone assignment options To order a specific type of drone you need to assign it to the primary or secondary drone button, you do this by holding the right stick and pressing r2 or l2.You can also assign more that one type of drone for each button, and you can assign the same type of drone with the same button.Keep in mind that you need to assign the right type with each other, otherwise you would get an error message along the lines "Incompatible, please chose another drone type", or something.It would help if you can preassign the drones in the options menu or directly in the fitting menu.otherwise, it would have to be done in battle. |
Valto Nyntus
SVER True Blood Public Disorder.
15
|
Posted - 2013.06.17 03:41:00 -
[4] - Quote
Brutus Va'Khan wrote:Valto Nyntus wrote:i just realized my answer to #3 can lead to a lack of available buttons for everything, so i came up with a better control setup.Before i continue though, i'll give out some of of the key assignment. r1=fire l1=pick target r2=primary drone button l2=secondary drone button left stick=module command options right stick=drone assignment options To order a specific type of drone you need to assign it to the primary or secondary drone button, you do this by holding the right stick and pressing r2 or l2.You can also assign more that one type of drone for each button, and you can assign the same type of drone with the same button.Keep in mind that you need to assign the right type with each other, otherwise you would get an error message along the lines "Incompatible, please chose another drone type", or something.It would help if you can preassign the drones in the options menu or directly in the fitting menu.otherwise, it would have to be done in battle. You could try: (assume drones are equipped in slot 1 2 3 or 4) L1 zoom R1 fire L2 something R2 module wheel Triangle 1st drone Circle 2nd X 3rd Sq 4th We don't usually use the actual buttons on vehicles. Edit: doing so could make all vehicles behave in very unique ways, opening new avenues for combat and customization. That sounds good for now, but if we look a little ahead in the future it wouldn't work.Lets assume ccp decides to make a medium size or even large size vehicle that has more than 4 A.R.M.s assigned on the ship, we wouldn't be able to assign all the A.R.M.s to a single button.That's why i came up with a easy way to group them together and allow some sort of control setup that works now and in the future.If there are empty slots left they should be used for detaching/reattaching(on one button) A.R.M.s from the unit and any other high priority button assignments. |
Valto Nyntus
SVER True Blood Public Disorder.
15
|
Posted - 2013.06.17 18:28:00 -
[5] - Quote
Here are two defensive turrets i came up with:
Interceptor Turrret:(anti-missile) If the A.I. was in control of this turret, it would defend your vehicle automatically.This is done by locking on approaching missiles, and intercepting the missiles.Keep in mind though that a player would have a faster response time than an A.I. would.
Repeller:(anti-blaster) This weapon is used to slow enemy blaster turret fire by shooting a supersonic way of air at the enemy vehicle, basically you counter force with force.By slowing down enemy fire you lower his/her dps and reduce damage caused by the enemy(ies) in the tank.A heavy turret would be able to be more effective over long range and stronger, but the small turret is still effective even though it's only at short range.The supersonic air is fired in a cone shape, but this is only effective on blaster turrets and any other nearby hybrid weapons.It won't effect a missile because a missile is made to push though air, while a hybrid weapon only gives it a single push.
I also include below information i forgot to add: Each A.R.M. has their own individual ehp that ranges from 400-1000 depending on certain factors(this is just a guess and can be changed).The A.R.M.s also move at a speed of 5m/s when engaging a target, but it can travel at faster speeds by redistributing power from the turret so that it can catch up to the aircraft to reattach.It's light frame makes accelerating fast and can hover by reducing its speed to zero, this is done in the same way that a lav decelerates with a few differences.By holding the left stick back you cause the boosters in the front to activate, which causes the vehicle to start to slow down until it has slowed down to zero.This backwards motion can also be used to move backwards, but at a reduced speed.After rethinking the base moving speed of this vehicle, it would have to be at a speed close to 40 or 45.Here are two examples:
Example 1: A.R.M.s=2 Base Speed=40 - - This speed makes it easier to fight, while making you weak to infantry Base Speed with A.R.M.s=50- - This speed is meant for running away and high-speed combat
Example 2: A.R.M.s=4 Base Speed=40 - - same as above, but you have a equal chance at fighting similar aircraft's at cqc Base Speed with A.R.M.s=60 - - Even greater ability to run away, but will not have as much mobility when compared to similar aircraft's, which make high-speed combat difficult.
If the base speed is too little, than it can be raise up to 45.
Feel free to comment, ask a question, or bump to topic to catch the attention of a cpm(or ccp). |
Valto Nyntus
SVER True Blood Public Disorder.
16
|
Posted - 2013.06.18 20:31:00 -
[6] - Quote
Today i wanted to talk about how this aircraft can change how squads fight together and a new type of teamwork.First of all, when an aircraft is by itself, it won't be as strong as when it's with a group.That's why i want you imagine the type of battles that a full 6 man squad can have when using this aircraft.The thing that comes to my mind is two full squads fighting each other for air superiority and the rush that goes down your spine during such a situation, after all the side that controls the skies controls the battle.From the air you gain many advantages, the most important is you're able to see the enemy and what their planning.They would probably have to increase the vehicle limit by 2, so that ground vehicles can be called down.
i edited the post above with new info and corrected old info.It should be easier to read now.
Are there any questions? |
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