Sylwester Dziewiecki
BetaMax. CRONOS.
99
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Posted - 2013.06.19 13:16:00 -
[1] - Quote
Mortedeamor wrote:i run proto av and proto logi and i specced charybdis for mobility however..every time i hop out of my lav to support my team e it healing or av support someone steals my lav and drives off officially making the battle not even worth it....this is a futuristic game where are my key slots ive been asking for for over a year why can i not lock my vehicle...if i have to drop 4 mill sp to drive this and they dont why cant i lock it....but since i cant lock it and scrubs take my lavs im left out in the open ina logi suit or av suit with no getaway....soo as a result i cant fullfill my function as logi or av and i have to just runover everyone and never leave my lav ;) ccp we have been asking for this for over a year its not hard to do yet your adding aur items....this is why dust is tanking fix the small easy issues before trying to add more crap,...this is the number one most irritating thing i can think of as a vehicle user other than when blue dots used to afk in my tank ..oh and on that note what point is recall if we can remove cowering srubs from our vehicles to recall it.... fix it please we have only been asking since last june
Conclusion after playing for over a year: CCP don't want vehicles that can be lock by a owner. They want to give a 'new comer' a wide point of view on what they want or willing to skill up to in future - numerous kind of weapons that can be used without skills, or aur'um items with no skill requirements just prove it. I think that players always will be allow to enter vehicle as passenger, and maybe as driver to, but it could be cut to Pilot dropsuit at some point in future, so that only pilots are allow to drive vehicles.
In past the problem of which you speak was greater, because skills had no bonuses. Decent HAV required 5kk SP(for example) and thats it, blank number that had no impact on performance - there was no difference in quality of using HAV between persons that had skills for it, and don't.
CCP are in the process of gently changing it since then, but without completely-disallowing players to enter vehicle that they don't have skill to use, instead make them perform less effective than players that have those skills. Separating skills on vehicle and dropsuit's was one of those steps that CCP made in direction of rewarding people that have skills for vehicle from those that don't have them. Previously armor/shield skills was merge so if someone had them on 5 they were same effective on vehicle that on any dropsuit - since they are separate guy that steals someone vehicle perform less effective. Today it's apply to tank, and dmg. I would like to see point where it's also apply to maneuverability, speed, scanner systems(tactical awareness: position of enemy vehicle on map, position of ours) - so stealing someones vehicle makes it less rewarding, because 'right' owner would perform those actions much faster, accurately etc.
I would also like to see something like separate voice-chat for driver and a crew that temporary activate when you enters someone's vehicle and you can hear what pilot have to say to you, how to perform gunner role, what's target is primary - and stuff like that, but I don't think CCP will ever agree that this is really needed in game :) mostly because of how much work-time it would cost at this time, but hey.. maybe in far future.
Back to Pilot suit - I think it make sense that only Pilots can perform piloting roles, and only them are allow to be a driver. We could have militia pilot suit that allow to drive only militia vehicle, adv. to drive adv. vehicle etc. or pilot suit that give bigger bonuses if vehicle is in the same type as suit(if suit is lower type it gives less bonuses but allow you to fulfill driver role, and if you are using proto suit on militia vehicle it gives same bonuses as militia suit).
But why restrict driving only to pilot suit? because in EVE stealing required planning - when you warp on belt with shuttle you will not steal too much from a miner that hold his ore in cargo can, but if you plan this and use transport ship with cargo expander, your action will be more rewarding - and that push us to conclusion that stealing in general required thinking, planning, preparing.. (but not so much in Dust right now :P ).
Mortedeamor wrote:whats the point in a cru durp ship when people spawn and never leave till it gets dowwned....what the point in sneaky rail tanking when some scrub hopped into your missile turrent and is giving away your position every 1.7 secs shooting at the tank itself i know most tankers would be so freking happy if you put in(...)
I have different idea to that:
1. New vehicle CRU module on Dropships, that is singiel use and work in similar manner to dropping a bomb from a plane. Dropping-CRU or Active-CRU as you prefer could be something like extended version of Drop Uplink, it is deactivated on board of Dropship so none can spawn on it while fly from point to point. ACRU:
- would work only after deploying on battlefield by DS Pilot - in moment when Pilot activities it detaches from DS, land on the ground and start 'working'.
- may be resistant to conventional weapons, same as other structures, of course including Flux grenade that destroy all deployed equipment instantly and ACRU can be destroyed only by AV weapons.
- ACRU vanish after certain number of use, same as DU but it differs in that it have extended scanning range, and HP(and using it gives more fun).
2. HAV driver should be able to turn off Small Turret from radial fitting menu - it would disallow shooting form small turret and that place would be treated as simple passenger seat on HAV same as second place in LAV(passenger can look around and that's it). If HAV driver would be allow to not fit Small Turrets at all that would also work even much.. that damn PG requirements.. |