Azri Sarum
BurgezzE.T.F
56
|
Posted - 2013.07.16 20:28:00 -
[1] - Quote
Cat Merc wrote:Mobius Wyvern wrote: Better yet, make this a piece of equipment that the "Command" suit gets fitting bonuses for.
That's a neat idea. Maybe have a special version that has unlimited uses and cuts the spawn time in half, in addition to providing a health boost at spawn for 25 seconds that can only be fitted on the command suit? As in it requires 1000 CPU but the commando suit gets 99.96% reduction to the CPU use?
A better system is to just only allow it to be fitted on certain suits. In EVE they used to do the insane fitting costs and certain ships would get some 99.96% reduction bonus. It caused some problems, and was hard to balance, so they ended up scrapping it. Now they just have regular fitting costs (easy to balance) and they can only go on specific ships.
As to your op, when i was posting suggestions in that other thread i considered a wearable uplink. It essentially functions like a WWII style radio operator. One man responsible for maintaining the link back to the MCC for resupply.
Its a solid idea, except i think it has a bit more potential for abuse. For example, what if that player is sitting in a dropship? Did it just become a dropship CRU without the fitting costs to the dropship? How about if they are in a LLAV, does the enemy now have a super fast, hardened CRU running laps around them, running them over in the process? Do we really want CRU's that can shoot back, duck behind cover, or fall back when we are trying to take a point (keeping the ability to spawn near a point alive even when the point has been overrun).
The static nature of uplink pads makes them vulnerable. If you get pushed back they can be destroyed, and now your 'link' to that point has been severed. I think this is the behavior we want, but I would love to hear others thoughts on this. |
Azri Sarum
BurgezzE.T.F
56
|
Posted - 2013.07.16 20:57:00 -
[2] - Quote
Cat Merc wrote: Easy, uplink only works on ground. Also, I thought of that, so you can't spawn within a certain distance of an enemy, and if you take damage you can't be spawned on until you're back to 100%.
I'm still not sure i like it. CCP would need to do some serious UI work to make it obvious what is happening. You would need to know when enemies are close so you know when your uplink isn't working. Giving the player this info would break scouts since you could use it as a sort of invisible tripwire. "Hey guys, uplink just went down, we have a hostile 30m away"
What's the purpose of the only being able to spawn at full health? Just preventing in combat spawning? Nothing else in the game works like that, and would not be that fun of a mechanic. "Sorry guys, can't join in the firefight, don't want to take damage and have the uplink go down"
Just seems problematic. |