Vyzion Eyri
The Southern Legion
1091
|
Posted - 2013.07.31 07:25:00 -
[1] - Quote
Basically, IGÇÖm requesting that all vehicles have capacitors similar to EVE ships, except that each vehicle has a unique capacitor module which is inbuilt, based on the purpose of that vehicle.
[P1]Phase One: Introduction
1) Capacitors Since not all of us play EVE, IGÇÖm going to describe a capacitor in relation to a weapon which overheats. So introducing capacitors to vehicles essentially means we add an extra bar on the vehicle HUD which denotes how much of the capacitorGÇÖs energy is used up. ItGÇÖll function like the overheat bar on a weapon like the HMG, except instead of the bar filling as the weapon GÇÿheatsGÇÖ up to the point where the weapon overheats, the bar for a vehicle capacitor is drained when used until it is fully depleted.
2) Toggled Capacitor Modules These modules will use capacitor energy. In EVE, almost all (if not all) active modules drain the shipGÇÖs capacitor. And they can be toggled on and off, so pilots have to manage module cooldowns as well as capacitor usage.
Here IGÇÖm proposing a similar idea except toggled modules have no cooldown when toggled off. Capacitors begin recharging immediately after this module is deactivated, and the module is ready to be used again. This could be deemed overpowered if all modules worked without cooldowns, which is why this proposal is limiting this by creating inbuilt capacitor modules which come with a vehicle upon purchase and cannot be removed or altered.
Also, there will be PG/CPU reductions to current vehicles to account for the addition of a capacitor module.
For example, if this idea was introduced:
Basic vehicle variants would remain unchanged. Specialised variants, however, lose some fitting capacity in exchange for an inbuilt capacitor module. Assault dropships would have an inbuilt afterburner capacitor module. Logistics dropships would have armour/shield booster modules. The Enforcer tanks would have nitrous injection modules which drain the capacitor. Logistics LAVs will have shield transporters/remote armour repairers.
In exchange for these modules, half of the CPU/PG cost to fit the module originally will be deducted from a vehicleGÇÖs total CPU/PG.
These toggled capacitor modules will never be as effective as the current modules, but should provide a benefit that focuses on a vehicleGÇÖs role.
3) Related skills
There can be skills which increase max. capacitor amounts and capacitor recharge rate. Shouldn't be much of an SP sink, yet.
[P2]Phase Two: Expanding
In Phase One, if implemented, I would recommend introducing these vehicles with capacitors as a variant of current vehicles, keeping what we have now available on the market. If they're successful (after a couple of tweaks, perhaps) then we can move on to being able to purchase capacitor modules. These will be a whole unique category (but can probably share skill requirements with similar modules) of modules which fit into capacitor vehicle slots which in P1 should be locked from modification. Furthermore, introduction of passive modules which boost the vehicle's capacitor, skills for individual capacitor modules, and AV weaponry which disrupts capacitors are also possibilities.
--
Feedback and further ideas welcome. Still developing this idea.
|