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Beren Hurin
The Vanguardians
884
|
Posted - 2013.07.31 15:16:00 -
[1] - Quote
So CCP has thought about implementing capacitors, but I think that wouldn't be very elegant for programmers, or easy to manage as infantry.
Instead I have a set of suggestions that would effectively allow for 'cap warfare'.
(First) Hybrid Ionization - For Hybrid weapons create an attribute that's like 'overheating', but opposite, call it 'Ionization'. Basically, ionization reduces your damage the longer you fire. It would 'reionize' when you stop firing. Depending on the weapon level the ionization rate would impact damage rate more or less. Example, the base Plasma Rifle would do 100% damage for its first 25 rounds and then get down to 85% by its 60th if it held down fire continuously. IOW: IF RoF>Ionization rate then the weapon's damage efficiency goes down.
(Second) Ion grenades/ destabilizer gun- Then you'd make a version of flux grenades that do MUCH less damage to shield (like 15% of current) but has a ionization/heating impact on hybrid/laser weapons. So at STD level these grenades would reduce Hybrid ionization and increas overheating absolute values of STD 30%, ADV, 40%, PRO 50%.
So catching a scrambler rifle user with a ion grenade who has 75% overheat with an ion grenade will cause a small amount of shield damage, then the gun to lock up, and create additional feedback damage giving the attacker a temporary advantage.
Catching a plasma rifle user with an ADV ion grenade would mean, until he re-ionizes for a second or two w/o firing, his starting damage rate would be 60% of normal damage rate (or some balanced modifier thereof).
Likewise there could be a destabilizer gun. It'd be a piece of equipment that works like a scanner, requires a lot of PG, but PULSES a cloud that can cause this destabilizing effect at short to medium ranges (and narrow angles) depending on variant type. Destabilizing guns could also be good at clearing enemy equipment.
IOW you'd have the ability to 'disable/reduce' these weapons at the cost of not having a damage item equipped at the time you are disabling them. |
Meeko Fent
Seituoda Taskforce Command Caldari State
455
|
Posted - 2013.07.31 15:39:00 -
[2] - Quote
Hmm...
Awesomesauce idea.
Plas One
Cookie dipped in awesomesauce for you. |
Beren Hurin
The Vanguardians
904
|
Posted - 2013.08.01 18:09:00 -
[3] - Quote
Special thanks to Cat Merc for helping me come up with a second system for projectile and explosive weapons. |
Beren Hurin
The Vanguardians
905
|
Posted - 2013.08.01 20:29:00 -
[4] - Quote
Finally, I believe scouts to be the perfect utilizers of these EWAR weapons. Making scout/light suits able to hold additional EWAR grenades at each level could them make them really effective 'tackle frigate' kinds of platforms with low SP requirements to contribute to team performance.
So a ADV light suit could hold 5 EWAR grenades (3 base, +1 for STD, +1 for ADV) all non light suits carry just 3. It would be somewhat difficult for a single player to use standard grenades to disable one person, but coordination from multiple members and/or proto grenades could help guarantee a disabling effect. |
KEROSIINI-TERO
Seraphim Auxiliaries
630
|
Posted - 2013.08.01 23:11:00 -
[5] - Quote
Friction Grenade - a good name.
Perhaps: Friction Module, Heavy Friction Module, Friction Turret?
If something else than 'Web' is more appropriate. |
BL4CKST4R
warravens League of Infamy
873
|
Posted - 2013.08.01 23:20:00 -
[6] - Quote
Beren Hurin wrote:So CCP has thought about implementing capacitors, but I think that wouldn't be very elegant for programmers, or easy to manage as infantry.
Instead I have a set of suggestions that would effectively allow for a kind of assymetrical EWAR.
(1) Hybrid Ionization - For Hybrid weapons create an attribute that's like 'overheating' on laser weapons, but opposite, call it 'Ionization'. Basically, ionization reduces your damage the longer you fire. It would 'reionize' when you stop firing. Depending on the weapon level the ionization rate would impact damage rate more or less. Example, the base Plasma Rifle would do 100% damage for its first 25 rounds and then get down to 85% by its 60th if it held down fire continuously. IOW: IF RoF>Ionization rate then the weapon's damage efficiency goes down.
(2) Ion grenades/ destabilizer gun- Then you'd make a version of flux grenades that do MUCH less damage to shield (like 15% of current) but has a ionization/heating impact on hybrid/laser weapons. So at STD level these grenades would reduce Hybrid ionization and increase overheating absolute values of STD 30%, ADV, 40%, PRO 50%.
So catching a scrambler rifle user with a ion grenade who has 75% overheat will cause a small amount of shield damage, then the gun to lock up, and create additional feedback damage giving the attacker a temporary advantage.
Catching a plasma rifle user with an ADV ion grenade would mean, until he re-ionizes for a second or two w/o firing, his starting damage rate would be 60% of normal damage rate (or some balanced modifier thereof).
(3) Projectile and Explosive weapons may be weapons based on ancient technology, but their ammunition has gotten 100s of times more volatile and dangerous. Therefore their delivery systems are very prone to vulnerabilities caused by this volatility. So for explosive and projectile weapons create a mechanic called 'volatility'. Weapon volatility is tied to the % of endurance a player currently has. As a moves/jumps/sprints around a player's endurance decreases, the volatility of their ammo increases with more likelihood to cause a jam. 0% chance per second at 100% endurance and 10% chance per second at 1% endurance.
(4) Friction locus grenades would be the counter to projectile and explosive weapons. Friction locus grenades detonate and cause a slight knockback and friction enhancing compound cloud that temporarily reduces dropsuit endurance levels and regeneration rates further increasing the likelihood of volatility jams.
If an explosive weapon jams and the user doesn't immediately reload, the next trigger pull will detonate explosives inside the weapon. If the user survives, all rounds in clip are destroyed and the weapon must be reloaded.
If a projectile weapon jams the weapon must be reloaded. If the jam is 'shot through' the clip is then removed, no damage is done to the user, but a much longer 'jam clear' must be enacted.
In summary/ Tl;dr: Each weapon type has a mechanical drawback that must be dealt with by the user that affects tactics. Two types of grenades are introduced that excacerbate those drawbacks, can cause weapons to be temporarily unusable or reduced in effectiveness, and have added secondary beneficial uses. The ion-flux grenade would increase the overheating on laser weapons and reduce the RoF/damage on hybrid weapons. It would also be more effective at taking out deployed equipment (while flux would be less effective). The friction-locus grenade would affect the volatility of projectile and explosive weapons leading to a high rate of jamming which could disable these weapons. Volatility of these weapons is a function of the dropsuit's endurance level and the friction-locus directly reduces a dropsuit's endurance level and recharge rate.
Wouldn't ionization increase the damage against shields? I think de-ionization, meaning the projectile losing its charge, would be a better definition. |
Stile451
Red Star. EoN.
159
|
Posted - 2013.08.01 23:46:00 -
[7] - Quote
So what happens when you get hit with a friction grenade and are on your last clip? The mass driver for instance has very little ammo and is constantly running on that last load, plus the reload on the MD is 4 seconds guaranteeing that they are going to die as most MD users are logistics players with no sidearm.
Much more reasonable would be adding a misfire rate of up to 50%(ammo would be placed into the available pool instead of lost allowing the player to reload after one misfire).
To make it more usable have it affect all weapons by coating the firing mechanism in nanites(it should effect anything with a trigger - placing the ammo into the pool at the first try to use it so attempting to lock on with a swarm launcher or charge a forge gun would immediately place the ammo into the reserve ammo). |
Killar-12
Molon Labe. League of Infamy
368
|
Posted - 2013.08.01 23:59:00 -
[8] - Quote
Beren Hurin wrote:So CCP has thought about implementing capacitors, but I think that wouldn't be very elegant for programmers, or easy to manage as infantry.
Instead I have a set of suggestions that would effectively allow for a kind of assymetrical EWAR.
(1) Hybrid Ionization - For Hybrid weapons create an attribute that's like 'overheating' on laser weapons, but opposite, call it 'Ionization'. Basically, ionization reduces your damage the longer you fire. It would 'reionize' when you stop firing. Depending on the weapon level the ionization rate would impact damage rate more or less. Example, the base Plasma Rifle would do 100% damage for its first 25 rounds and then get down to 85% by its 60th if it held down fire continuously. IOW: IF RoF>Ionization rate then the weapon's damage efficiency goes down.
(2) Ion grenades/ destabilizer gun- Then you'd make a version of flux grenades that do MUCH less damage to shield (like 15% of current) but has a ionization/heating impact on hybrid/laser weapons. So at STD level these grenades would reduce Hybrid ionization and increase overheating absolute values of STD 30%, ADV, 40%, PRO 50%.
So catching a scrambler rifle user with a ion grenade who has 75% overheat will cause a small amount of shield damage, then the gun to lock up, and create additional feedback damage giving the attacker a temporary advantage.
Catching a plasma rifle user with an ADV ion grenade would mean, until he re-ionizes for a second or two w/o firing, his starting damage rate would be 60% of normal damage rate (or some balanced modifier thereof).
(3) Projectile and Explosive weapons may be weapons based on ancient technology, but their ammunition has gotten 100s of times more volatile and dangerous. Therefore their delivery systems are very prone to vulnerabilities caused by this volatility. So for explosive and projectile weapons create a mechanic called 'volatility'. Weapon volatility is tied to the % of endurance a player currently has. As a moves/jumps/sprints around a player's endurance decreases, the volatility of their ammo increases with more likelihood to cause a jam. 0% chance per second at 100% endurance and 10% chance per second at 1% endurance.
(4) Friction locus grenades would be the counter to projectile and explosive weapons. Friction locus grenades detonate and cause a slight knockback and friction enhancing compound cloud that temporarily reduces dropsuit endurance levels and regeneration rates further increasing the likelihood of volatility jams.
If an explosive weapon jams and the user doesn't immediately reload, the next trigger pull will detonate explosives inside the weapon. If the user survives, all rounds in clip are destroyed and the weapon must be reloaded.
If a projectile weapon jams the weapon must be reloaded. If the jam is 'shot through' the clip is then removed, no damage is done to the user, but a much longer 'jam clear' must be enacted.
In summary/ Tl;dr: Each weapon type has a mechanical drawback that must be dealt with by the user that affects tactics. Two types of grenades are introduced that excacerbate those drawbacks, can cause weapons to be temporarily unusable or reduced in effectiveness, and have added secondary beneficial uses. The ion-flux grenade would increase the overheating on laser weapons and reduce the RoF/damage on hybrid weapons. It would also be more effective at taking out deployed equipment (while flux would be less effective). The friction-locus grenade would affect the volatility of projectile and explosive weapons leading to a high rate of jamming which could disable these weapons. Volatility of these weapons is a function of the dropsuit's endurance level and the friction-locus directly reduces a dropsuit's endurance level and recharge rate. Awesome +1 to the OP |
Jathniel
G I A N T EoN.
738
|
Posted - 2013.08.02 12:13:00 -
[9] - Quote
This would be a programming nightmare.
A gameplay nightmare as well if you have multiple spamming and stacking debuffs.
Nah... I like the intention behind the idea but I don't find this very sound. |
Sgt Buttscratch
G I A N T EoN.
580
|
Posted - 2013.08.02 12:39:00 -
[10] - Quote
All i read was, weapons vs shields doing less dmg.....
lol go home |
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Beren Hurin
The Vanguardians
985
|
Posted - 2013.08.06 19:05:00 -
[11] - Quote
Sgt Buttscratch wrote:All i read was, weapons vs shields doing less dmg.....
lol go home
If you aren't going be intelligent don't say nothin. I said make a new variant of fluxes. One does good shield damage, and one does a tiny bit, but with EWAR effect. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
233
|
Posted - 2013.08.06 20:20:00 -
[12] - Quote
Sgt Buttscratch wrote:All i read was, weapons vs shields doing less dmg.....
lol go home
Very helpful there, the wisdom behind your words is so astounding! Why didn't I think of that. Thnx for the insight now GTFO you lifeless waste of flesh. Oh, and have a nice day
`Sigh. Just another fun game of DUST. |
Beren Hurin
The Vanguardians
1002
|
Posted - 2013.08.07 13:34:00 -
[13] - Quote
Also, I think that whenever CCP introduces an EWAR mod they should think ahead of time about how they will incentivise use with WPs. In this case, I think players should get assists if their EWAR is active during a kill, or if the EWAR ends up locking up a player's ability to use their weapon. |
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