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overhauling drone gameplay: a what if scenario

Author
Silivar Karkun
Doomheim
#21 - 2014-02-28 11:58:36 UTC
Your Dad Naked wrote:
Damien White wrote:
Yes and suddenly doing any form of drone base combat becomes tedious and boring.

I disagree. This idea could actually make drones fun instead of tedious and boring as they are now.

Manually controlling each drone probably won't work. Picking and choosing which modules stay actived as well will not work.

What can work and would be great are the racial drones with racial stats and passive modules allowing for custom drone fittings.


^this, i have edited the OP to clarify that, drones get bonuses and modules, which are automated by them, so this means that there needs to be an overhaul of the Drone AI......
Centurax
CSR Engineering Solutions
Citizen's Star Republic
#22 - 2014-02-28 12:17:15 UTC
Not going to say I fully agree with all of this but drones do need a change, even if it only he UI.

The list system of control is horrible and I agree that needs to be changed, would be nice if drone control was added to the HUD and made more visual, a radial menu would be nice too.

Customizable drones would be an interesting approach I kinda like the idea that we could have more useful drones. I can see where there would be issues with server load, but maybe this could be a new approach like we used to be able to fly 10 drones, and it got cut to 5, maybe having fewer but more powerful drones could be the answer, well considering the proposed changes to the Worm where it has 2 drones and 300% DPS and HP increase, I could see that being the way drones go.

Small disclaimer: before anyone gets too upset this is kinda just how I would do it, not saying this should be added to the game.

If I were going to do customizable drones, it would probably be best to give them maybe some default systems similar to civilian modules so when you buy them they are not completely useless, then it is up to you if you want to add ship modules to them . Then if you take the racial approach giving bonuses to, lasers for Amarr, missiles for Caldari, Hybrids for Gallente and Projectile to Minmatar, that would work well on the basic combat T1 and T2 models. The current specialized types ECM, web and neut drones would have bonuses to that area, but they maybe could have extra slots for weapons or more a powerful ship module. A drone might have maybe 1 to 2 high slots as well as 1 or 2 med slots depending on the type and 1 low slot they should be able to fit regular ships modules, but I agree to a point there could be restrictions on this but warp scrambling drones could be too much fun to not have Twisted. If they are also using ship modules the drone would also have to carry ammo and suffer from cap usage if the module uses it, so they are not forever they might only work for a short time. So in essence drones become small ships that you tell them go fire all your modules at that ship,so noting really changes in the game play other than you might have 2 to 3 drones doing the job.

Then the size of drone could determine the size of module it could fit and the type of ship it could be used on, so light drones on Frigates and Destroyers, Medium Drones on Cruisers and Battlecruisers, and Heavy on Battleships only. This isn't necessary such a bad thing using the Caldari as an example you could have medium and large drones fitted with a single rapid launcher to deal with smaller ships, that could be fun P, though I some how doubt anyone would support that idea Lol.

Fighters and Fighter Bombers, probably wont get effected till Valkyrie is out and there would probably be different customization then.
Silivar Karkun
Doomheim
#23 - 2014-02-28 16:32:46 UTC  |  Edited by: Silivar Karkun
thats basically what i had planned for them, as for the configuration it could be:

-lights: 1/2-1/1-2
-meds: 1/3-2/2-3
-heavies: 1/5-3/3-5
-sentries: 1/5-3/3-5
-fighters: 3/8-6/6-8
-fighter bombers: 5/8-6/6-8

T1 drones are limited to one highslot and a single weapon moun, T2 drones get 2 highslots and +1 weapon mount along with T2 resists, navy drones get the same aditional slots as T2 but no aditional weapon, dont require so much skill and dont have T2 resists but better tank than T2, EWAR/CWAR and Logi drones get 3 highslots but no aditional weapons, augmented/improved drones get 3 highslots and 2 weapon mounts but remain with T1 resists and normal drone tank....that could be a start...

aditional to that, fighters get more highslots, the normal fighters has 3 highs with 3 weapon mounts, while the fighter bomber gets 2 aditional utility slots, or in that case +1 extra weapon, depends in what people think they should have TBH
Silivar Karkun
Doomheim
#24 - 2014-02-28 16:47:50 UTC  |  Edited by: Silivar Karkun
drones could come with civilian modules equiped as default (since civilan modules are hard to obtain from out of the tutorials for now), you would have to remove them when you're gonna fit them, those civilian modules can be sold, but no reprocesed, and instead are meant to be either destroyed or collected as cheap fun modules (rookie ship cheap PvP)

another idea here is to make DDAs like a mix between a weapon upgrade module and an omni, the normal module gives bonuses to the general damage of drones, but with certain scripts it would work as a gyro, ballistic control, magstab or heatsink, while the omni is the tracking module..... finally, the prop mod of drones would be the navigation computer, which could get a script to work as a microwarp or AB, this could prove interesting dont you think?
Xe'Cara'eos
A Big Enough Lever
#25 - 2014-02-28 17:05:21 UTC
I think drones should have their own modules, for the purpose of controlling the gameplay just a little bit..... and maybe they ought to come with a fixed weapon - (acolyte comes with fixed lasers, and customizable mids and lows), or maybe make they use subsystems - but what fitting window should they use?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Silivar Karkun
Doomheim
#26 - 2014-02-28 17:13:26 UTC
Xe'Cara'eos wrote:
I think drones should have their own modules, for the purpose of controlling the gameplay just a little bit..... and maybe they ought to come with a fixed weapon - (acolyte comes with fixed lasers, and customizable mids and lows), or maybe make they use subsystems - but what fitting window should they use?


the same as the spaceship, it would get a tab for it or something........first tab is spaceships, second one is drones, this also opens the field for a fitting menu that doesnt require you to mount the ship, you just fit the ships you have in the hangar with one ship covering each tab......
Silivar Karkun
Doomheim
#27 - 2014-02-28 17:17:58 UTC  |  Edited by: Silivar Karkun
the fixed weapon has merits ii must say, but if we were to get modules, weapons shouldnt be forgotten, minnie drones with autos/arties, amarr drones with pulses/beams, gallente drones with basters/rails, caldari drones with short and long range missiles.......

we dont have 2 drone models for each racial drone, so CCP would have too either make more drone models (one attack with long range weapons, the other a combat one with short range weapons) or allow the same model to use both types....

the model change could also give a unique design to augmented/mproved drones.

along with that i have the idea of even T3 equivalenst, the number of slots is limited by the subsystems, but can field any turret or launcher mount for its size it can also either go armor or shield, and as a bonus it would be avaliable to use 1 rig....along with 2 subsystems which could be designed like this:

-combat subsystem: +3 highs + 2 weapon mounts, damage bonus per lvl
-harvest subsystem: +3 highs +2 turret mounts, salvaging change and mining yield per lvl
-support subsystem: +3 highs , logistic bonuses
-ewar subsystem: +3 highs, EWAR bonus
-cwar subsystem: +3highs, energy vamp/neut bonus
-jamming subsystem: +1 extra med, stasis webifier bonus
-amarr subsystem: +1/2/3 meds, +2/3/5 lows armor resist bonus + buffer armor
-gallente subsystem: +2/3/5 meds, +2/3/5 lows armor repping bonus + buffer hull
-caldari subsystem: +2/3/5 meds, +1/2/3 lows shield resist bonus + buffer shield
-minmatar subsystem: +2/3/5 meds, +2/3/5 lows shield boost bonus + extra max velocity
Silivar Karkun
Doomheim
#28 - 2014-03-05 15:18:29 UTC
thread bumped for discussion.....
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