Vehicle skill stacking

Discussion in 'Feedback' started by -=SIP=-, Nov 3, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    Ikalx made this great suggestion:
    http://forums.empiresmod.com/showthread.php?t=11109

    And I like especially the general idea for passenger vehicle skill idea. So I will refine it and add my ideas in this suggestion.

    The idea is that the tank drivers gain all vehicle skills from his passengers.
    This will promote teamwork and also will make all classes more useful as tank passengers.



    Non stackable grenadier skills:
    • Defusal
    • Artillery Feedback
    • Armor Detection

    We always complain that the grenadier isn't effective against tanks. But with this skills as passenger he will be a great help for the tank driver.
    A useful combination would be a engineer with repair upgrade and a grenadier with armor detection.
    While the grenadier is helping with his RPG/Mortar the engineer tank driver see the weak side of his enemy.
    And after a successful fight the engineer can repair tank, heal grenadier and give tank and grenadier ammo.
    So good team players will have big advantages against individual tank drivers.



    Current stackable skills:
    • Vehicle Cooling: 10% more heat dissipation
    • Increased Armor: 10% more armor
    • Vehicle Speed: 20% more speed
    • Improved Vehicle Damage: 10% more damage

    These skills have the potential to add more epic APC rushes. You need a lot of teamwork to get 8 people with the right skill into one APC. And this effort should be rewarded with Uber-APCs >:).
    And this won't be overpowered. Just compare 8 people in one APC with 8 APCs with only driver.



    But how to calculate?
    formula a: value * ((100% + skill%) ^ passengers)
    formula b: value + (value * skill% * passengers)

    Examples:
    formula a .. formula b (10%)
    1 = 110% ... 1 = 110%
    2 = 121% ... 2 = 120%
    3 = 133% ... 3 = 130%
    4 = 146% ... 4 = 140%
    5 = 161% ... 5 = 150%
    6 = 177% ... 6 = 160%
    7 = 195% ... 7 = 170%
    8 = 214% ... 8 = 180%

    formula a .. formula b (20%)
    1 = 120% ... 1 = 120%
    2 = 144% ... 2 = 140%
    3 = 173% ... 3 = 160%
    4 = 207% ... 4 = 180%
    5 = 249% ... 5 = 200%
    6 = 299% ... 6 = 220%
    7 = 358% ... 7 = 240%
    8 = 430% ... 8 = 260%


    My suggestion is to use formula b and set all stacking vehicle skills to 20%. The current value of 10% is just a bad joke.
    If you want lower values then think realistic. More than 2 players with the right skill in one vehicle will happen very rarely. And most tank drivers are engineers. So they will only get more heat dissipation.

    Only max. vehicle speed should be limited to 90, because higher values just makes it to hard to drive the vehicle.
     
    Last edited: Nov 3, 2009
  2. Kane

    Kane Member

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    Acceleration does not increase with scout speed.
     
  3. Trickster

    Trickster Retired Developer

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    I suggest Formula A and the aforementioned 20% level, so that I can have an APC with double the armour of a 6x6x6x6 compo heavy, or a quadruple strength DUHMG.

    Or the ability to travel at 215mph.

    This would not only provide much lulz, but give me something to abuse considering how stale everything else has become in the game.
     
    Last edited: Nov 3, 2009
  4. PwnedYoAss

    PwnedYoAss Member

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    Composite APC.. with... grenadier armor? Forget the barracks gentlemen.
     
  5. Zeke

    Zeke Banned

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    comp apcs with the armor of composite heavys? (and still regular 2x gren launchers)
    or compo apcs with dual grenades powerfull enough to kill raxes/vfs/radars in 12 seconds? (9 seconds from the first dmg notification of the grenades... iow 1 sec less than minimum killspawn time)
    100 dps HDUMG apcs? (and ofc ready to unload a bombardment of sticky bombs if that poor com stops for a mere second)
    regen apcs going at 150 km/h?

    Yea, why not.
    its teamwork sitting afk in a veichle afterall.
    (note: this is formula B, not A which is even more insane)
     
    Last edited: Nov 3, 2009
  6. PwnedYoAss

    PwnedYoAss Member

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    Only if the heavy tank could hold more people, than we would have the equivalent of a 2.12 BE Dual Rail
     
  7. Kane

    Kane Member

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    Cvar for exponential or linear scaling.
     
  8. -=SIP=-

    -=SIP=- Member

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    I agree to Trickster (formula a and 20%).

    But then we should add a new server variable like emp_sv_vehicle_skill_stacking. So server owners can disable this, if people are only rushing with 8APCs.
     
  9. Zeke

    Zeke Banned

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    that could be nice... then we could make a cfg and call it APC WARS (similar to tankwars... yet simply normal gameplay with formula A implented :rolleyes: ).

    apc insanity and lulz ensured. :D
     
  10. -=SIP=-

    -=SIP=- Member

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    But don't only concentrate on the 8APCs.

    The non stackable skills of the grenadier will be much more useful for normal tanks.
     
  11. SnowDrakE

    SnowDrakE Member

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    I want an APC with 3 hatches for grenadierawesomeness.
     
  12. Zeke

    Zeke Banned

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    im all up for having the veichle skills occur once.

    iow, +10% armor (ONCE), defusal, armor detection, +10% cooling (ONCE) etc.
    but having theoretically stackable effects applied several times such as +armor, +speed, +dmg, +cooling... nah. :p
     
  13. Ikalx

    Ikalx Member

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    That's what I figured, really. Although I suppose we could cap it to a maximum of 3 or so of one type - so you could stack 3x 10% increased armour, but not more than that.
     
  14. Zeke

    Zeke Banned

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    3x veichle speed on a 3phased apc is already too much.
     
  15. Trickster

    Trickster Retired Developer

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    I vote for 8x. And I want stubby wings added to my APC.

    Effectively this:

    [​IMG]
     
  16. -=SIP=-

    -=SIP=- Member

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    Zeke, Ikalx:
    Don't take away all the fun.

    If we get enough testers for the play test and we will see if it's too much or not.
     
    Last edited: Nov 3, 2009
  17. Ikalx

    Ikalx Member

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    True, although Kane said it only affects max speed, not acceleration. That was just my attempt at compromise :)

    Edit: Sorry sip, my bad :p
     
  18. -=SIP=-

    -=SIP=- Member

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    filler
     
  19. spellman23

    spellman23 Member

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    I would vote system B.

    However, we have to be careful about runaway values. Perhaps a more logarithmic system would prevent the linear system from going crazy.
     
  20. o_O

    o_O Member

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    Great Idea, I would say there should be some kind of limit though. 8 +armor defusal grens in a comp or regen APC would be absurd. Also, those 8 people aren't just sitting AFK, they are getting ammo and driving strait to the enemy comm and have a solid chance of killing it if they get there.

    Edit: or log system might be better.
     

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