Patrick57 wrote:
AHEM
Isn't better gear SUPPOSED to be better? You really cannot expect people to be satisfied if EVERYONE has the SAME GEAR. There is no fun to be had with a system like that. That is when this game becomes the equivalent to Call of Duty. I've seen teams run standard gear and beat unorganized randoms with Proto gear.
Unlocking "more for less" really doesn't give us an objective. That's like taking the easy way out.If you want some system where you can unlock the best gear that really isn't the best because it's all the same, then go right ahead. But there will be no challenge if you choose to do so.
Alot of the fun included with this game is that it poses a challenge. Killing Proto Veterans with Militia gear is very satisfying. Now where does that satisfaction go when the Vets are now using the same stuff as the rest of us?
Don't you ever try compare what we're considering here with Call of Duty.
Right now, "better gear is better". Advanced is better than militia. Prototype is better than advanced.
Therefore: A prototype dropsuit tanks longer, fits more and kills more than an advanced suit. It does EVERYTHING the advanced suit does, AND MORE!
Our system proposes that some dropsuits are better at SOME things, but weaker than others.
A scout dropsuit with a speed bonus (Dropsuit A) is good at hacking points before the enemy gets there, and getting out before the enemy gets there.
A scout dropsuit with a scan profile reduction bonus (Dropsuit B) is better at getting behind enemy lines and causing chaos.
Dropsuit A is better at one thing, Dropsuit B is better at something else. One's strength is another one's weakness.
Another example. Dropsuit C has an assault rifle damage bonus, Dropsuit D has an assault rifle reload bonus. Playstyles alter slightly across C and D, but there's still a difference. Dropsuit D suits the close range sprayers, dropsuit C suits the medium range precision masters.
In close range, dropsuit D outperforms C, but at medium range, C outperforms D.
Apply this to almost every statistic that can be changed on dropsuits, and we have DOZENS of variants.
You want a challenge? This system will bring you a challenge far greater than what we are presented with now. Right now, it's just countering or joining the FotM. With tiercide, it is almost a guarantee that every player in a match will be running a different dropsuit, with different modules, and totally different setups. Trying to figure out how to counter that is FAR more challenging than killing a prototype veteran in militia gear.
You want something to strive for? Right now, all you can 'strive for' is better gear. With tiercide, you can strive to be the best hacker with a mean shotgun to stop counter-hackers. With tiercide, you can be a logistics player who has an incredibly powerful repair tool. With tiercide you can strive to be that assault that uses the sidearm to engage a fight because you have a huge damage bonus on it, and once you lose the element of surprise you can switch to finish off the enemy with your main hand.
Specialisation becomes meaningful, instead of shallow.
ZDub 303 wrote:What about aurum gear? How will CCP monetize when there is no need for aurum gear and bonuses aren't enough of a motivation to buy boosters?
This isn't a free game after all.
Aurum to purchase colourful dropsuits. Dropsuit/vehicle paint. Purchasing Aurum can put a little gold symbol over your mercenary picture so in the future EVE contractors know you're willing to pay to win. (lol) Permanent, aesthetic customisation.
Furthermore, boosters won't lose much of their appeal. If they're still offered, people will still purchase them. It will still take hundreds of millions of SP to get every skill. It will still take 10-15m to fully specialise in a single role. Except now that single role is even smaller than a single role today. Initially SP isn't as important, but after specialising into one role it starts adding up.
And even if things are easier to unlock, people aren't going to go straight into unlocking everything. Items will still be purchased in Aurum to try out.
Also, Aurum saves ISK. ISK is going to become more important eventually, as CCP slowly implements player installations, more assets we can own, ways to customise or even leave our quarters, PvE, player-owned MCCs, more things a corporation can spend its money on. Players will essentially pay money for their gear so they don't have to spend ISK, since ISK is (will become) so important for a mercenary.