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Canari Elphus
Pro Hic Immortalis
372
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Posted - 2013.08.27 13:43:00 -
[1] - Quote
I posted this up in the CPM Chambers but I think very few people read it regularly so I wanted to post it here as well. I am for teiricide but only if its done right so that the game/fits do not become generic where each toon has fits for everything.
To gain more diversity in suits/gear this game needs more diversity in the actual play itself. Right now its just run-n-gun while capping an objective here and there. A more diverse battlefield will allow for more diversity in suits.
For tieracide to actually work, you will need to focus on the playstyle and not the suit (Assault/Log/Scout etc). It has to have a bonus/drawback to it
Things like: Marksman - More gun stability when ADS but greater spread when hipfiring Defender - Bonus to EHP but gets a movement penalty Hacker - Bonus to Hacking & Speed but loses EHP Pilot - Vehicle bonuses but has severe infantry penalties Commander - Gains more strategic bonuses (extended LOS of enemies and updates as to what is happening) but is penalized in a combatant role CQC Specialist - Increases the damage of a weapon at close range but the total range is shorter and the fall off at distance is more dramatic.
IMO - DUST relies too much on 'suits' and too little on the supposed character wearing the suits. Isnt that where the supposed 'skill' should be coming from and shouldnt skilling into one particular playstyle have a detriment to others?
The same thing can be done with vehicles as well.
Bombardment Tank - Gains AOE bonus to weapon but gets a penalty to distance where infantry will render. This makes the gunner rely more on teammates to tell him where the enemy is.
Precision Tank - Opposite of Bombardment. Gains a bonus as far as distance rendering but has a tighter AOE for the weapon.
I also believe that you should skill into a weapons as well.
By skilling into a weapon, that weapon becomes more effective as you gain familiarity with it (less recoil, faster reload, etc) but by gaining the bonuses of becoming more effective with that weapon, you become less effective with others. It would not be a damage increase but an increase in things associated with the weapon. - Reload would be faster because you are more familiar with the feel and action of the weapon - Aiming would be easier because you are familiar with the weapon's abilities - Recoil would be less because you have become familiar with how to hold the weapon and what to expect as far as punch.
It makes sense right? The more time (SP) a person spends with a particular weapon the better he gets with it but, at the same time, the harder it would be to use a foreign one. |
Canari Elphus
Pro Hic Immortalis
376
|
Posted - 2013.08.27 15:03:00 -
[2] - Quote
Post is now fixed so that we can talk about the subject rather than spelling |
Canari Elphus
Pro Hic Immortalis
377
|
Posted - 2013.08.27 15:39:00 -
[3] - Quote
Cross, good point but my idea is to make very focused pathways for veteran players beyond what we have right now. CCP said that this game is for the long haul but many vets are already reaching (or have reached) the limits of what SP can do for their desired playstyle and we are only 6-7 months past the last SP reset.
The weapon thing was more of an example of how I think this could all work as was more of a side idea as opposed to my main point which was focusing on character specializations rather than suits.
Its true that from a lore perspective that a clone can take on any different types of functions but it is easy enough to counter that with depth in a particular specialization. The more you specialize the greater the bonuses and tradeoffs would be for that role.
If you are going to get rid of suit tiers then you need to focus on the character itself. Have the player 'load' a character setup before battle which would basically be loading a profile into the Warbarge to be used. Then suit fittings would be used to compliment that profile rather than BE the profile. The player would pick suits, modules and weapons that they feel maximizes the specializations that they have loaded.
Does that make sense? Im just trying to spitball a way to make this game fair for new players but expand the game experience for veterans. |
Canari Elphus
Pro Hic Immortalis
378
|
Posted - 2013.08.27 16:22:00 -
[4] - Quote
Ok, let me try to flesh out this idea of mine then.
Right now, we have two issues that face DUST.
1 - The New Player Experience - New players are forced to endure a meat grinder for a long while as veterans continually outmatch them with better suits and weapons. It takes a long time for any new character to acquire enough SP to be able to hold their own on the battlefield
2 - The Veteran Experience - At a given point, veterans hit a cap on what they can do with their chosen pathway. The only option they have available to them is to use their SP on something else even if it holds less interest to them than what they initially spec'd into
To satisfy both of them, you need to find a way to give veterans a way to find deeper experiences in the game while not being at the expense of the enjoyment of a new player. It is to this end that I am trying to find a way to satisfy both experiences.
My thought is that new players would be seen as sort of general infantry. They are good at basic tasks like generic combat but not much beyond that. They would be choosing more generic weapons and modules to aide them in that role.
Then, you have veterans. As a veteran progresses, they begin to find a specific role that they like and proceed to focus their character on that role. They can either chose to be broad in what they can do but not very specialized or focus on a particular pathway that gives them great bonuses but also carries drawbacks. With that specific role, the weapons/equipment they use (say your T2 or T3) becomes more specific as well.
The idea is that by specializing, the character would be able to make better use of the specific gear but that gear would be ineffective to someone that did not specialize.
Here is how my idea would play out. Player X begins the game as a standard grunt (your medium assault type). They have fun as they can hold their own in this situation but then they decide they want to go beyond that and focus themselves. Player X decides that he wants to be more of the hit-n-run type that is more about sneaking up on an enemy and dealing a quick powerful attack than just standing their ground and going toe-to-toe like they have been.
As Player X skills into this pathway, their bonuses become more about stealth and speed at the cost of EHP. The suits/weapons/equipment/modules that they choose would be based on how specialized they get in that particular pathway. They would trade out the medium suit for a light frame because the light frame coincides with the stealth/speed specialization. They would possibly trade out a basic shield extender for a mix cloak/shield for T2 or a full cloak/no shield for T3. The weapons themselves would become more specialized as well. You would have weapons that gained silencers/muzzle flash limiters with a reduction in straight damage or you would have a weapon that dealt a lot of damage but gave away their location temporarily. |
Canari Elphus
Pro Hic Immortalis
378
|
Posted - 2013.08.27 16:52:00 -
[5] - Quote
I understand that but the issue with the tiers is that the higher you get, the better the weapon is in all regards. Nobody will say that I prefer the GEK over the Duv for any reason other than the cost.
I think this game would be much more balanced and enjoyable suits/gear/weapons were complimentary to a skillset rather than being the skillset. |
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