Cross Atu
Conspiratus Immortalis Covert Intervention
1651
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Posted - 2013.08.27 15:23:00 -
[1] - Quote
Canari Elphus wrote: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 tiericide 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. I quite agree.
Quote:shouldnt skilling into one particular playstyle have a detriment to others? No, it really, really should not. Trade offs should be gear based as defined by player fittings choices not skill based within the clone. Causing certain skill choices to be detrimental to other actions just shortens the lifespan of the game, because there is less long term content for high SP characters, and increases the frustration of the game, because now new players can actually waste SP on skills that are bad for them as opposed to now where all skills are useful some are just more immediately useful.
Quote: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. Even from a lore perspective this is inaccurate, not only are we immortal clones with lifetimes of battlefield experience but data is in many ways downloaded directly into our brains giving us a grasp of how to master a given thing, that's why we have "skill books" to buy so we can learn things and why we (at least in EVE) inject those "skill books" prior to use/training..
The simple, and most effective approach to keep in mind for tiericide is that there should be a sold and totally serviceable baseline (T1) with a verity of enhanced versions that focus on improvements to specific narrow areas (T2). There is not need to impose penlites whatsoever, the very fact that something else does it substantially better is enough.
Purely as an example (NOT an actual suggestion) I present the following. Base suit/weapon has a damage of 50 and a RoF of 200. T2 - 'Rapid fire' version has a damage of 50 and a RoF of 400. T2 - 'Breaching' version has a damage of 100 and a RoF of 200.
The above is oversimplified but it should illustrate the point. With that type of baseline once you begin adding in the other layers of complexity optimized fittings including the above items will be quite different and provide the same kind of functional net trade off on the field without compromising player choice by forcing restrictions onto the skill paths.
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