Billi Gene wrote:slot layouts are not the be all end all of progression.
I'm not near a Playstation at the moment, so i cant quote numbers, and really don't need to:
tiercide in EvE afaik introduced bonuses to hulls.
We already have coloured suits in DUST, so the player base is used to identifying different "hulls" thru colour skins, i feel this is important as it does reduce the processing demands made on the PS3.
so all we need are HAV and DS hull (and LAV if needed...) that have specialized and generic bonuses.
edit::::standard racial tanks require level 1 in racial HAV skill, Advanced level 3, proto level 5.:::::
bad example 1 "standard"
madrugar hull cost 75,000 isk, standard green colour
1% reduced hyrbid turret heat build up per gallente HAV skill lv
bad example 2's "advanced"
madrugar assault hull cost 175,000 isk, grey and green "concrete jungle" camo skin
1% reduced Blaster turret heat build up per Gallente HAV skill lv
+3% Heavy Armor Repairer repair amount per Gallente HAV skill lv
Madrugar Enforcer hull cost 175,000 isk, selected panels: 'dirt brown'
3% reduced Railgun heat build up per Gallente HAV skill lv
1% reduced Railgun CPU needs per Gallente HAV skill lv
bad Example 3's "proto"
Madrugar Assault ii hull cost: 500,000 isk, base coat black-selected panels "urban jungle" camo
+15% Turret Ammo resupply rate
-2% Armor Plate CPU/PG requirements per Gallente HAV skill lv
+3% Heavy Armor Repairer repair amount per Gallente HAV skill lv
Madrugar Enforcer ii hull cost 500,000 isk, base coat black- selected panels "dirt brown"
+7.5% Turret Zoom Fidelity
1% reduced Railgun CPU needs per Gallente HAV skill lv
1% reduced Railgun Spool Up time and Heat Build up per Gallente HAV skill lv
Amarr HAV
"Preacher" hull cost 75,000 isk, "tarnished silver"
1% reduced energy turret PG requirements per Amarr HAV skill lv
2 "advanced"
'Preacher-Ares' hull cost 175,000 isk, tarnished silver with selected panels "urban jungle" camo
2% reduced Pulse Laser Turret PG requirements per Amarr HAV skill lv
+2% armor resistances per Amarr HAV skill lv
'Preacher-Horus' hull cost 175,000 isk , tarnished silver with selected panels "dirt brown"
2% reduced Beam Laser turret heat build up per Amarr HAV skill lv
2% reduced Beam Laser Turret PG requirements per Amarr HAV skill lv
3 "proto"
'Preacher-Horus ii' hull cost 500,000 isk, Black base coat with gold trim-selected panels dirt brown
+7.5% Turret Zoom Fidelity
+2% Active Armor Hardener resistance per Amarr HAV skill lv
2% reduced Beam Laser Heat Build Up and Turret PG requirements per Amarr HAV skill lv
'Preacher-Ares ii' hull cost 500,000 isk, Urban jungle base coat, gold trim-selected- panels matt black overlay
+15% Ammo Resupply Amount
2% reduced Pulse Laser Turret PG requirements per Amarr HAV skill lv
+2% armor resistances per Amarr HAV skill lv
figures are completely bonkers and pulled from the hat of an old homeless guy that lives down by the train station...
The point Should be that slot layouts don't need to change from tier to tier, that by using hull bonuses akin to the system in EvE, you can make hulls attractive for both generic bonuses and highly specialised bonuses.
CPU/PG would need attention for each tier but that is as it always is.
tldr:
slots are not important... design, design goals and parameters, and adjustable sliders for later balance are important.
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imho
okay i puts the lotion on and gets back in its box :(