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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3611
|
Posted - 2013.09.19 22:07:00 -
[1] - Quote
Class specific bonuses!
Assault - +2% Light Weapon damage per level Logistics - +3% equipment efficacy per level (uplink spawns, nanohive clusters, repair tool HP/s, injector HP amount) Sentinel - +3% Shield / Armor (based on race) resistance per level when deployed* Commando - 3% reduction in CPU / PG usage of Light Weapons per level (give them more slots, for the love of God) Pilot - +2% Vehicle Module efficacy per level Scout - +2% walk / sprint speed per level
Couple them with racial bonuses!
Gallente - +3% Armor Repairer efficiency per level Caldari - +3% Shield Extender efficiency per level Amarr - +2% Shield / Armor Extender efficiency per level Minmatar - +3% Shield Regulator efficiency per level
And tack on some suit weight bonuses!
Light - -3% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Medium - +2% weapon reload speed per level (both light and sidearm) Heavy - +2% Armor & Shield per level
*Deployed mode? What the flying ****nipples are you talking about?
Glad you asked, and what a lovely bulge you have! Heavies, by their description, are meant for point defense. Adding a resistance bonus when "deployed" will encourage them to be used defensively, rather than as a slow-as-**** Assault.
Basically, after being crouched for five seconds, the Heavy insert lore fluff, increasing its resistance to all forms of hostile fire (ALL forms - grenades, handheld weapons, vehicle turrets. If it does damage, the suit reduces it). Not completely immobile, but slowed to the point that it isn't very useful out in the open, while at the same time keeping hordes of swan-diving Heavies out of the game. I made it 3% to counter the Assaults 2% damage bonus, so it still does help, but not as much as against the other classes.
Change the skill tree!
-> Light -> Scout | ->Pilot | Gallente Technology -|-> Medium -> Logistics | -> Assault | -> Heavy -> Sentinel -> Commando
Amarr Sentinel? All level five skills? Enjoy your 15% deployed resistance, 10% buffed plates and extenders, and that 10% base shield & armor!
Minmatar Scout? All fives? Have fun with your 10% movement speed, 15% faster shield regulators, and your 15% reduced profile!
Caldari Logi? Die in a fire.
Can I be a dev now? |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3360
|
Posted - 2013.09.19 22:10:00 -
[2] - Quote
Bonuses that are actually decent? No, you can't be a dev. |
TREY Trey
THE DOLLARS
38
|
Posted - 2013.09.19 22:16:00 -
[3] - Quote
Why are these horrible ideas? |
Bojo The Mighty
Zanzibar Concept
1910
|
Posted - 2013.09.19 22:19:00 -
[4] - Quote
You nerfed scout profiles. Now how are we supposed to avoid active scanners! |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3613
|
Posted - 2013.09.19 22:20:00 -
[5] - Quote
Bojo The Mighty wrote:You nerfed scout profiles. Now how are we supposed to avoid active scanners! True. Editing OP because scouts don't need nerfs. |
Rogue Saint
Science For Death The Shadow Eclipse
226
|
Posted - 2013.09.19 22:21:00 -
[6] - Quote
TheAmazing FlyingPig wrote:Basically, after being crouched for five seconds, the Heavy insert lore fluff, increasing its resistance to all forms of hostile fire (ALL forms - grenades, handheld weapons, vehicle turrets. If it does damage, the suit reduces it). Not completely immobile, but slowed to the point that it isn't very useful out in the open, while at the same time keeping hordes of swan-diving Heavies out of the game. I made it 3% to counter the Assaults 2% damage bonus, so it still does help, but not as much as against the other classes.
Like Siege mode for capitals in EvE |
Forlorn Destrier
Bullet Cluster
1742
|
Posted - 2013.09.19 22:24:00 -
[7] - Quote
TREY Trey wrote:Why are these horrible ideas?
They aren't. |
Bojo The Mighty
Zanzibar Concept
1910
|
Posted - 2013.09.19 22:26:00 -
[8] - Quote
TheAmazing FlyingPig wrote:Bojo The Mighty wrote:You nerfed scout profiles. Now how are we supposed to avoid active scanners! True. Editing OP because scouts don't need nerfs. Thank You, you were this close to becoming a Dev too with that silly stealth nerf...LOL how I kid.
Also by armor repairer efficiency, do you mean it shrinks in CPU/PG useage (thus making it more efficient) or does it add HP repped per second (thus making it more efficient) |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3613
|
Posted - 2013.09.19 22:26:00 -
[9] - Quote
Forlorn Destrier wrote:TREY Trey wrote:Why are these horrible ideas? They aren't. I think he was referring to the thread title, which is what it is because I was expecting to be roasted alive with the flames. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3613
|
Posted - 2013.09.19 22:27:00 -
[10] - Quote
Bojo The Mighty wrote:TheAmazing FlyingPig wrote:Bojo The Mighty wrote:You nerfed scout profiles. Now how are we supposed to avoid active scanners! True. Editing OP because scouts don't need nerfs. Thank You, you were this close to becoming a Dev too with that silly stealth nerf...LOL how I kid. Also by armor repairer efficiency, do you mean it shrinks in CPU/PG useage (thus making it more efficient) or does it add HP repped per second (thus making it more efficient) More HP per second, so when maxed an ADV repper could just about replace a PRO one. |
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Rogue Saint
Science For Death The Shadow Eclipse
226
|
Posted - 2013.09.19 22:29:00 -
[11] - Quote
Bojo The Mighty wrote: Also by armor repairer efficiency, do you mean it shrinks in CPU/PG useage (thus making it more efficient) or does it add HP repped per second (thus making it more efficient)
Think he mean efficacy != efficiency |
Sgt Kirk
SyNergy Gaming EoN.
1866
|
Posted - 2013.09.19 22:34:00 -
[12] - Quote
I think the specific Racial Amarr and Gallente bonuses are good and don't need to be changed.
The overall assault bonuses might be a little OP tbh. Switch that with maybe even another specific racial bonus. I think it's silly for all certain types of suits to have the same bonus throughout New Eden. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3615
|
Posted - 2013.09.19 22:44:00 -
[13] - Quote
Sgt Kirk wrote:I think the specific Racial Amarr and Gallente bonuses are good and don't need to be changed.
The overall assault bonuses might be a little OP tbh. Switch that with maybe even another specific racial bonus. I think it's silly for all certain types of suits to have the same bonus throughout New Eden. I came up with the bonuses to encourage people to play to the strengths that the class name implies. Assaults should be able to quickly down a target with a built-in complex damage mod, and I also realize that people would want to stack more damage mods on top of that, creating a glass cannon. This is actually exactly what I was aiming for, the assault suit to be able to overwhelm a position with superior firepower (which would be held down much better by deployed Heavies, who can counter the Assault bonus and then some). |
Blaze Ashra
Holdfast Syndicate Amarr Empire
12
|
Posted - 2013.09.19 23:41:00 -
[14] - Quote
It all sounds wonderful, |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3628
|
Posted - 2013.09.20 00:16:00 -
[15] - Quote
Would be cool to see a dev tag on this one.
... provided it isn't a troll post :v |
Xender17
Ahrendee Mercenaries EoN.
643
|
Posted - 2013.09.20 00:22:00 -
[16] - Quote
Respecs would be pretty important. |
Everything Dies
Chatelain Rapid Response Gallente Federation
103
|
Posted - 2013.09.20 00:27:00 -
[17] - Quote
I'd still love to see the current Logi bonus (1 HP/sec repair) applied to the Assault builds instead. Another light damage bonus (in addition to the two or three complex mods that some people use) would be overkill. Max proficiency (15%) plus three mods (roughly 27%) plus an additional 10% suit bonus? SRs/SLs would be quite fun...but that kind of defeats the intent of an assault build.
For the sake of honesty, I'm one of those currently using an assault build with proto SR/SL with two complex damage mods on each:) |
OZAROW
WarRavens League of Infamy
690
|
Posted - 2013.09.20 00:29:00 -
[18] - Quote
Scouts already have 5% profile dampening per level an I don't think I've ever used a regulator , so that's kinda wack unless it's passive an ontop of what we already have, but like hell should assaults get 10% damage ontop of the proficiency weapon damage plus mods, DUDE U CRAZY! |
Mossellia Delt
Militaires Sans Jeux
312
|
Posted - 2013.09.20 00:35:00 -
[19] - Quote
the minnimatar race bonus is the only problem. maybe make it stamina releated or hacking. |
OZAROW
WarRavens League of Infamy
690
|
Posted - 2013.09.20 00:38:00 -
[20] - Quote
Mossellia Delt wrote:the minnimatar race bonus is the only problem. maybe make it stamina releated or hacking. Speed or stamina would be way better, like how many heavies use regulators, same with min assaults or scouts with two lows, minmatar as a whole seem faster anyway |
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Krom Ganesh
Holdfast Syndicate Amarr Empire
265
|
Posted - 2013.09.20 00:46:00 -
[21] - Quote
TheAmazing FlyingPig wrote:Caldari Logi? Die in a fire.
I lol'ed.
Anyways, how about also having each racial class getting another bonus?
For example, a gal logi would have A Gallente racial bonus A Medium suit bonus A Logistics bonus And a Gallente Logistics bonus
This would allow another level of encouragement to play a certain suit as intended.
With your current setup, the only difference between a Cal Logi and a Gal Logi is that the Cal would get a little more shield and the Gal would get a little more armor repair. While these traits are representative of their race, it doesn't differentiate them from each other enough in my opinion.
Another example is the Cal scout and the Gal scout. Gal scouts specialize in CQC hunting whereas Cal scouts (are theorized) to specialize in E-War. Your bonuses would render them essentially the same (since scouts are going to get a lot less mileage out of the racial bonuses [though the bonuses are very well chosen])
For assaults, this could be bonus to their racial weaponry to keep with the killing machines approach. Not sure about the others.
Edit: also, it would probably be better if the light suit bonus and the scout bonus were switched. Pilots probably would like to be a bit faster when they need to get away from the burning wreckage that was their vehicle. |
ladwar
Dead Six Initiative Lokun Listamenn
1651
|
Posted - 2013.09.20 00:50:00 -
[22] - Quote
TheAmazing FlyingPig wrote:Class specific bonuses!
Assault - +2% Light Weapon damage per level Logistics - +3% equipment efficacy per level (uplink spawns, nanohive clusters, repair tool HP/s, injector HP amount) Sentinel - +3% Shield / Armor (based on race) resistance per level when deployed* Commando - 3% reduction in CPU / PG usage of Light Weapons per level (give them more slots, for the love of God) Pilot - +2% Vehicle Module efficacy per level Scout - +2% walk / sprint speed per level
Couple them with racial bonuses!
Gallente - +3% Armor Repairer efficiency per level Caldari - +3% Shield Extender efficiency per level Amarr - +2% Shield / Armor Extender efficiency per level Minmatar - +3% Shield Regulator efficiency per level
And tack on some suit weight bonuses!
Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Medium - +2% weapon reload speed per level (both light and sidearm) Heavy - +2% Armor & Shield per level
your numbers are higher then they should be in some areas and lower in others. here is what i think is closer to what they should be if it was made that way.
Assault - +2% Light Weapon damage per level Logistics - +5% equipment efficacy per level Sentinel - +1% Shield / Armor Commando - 2% reduction in CPU / PG usage of Light Weapons per level Pilot - +5% Vehicle Module efficacy per level Scout - +3% walk / sprint speed per level
Gallente - +2% Armor Repairer efficiency per level Caldari - +2% Shield Extender efficiency per level Amarr - +1% Shield / Armor Extender efficiency per level Minmatar - +10% Shield Regulator efficiency per level
Light - -1% suit profile per level Medium - +3% weapon reload speed per level (both light and sidearm) Heavy - +5% Armor & Shield per level |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3639
|
Posted - 2013.09.20 01:16:00 -
[23] - Quote
CONSTRUCTIVE CONVERSATION!
Gonna reply to some of ya without quotes because I'm feeling a bit lazy.
@ Everything Dies
That was my goal with the Assaults - Make them a glass cannon that's great for quickly forcing people out of a position. The Sentinel bonus coupled with the Heavy bonus negates the Assaults bonus when deployed (and then a bit extra), making them a good counter when used for point defense. I want to see assaults mow people down, but also die fairly quickly if they decide to not play it safe. As for the current logi bonus... I do like the innate armor rep, and I think it lends itself well to the Logi. There could be two class suit bonuses, one frame size bonus, and a racial bonus.
@ Xender17
As much as I hate discussing respecs, a change like this would indeed require a respec. I won't actively advocate for one though, just know that if this were implemented, I'd feel that a respec was perfectly warranted.
@ OZAROW
The Scouts dampening bonus, I feel, is perfect for the intended usage of the scout (sneaky shotgun blast to the back of the skull). I picked the Regulator bonus because I see Minmatar as the race that would try to get every speed advantage possible. Pop out of a corner, blapblapblapblap, then quickly recover to move on to the next target. I've personally used them to pretty great effect on my Minmatar logi. The Assault bonus is there to be countered by the Heavy bonus (able to take down other assaults / logi's / light frames with ease, get owned by a deployed Heavy), both of which I will add racial secondary bonuses to in a bit.
@ Krom Ganesh
Great observation and idea. I'll add some racial class bonuses to the OP when I get a chance.
@ ladwar
I think the proposed Sentinel suit you laid out wouldn't benefit the point defense specialist area enough. I still think that a 3% resistance bonus per level after being crouched for 5 seconds would put the Sentinel in a great position to hold down objectives and pathways. I do like the changes to the class suits too.
The Amarr bonus seems pretty underwhelming. That would equate to 4 HP on a basic plate, which wouldn't do much of anything. The other ones look great.
The Medium reload speed seems good, but we don't need to nerf the light frames any more than they already are. |
Chunky Munkey
Amarr Templars Amarr Empire
1542
|
Posted - 2013.09.20 01:24:00 -
[24] - Quote
I don't agree with the bonuses given, but they sure as hell make more sense than what we have.
The one that really tickles me is the Commando bonus: "Let's have a suit with a bonus to module use." "Now let's give it the lowest module capacity in the game." "Trollolol la la la." |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3644
|
Posted - 2013.09.20 01:25:00 -
[25] - Quote
Chunky Munkey wrote:I don't agree with the bonuses given, but they sure as hell make more sense than what we have.
The one that really tickles me is the Commando bonus: "Let's have a suit with a bonus to module use." "Now let's give it the lowest module capacity in the game." "Trollolol la la la."
"Let's make this suit a beastly armor tanker" "Now let's give it a feedback damage bonus for a weapon he'd never use" "HUEHUEHUEHUE" |
Killar-12
The Corporate Raiders Top Men.
1205
|
Posted - 2013.09.20 01:27:00 -
[26] - Quote
F**king Genius...
|
Killar-12
The Corporate Raiders Top Men.
1206
|
Posted - 2013.09.20 01:48:00 -
[27] - Quote
ladwar wrote:TheAmazing FlyingPig wrote:Class specific bonuses!
Assault - +2% Light Weapon damage per level Logistics - +3% equipment efficacy per level (uplink spawns, nanohive clusters, repair tool HP/s, injector HP amount) Sentinel - +3% Shield / Armor (based on race) resistance per level when deployed* Commando - 3% reduction in CPU / PG usage of Light Weapons per level (give them more slots, for the love of God) Pilot - +2% Vehicle Module efficacy per level Scout - +2% walk / sprint speed per level
Couple them with racial bonuses!
Gallente - +3% Armor Repairer efficiency per level Caldari - +3% Shield Extender efficiency per level Amarr - +2% Shield / Armor Extender efficiency per level Minmatar - +3% Shield Regulator efficiency per level
And tack on some suit weight bonuses!
Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Medium - +2% weapon reload speed per level (both light and sidearm) Heavy - +2% Armor & Shield per level
your numbers are higher then they should be in some areas and lower in others. here is what i think is closer to what they should be if it was made that way. Assault - +2% Light Weapon damage per level Logistics - +5% equipment efficacy per level Sentinel - +1% Shield / Armor Commando - 2% reduction in CPU / PG usage of Light Weapons per level Pilot - +5% Vehicle Module efficacy per level Scout - +3% walk / sprint speed per level Gallente - +2% Armor Repairer efficiency per level Caldari - +2% Shield Extender efficiency per level Amarr - +1% Shield / Armor Extender efficiency per level Minmatar - +10% Shield Regulator efficiency per level Light - -1% suit profile per level Medium - +3% weapon reload speed per level (both light and sidearm) Heavy - +5% Armor & Shield per level I like Pig's Assault,Sentinel,Commando,Caldari,Gallente,Amarr light and medium Bonuses and ladwar's Logi,Pilot,Scout,Minmatar,and Heavy Bounuses |
DootDoot
Forty-Nine Fedayeen Minmatar Republic
60
|
Posted - 2013.09.20 01:55:00 -
[28] - Quote
TheAmazing FlyingPig wrote:Class specific bonuses!
Assault - +2% Light Weapon damage per level Logistics - +3% equipment efficacy per level (uplink spawns, nanohive clusters, repair tool HP/s, injector HP amount) Sentinel - +3% Shield / Armor (based on race) resistance per level when deployed* Commando - 3% reduction in CPU / PG usage of Light Weapons per level (give them more slots, for the love of God) Pilot - +2% Vehicle Module efficacy per level Scout - +2% walk / sprint speed per level
Couple them with racial bonuses!
Gallente - +3% Armor Repairer efficiency per level Caldari - +3% Shield Extender efficiency per level Amarr - +2% Shield / Armor Extender efficiency per level Minmatar - +3% Shield Regulator efficiency per level
And tack on some suit weight bonuses!
Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Medium - +2% weapon reload speed per level (both light and sidearm) Heavy - +2% Armor & Shield per level
*Deployed mode? What the flying ****nipples are you talking about?
Glad you asked, and what a lovely bulge you have! Heavies, by their description, are meant for point defense. Adding a resistance bonus when "deployed" will encourage them to be used defensively, rather than as a slow-as-**** Assault.
Basically, after being crouched for five seconds, the Heavy insert lore fluff, increasing its resistance to all forms of hostile fire (ALL forms - grenades, handheld weapons, vehicle turrets. If it does damage, the suit reduces it). Not completely immobile, but slowed to the point that it isn't very useful out in the open, while at the same time keeping hordes of swan-diving Heavies out of the game. I made it 3% to counter the Assaults 2% damage bonus, so it still does help, but not as much as against the other classes.
Change the skill tree!
. ..................................-> Light -> Scout . .................................|..............->Pilot ...................................| Gallente Technology -|-> Medium -> Logistics ..................................|................... -> Assault . ................................| ..................................| -> Heavy -> Sentinel ....................................................-> Commando
Amarr Sentinel? All level five skills? Enjoy your 15% deployed resistance, 10% buffed plates and extenders, and that 10% base shield & armor!
Minmatar Scout? All fives? Have fun with your 10% movement speed, 15% faster shield regulators, and your 25% reduced profile!
Gallente Assault with all fives? Mow everyone down with your 10% damage bonus, 15% better armor repairers, and 10% reload speed!
Caldari Logi? Die in a fire.
Can I be a dev now?
Please do not move to feedback / suggestions. Threads go there to die slow, painful deaths, and I'd like to have this seen by people.
Get out of here with your logic and sense making... this is a place for trolls!
http://play.esea.net/global/media_preview.php?url=http%3A%2F%2F4.bp.blogspot.com%2F-EswOtPXwoDQ%2FUDPfRw9v2NI%2FAAAAAAAAAGo%2FYQrDTJXN3A4%2Fs1600%2FTROLLS-TROLLS-EVERYWHERE.jpg |
OZAROW
WarRavens League of Infamy
690
|
Posted - 2013.09.20 02:06:00 -
[29] - Quote
The scout already has the profile dampening per level, an as a logi the mini would benifit but not the scout an heavy an assault unless it worked as 25% passive just because scout, an assault only have 2 low slots which means they would need the mod equipped ? But if the regulation was applied without a mod that would be nice an also worth skilling into shield regs and using them so a two slot suit would basically have 3 regs at 75% which is dope |
Godin Thekiller
Hellstorm Inc League of Infamy
761
|
Posted - 2013.09.20 02:09:00 -
[30] - Quote
Infantry don't need a resistance really. Rather, raw eHP would work better, and other than Amarr, it should be tank specific. |
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Godin Thekiller
Hellstorm Inc League of Infamy
761
|
Posted - 2013.09.20 02:15:00 -
[31] - Quote
[quote=TheAmazing FlyingPig]
Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?)
Change it to a 2-3% Scanning efficacy for all scanning modules so it covers vehicle scanners (or even probes) so it can be useful for the pilot suit as well. |
KING CHECKMATE
TEAM SATISFACTION
1174
|
Posted - 2013.09.20 02:17:00 -
[32] - Quote
Godin Thekiller wrote:[quote=TheAmazing FlyingPig] Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Change it to a 2-3% Scanning efficacy for all scanning modules so it covers vehicle scanners (or even probes) so it can be useful for the pilot suit as well.
But scouts NEED the Profile Dampening : / |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3652
|
Posted - 2013.09.20 02:21:00 -
[33] - Quote
KING CHECKMATE wrote:Godin Thekiller wrote:[quote=TheAmazing FlyingPig] Light - -5% suit profile per level (benefits Scouts more, but how often will you use a pilot suit outside of a vehicle?) Change it to a 2-3% Scanning efficacy for all scanning modules so it covers vehicle scanners (or even probes) so it can be useful for the pilot suit as well. But scouts NEED the Profile Dampening : / Pretty much this. The scout relies entirely on not being noticed, lest someone decide to sneeze on them and completely wreck their wet paper EHP. I think the blanket bonus to all vehicle modules more than makes up for any shortcomings the pilot suit might have on foot (which he shouldn't be in the first place). |
Chunky Munkey
Amarr Templars Amarr Empire
1542
|
Posted - 2013.09.20 02:22:00 -
[34] - Quote
TheAmazing FlyingPig wrote:Chunky Munkey wrote:I don't agree with the bonuses given, but they sure as hell make more sense than what we have.
The one that really tickles me is the Commando bonus: "Let's have a suit with a bonus to module use." "Now let's give it the lowest module capacity in the game." "Trollolol la la la." "Let's make this suit a beastly armor tanker" "Now let's give it a feedback damage bonus for a weapon he'd never use" "HUEHUEHUEHUE"
Yeah, but that heavy weapon reload speed is boss. |
Fire9er Greko
Axis of Chaos
73
|
Posted - 2013.09.20 02:25:00 -
[35] - Quote
.......... I felt it and love it. |
The-Errorist
Mannar Focused Warfare Gallente Federation
214
|
Posted - 2013.09.20 03:23:00 -
[36] - Quote
This would go well with dropsuit tiercide. |
Logi Bro
Greatness Achieved Through Training EoN.
2260
|
Posted - 2013.09.20 03:40:00 -
[37] - Quote
TheAmazing FlyingPig wrote:Would be cool to see a dev tag on this one.
... provided it isn't a troll post :v
Don't suppose you saw my own thread that was similar to this topic. A few months old, thoroughly written, a substantial amount of discussion, no blue tag.
Good luck. |
castba
Penguin's March
130
|
Posted - 2013.09.20 03:45:00 -
[38] - Quote
Do like the OP
What about an actual racial or bloodline bonus, as in the race you select when creating your character? I never did understand why the race and bloodline you choose makes absolutely no difference. Surely using the bloodline descriptions, bonuses could be applied?
Eg - Minmatar Brutor bloodline - the description goes on about them being a massive hulking physical species so maybe give them a bloodline bonus where if they are in "call for help" for 10 seconds, they can "gather themselves" and resume fighting without having to respawn, but with 0 shield and 0 armour (so one stray bullet would end that clone for good)
I dunno, just buffs/abilities that would separate all the races and bloodlines would be nice. |
Master Jaraiya
Ultramarine Corp
820
|
Posted - 2013.09.20 03:48:00 -
[39] - Quote
castba wrote:Do like the OP What about an actual racial or bloodline bonus, as in the race you select when creating your character? I never did understand why the race and bloodline you choose makes absolutely no difference. Surely using the bloodline descriptions, bonuses could be applied? Eg - Minmatar Brutor bloodline - the description goes on about them being a massive hulking physical species so maybe give them a bloodline bonus where if they are in "call for help" for 10 seconds, they can "gather themselves" and resume fighting without having to respawn, but with 0 shield and 0 armour (so one stray bullet would end that clone for good) I dunno, just buffs/abilities that would separate all the races and bloodlines would be nice. Careful, Eve players will lynch you for talking this way.
Apparently they don't realize this is basics of an RPG. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3666
|
Posted - 2013.09.20 03:54:00 -
[40] - Quote
Master Jaraiya wrote:castba wrote:Do like the OP What about an actual racial or bloodline bonus, as in the race you select when creating your character? I never did understand why the race and bloodline you choose makes absolutely no difference. Surely using the bloodline descriptions, bonuses could be applied? Eg - Minmatar Brutor bloodline - the description goes on about them being a massive hulking physical species so maybe give them a bloodline bonus where if they are in "call for help" for 10 seconds, they can "gather themselves" and resume fighting without having to respawn, but with 0 shield and 0 armour (so one stray bullet would end that clone for good) I dunno, just buffs/abilities that would separate all the races and bloodlines would be nice. Careful, Eve players will lynch you for talking this way. Apparently they don't realize this is basics of an RPG. You gotta remember that Eve is the only reason this game exists in the first place, and input from both sides holds equal weight.
@ castba
The bloodline and race are purely there for a roleplaying aspect. There used to be a system where you would pick what role you wanted to fill (sentinel, arbiter, etc.), but this was traded out for the initial SP pool.
As for bloodline abilities / passives, I'm going to have to say no to that. This would split the playerbase and make certain bloodlines simply better to recruit than others, possibly alienating a portion of the playerbase from competitive gameplay (lol) unless they decide to reroll an alt and train him up. |
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Viktor Hadah Jr
Negative-Impact Cult of War
249
|
Posted - 2013.09.20 04:18:00 -
[41] - Quote
So from an Amarrian assault scram rifle user that has to deal with heat build up i am not a fan of this since the current bonus helps me. As for the other classes and races i do not touch so i shall not comment, since i do not like to give opinions on things i do not use. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
3666
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Posted - 2013.09.20 04:21:00 -
[42] - Quote
Viktor Hadah Jr wrote:So from an Amarrian assault scram rifle user that has to deal with heat build up i am not a fan of this since the current bonus helps me. As for the other classes and races i do not touch so i shall not comment, since i do not like to give opinions on things i do not use. ... Perhaps we could have a secondary bonus that applies to their racial weaponry? Too tired to come up with numbers, but yea. |
castba
Penguin's March
130
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Posted - 2013.09.20 04:27:00 -
[43] - Quote
TheAmazing FlyingPig wrote:Master Jaraiya wrote:castba wrote:Do like the OP What about an actual racial or bloodline bonus, as in the race you select when creating your character? I never did understand why the race and bloodline you choose makes absolutely no difference. Surely using the bloodline descriptions, bonuses could be applied? Eg - Minmatar Brutor bloodline - the description goes on about them being a massive hulking physical species so maybe give them a bloodline bonus where if they are in "call for help" for 10 seconds, they can "gather themselves" and resume fighting without having to respawn, but with 0 shield and 0 armour (so one stray bullet would end that clone for good) I dunno, just buffs/abilities that would separate all the races and bloodlines would be nice. Careful, Eve players will lynch you for talking this way. Apparently they don't realize this is basics of an RPG. You gotta remember that Eve is the only reason this game exists in the first place, and input from both sides holds equal weight. @ castba The bloodline and race are purely there for a roleplaying aspect. There used to be a system where you would pick what role you wanted to fill (sentinel, arbiter, etc.), but this was traded out for the initial SP pool. As for bloodline abilities / passives, I'm going to have to say no to that. This would split the playerbase and make certain bloodlines simply better to recruit than others, possibly alienating a portion of the playerbase from competitive gameplay (lol) unless they decide to reroll an alt and train him up. I see what you are saying but I guess I just want more differentiation and meaning to selecting which race/bloodline your merc is. You know, decisions having consequences etc. I do remember the Arbiter, Sentinel etc roles from Chromosome. It was a step backwards to remove this IMO. |
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