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S Park Finner
DUST University Ivy League
297
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Posted - 2013.09.24 14:56:00 -
[1] - Quote
If there were limits to keep them balanced and prevent "God Suits"? Be able to decide things like slot layout and bonuses? |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 16:24:00 -
[2] - Quote
Monkey MAC wrote:...
etc but the caldari will still have more sheilds than armour, and no amount of tweaking will make him armour speacilist, mthis the kinda Idea you had op? It is, but I would probably go further.
- Have three basic fame types with hard boundaries on the variation of statistics they could have.
- Have the race benefits of whatever race a player chooses modify the starting characteristics.
- Have the levels of the core types (basic, advanced, prototype) give modest benefits to things like CPU / PG / Number of Slots
- Have militia suits give a starter set of good fits so people can hit the ground running and try everything out before they specialize or change their direction.
- Have Arum packages provide examples of possible advanced directions before people commit to them or just to give ideas
- Have skills enable customization, some suit bonuses and specialized modules.
And of course there has to be Arum packs to change suit paint jobs! |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 17:45:00 -
[3] - Quote
It's worth mentioning too that if we get to the point of being able to trade suits and equipment then players could get the skills necessary to fit a specialized suit and then sell it on the market.
Players could build a skill like "able to use specialized suits" and if they had that and the skills necessary to use all the weapons in a fit they could then buy it off the market without having to spend the SP to specialize the suit on their own. |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 18:57:00 -
[4] - Quote
Monkey MAC wrote:... No, no need for that between what you and I have suggested, we have effectively tericided suits! You spec into amarr medium suit, which will allow you to buy T2 suits or T3 suits, but you then need to spec into an amarr mechanic skill to build an amarr suit from the component parts!... I agree about the tiericide but I think having per-race specializations and components is an unnecessary complexity if the goals are to give players more control over tailoring suits and enabling a market (the addition I was suggesting).
Sorry this is a kind of long winded
I see a player skill tree like ... * Drop suit command
* * Light / Medium / Heavy Dropsuits
* * * Light/Medium/Heavy Dropsuit Specialization (Enables use of specialized suits -- each level enables 20% of the suit's built-in bonuses)
* * * Drop Suit Mechanics (At level 1 can get to 80% of the class maximum, each additional level adds 5%)
* * * * PG Enhancement (At each level get 20% of the bonus allowed by Drop Suit Mechanics) * * * * CPU Enhancement (At each level get 20% of the bonus allowed by Drop Suit Mechanics) * * * * Add Additional High/Low/Heavy Weapon/Light Weapon/Sidearm/Grenade/Equipment slots (Each level enables addition of or removal of one slot from the basic suit type) * * * * Add Armour/Shield/ ... bonus to suit (At each level get 20% of the bonus allowed by Drop Suit Mechanics)
So people who skill into Drop Suit Specialization could use specialized suits -- and buy them. They could fit them any way they wanted within their existing skills.
People that skill into Drop Suit Mechanics could build any suit -- and sell it.
The system above would not depend on equipment drops or outside materials -- so it isn't crafting it's strictly skill point based design.
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S Park Finner
DUST University Ivy League
299
|
Posted - 2013.09.25 02:26:00 -
[5] - Quote
Monkey MAC wrote:... Too complicated, the idea of tericide, is remove unnecessary tiers, not to overcomplicate things. No offence ... None taken -- I think, though, I didn't make the objectives clear.
- Let players start faster, try out more stuff without a big commitment, and when they learn the ropes tailor their suits to support their play style.
- Let players who want to get involved with customizing suits do it with enough complexity to make an interesting role out of it.
- Let players who don't want to customize still have access to customized gear.
The issue I have with your suggestions is that they tie together customization with using customized gear and rely on components dropping in the field. I think that's problematic.
- It weakens the market value of the "mechanics" role
- Makes the skills for using customized suits more complicated before players get a chance to understand the value of advanced and proto suits.
- Forces the creation of "components" -- which don't exist at all now -- into the game as drops many players will never use.
I suggest initial array of suits is what we have now, no changes: militia, light, medium and heavy with the three levels basic, advanced and prototype and
- The players choice of race modifies any suit they buy, other than militia, with the appropriate racial bonus.
- There is an expanded array of militia equipment and suits so any combination of suits, weapons and gear can be experimented with from the start of the game.
- There is an expanded set of starter fits so new players can get a idea of what the game can do.
If players want to use specialized gear they can either skill into creating it or -- more likely I'd like to think -- buy it on the market or ask another player to build it for them. In any case, they get plenty of game play without having to go to the specialized gear and everything that's already in place will still work.
Also, with this kind of set up if CCP or a corp wants to set up tiered games it's easier and clear to the players.
- Limit to militia only -- with a full set of gear all roles and play styles can be accommodated.
- Limit to basic, advanced and prototype gear and more advanced players can compete without the extra edge of customized gear.
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