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S Park Finner
DUST University Ivy League
297
|
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? |
Viktor Hadah Jr
Negative-Impact Cult of War
282
|
Posted - 2013.09.24 14:58:00 -
[2] - Quote
Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO |
Forlorn Destrier
Bullet Cluster
1770
|
Posted - 2013.09.24 14:59:00 -
[3] - Quote
S Park Finner wrote:If there were limits to keep them balanced and prevent "God Suits"? Be able to decide things like slot layout and bonuses?
You can do this in Eve with the Tech 3 ships, but I can tell you that it took a long time to be developed to keep it balanced. I wouldn't expect this in Dust for a very long time, if ever. |
Forlorn Destrier
Bullet Cluster
1770
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Posted - 2013.09.24 15:01:00 -
[4] - Quote
Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO
This is not true - CCP found a way to make racial variants of each Tech 3 ship and make them all still fairly distinct. Also, the price is amazingly high. In Dust terms, a Tech 2 ship is prototype, and Tech 3 is above that. A suit like this in Dust would be even more expensive and skill point intensive than prototype is. |
Cody Sietz
Bullet Cluster
1019
|
Posted - 2013.09.24 15:05:00 -
[5] - Quote
I'd like to switch my Gallente assault and scouts paint jobs to the Medium and light frame paint jobs.
Off topic I know, but that's what I came in thinking. |
Cosgar
ParagonX
5408
|
Posted - 2013.09.24 15:13:00 -
[6] - Quote
Forlorn Destrier wrote:S Park Finner wrote:If there were limits to keep them balanced and prevent "God Suits"? Be able to decide things like slot layout and bonuses? You can do this in Eve with the Tech 3 ships, but I can tell you that it took a long time to be developed to keep it balanced. I wouldn't expect this in Dust for a very long time, if ever. Make Tech 3 suits rare lot for pubs and uncommon for FW/PC battles. |
Forlorn Destrier
Bullet Cluster
1770
|
Posted - 2013.09.24 15:15:00 -
[7] - Quote
Cody Sietz wrote:I'd like to switch my Gallente assault and scouts paint jobs to the Medium and light frame paint jobs.
Off topic I know, but that's what I came in thinking.
I would absolutely love it if we could "paint" our suits how we wanted! I'd also love to have corp logos on the suits as well! |
Viktor Hadah Jr
Negative-Impact Cult of War
282
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Posted - 2013.09.24 15:36:00 -
[8] - Quote
Forlorn Destrier wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO This is not true - CCP found a way to make racial variants of each Tech 3 ship and make them all still fairly distinct. Also, the price is amazingly high. In Dust terms, a Tech 2 ship is prototype, and Tech 3 is above that. A suit like this in Dust would be even more expensive and skill point intensive than prototype is.
But he was not speaking of a new suit like a T3 ship variant. he is speaking of the current suits we have. |
DJINN Stephani
Villore Sec Ops Gallente Federation
67
|
Posted - 2013.09.24 15:42:00 -
[9] - Quote
awww, I thought this was gonna be a thread about the paint bucket :( |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2263
|
Posted - 2013.09.24 15:47:00 -
[10] - Quote
Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO There never should have been racial suits in this game.
We should have been given 3 of each frame per faction to represent the corporations of those factions developing dropsuits.
E.G-
Amarr Heavies- - Viziam Heavy Suit -Carthum Heavy Siege Suit -Sarum Streamlined Heavy Suit
Caldari Medium (assaults) -Ishukone Assault Suit - Lai Dai Heavy Assault Suit -Kaalakiota Streamlined Assault suit
MInmatar Light -Thukker Scout Suit -Siebestor Sppok Scout Suit - Brutor Commando Scout Suit
All with subtle differences in basics suit stats and visual appearance. |
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Monkey MAC
killer taxi company General Tso's Alliance
683
|
Posted - 2013.09.24 16:08:00 -
[11] - Quote
Viktor Hadah Jr wrote:Forlorn Destrier wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO This is not true - CCP found a way to make racial variants of each Tech 3 ship and make them all still fairly distinct. Also, the price is amazingly high. In Dust terms, a Tech 2 ship is prototype, and Tech 3 is above that. A suit like this in Dust would be even more expensive and skill point intensive than prototype is. But he was not speaking of a new suit like a T3 ship variant. he is speaking of the current suits we have.
You can't do it with T2 suits period, you never will, I don't think he meant with the current suits, he just meant will we as in a general question!
But even then adding positives and negatives to things like module slot layouts and keeping them within their racial profiles can be considered.
So for example you take a caldari medium frame, you get a choise of weapin chassis.
Now you choose between 1 sidearm which gives mega penalties mega buffs 1 light which gives a few buffs a few penalties 1 light 1 sidearm for no buffs
Then a module rig low slot set 2H 1L a few buffs a slight penalty med slot set 3H 2L no buffs High Slot set 4H 3L a slight penalty a few buffs
Then an equipment pack 1 eq no change 2 eq slight penalty 4 eq larger penalty
The resultant suit then gets a choice of bonuses 1 offensive oriented, 1 defensive oriented The choice of chassis, rig and pack determine the magnitude of both bonuses.
These can range from offensive ones of extra damage health module efficency higher mag size higher max ammo
While defensive can be regulator efficency armour rep efficemcy equipment benifits Scanning benifits
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? |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 16:24:00 -
[12] - 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! |
Vin Mora
Sanguis Defense Syndicate
154
|
Posted - 2013.09.24 16:28:00 -
[13] - Quote
True Adamance wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO There never should have been racial suits in this game. We should have been given 3 of each frame per faction to represent the corporations of those factions developing dropsuits. E.G- Amarr Heavies- - Viziam Heavy Suit -Carthum Heavy Siege Suit -Sarum Streamlined Heavy Suit Caldari Medium (assaults) -Ishukone Assault Suit - Lai Dai Heavy Assault Suit -Kaalakiota Streamlined Assault suit MInmatar Light -Thukker Scout Suit -Siebestor Sppok Scout Suit - Brutor Commando Scout Suit All with subtle differences in basics suit stats and visual appearance. Yea, Tech 2 ships work like that in EvE, the same hull can have different bonuses, this is great idea for dropsuits.
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Monkey MAC
killer taxi company General Tso's Alliance
684
|
Posted - 2013.09.24 16:29:00 -
[14] - Quote
S Park Finner wrote: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!
Fair enough! |
Meeko Fent
Seituoda Taskforce Command Caldari State
985
|
Posted - 2013.09.24 16:29:00 -
[15] - Quote
Just Lemme Paint em, and i shall Hail DUSt as the Free Halo of the PS3. |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 17:45:00 -
[16] - 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. |
Monkey MAC
killer taxi company General Tso's Alliance
686
|
Posted - 2013.09.24 18:01:00 -
[17] - Quote
S Park Finner wrote: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.
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!
These parts will then be available on the market or as salvage.
So you might have 100 light weapin chassis, these can be combined with rigs and packs to make the suits. But its crafting these together that locks in the chassis, rig and pack type! |
S Park Finner
DUST University Ivy League
298
|
Posted - 2013.09.24 18:57:00 -
[18] - 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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Monkey MAC
killer taxi company General Tso's Alliance
688
|
Posted - 2013.09.24 19:23:00 -
[19] - Quote
S Park Finner wrote: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. Too complicated, the idea of tericide, is remove unnecessary tiers, not to overcomplicate things. No offence 1 Dropsuit Operation Allows access to Dropsuit skill tree Only has 2 levels
2 Dropsuit Command [Unlock at Lvl 1 Dropsuit Operation] Medium at Lvl 1, Light at Lvl 3, Heavy at Lvl 5 Does not allow the use of suits. + PG/CPU per Lvl
3 Racial Command (Caldari Suit Command, Amarr Suit Command . . .) [Unlock at Lvl 1 Dropsuit Command] Allows use of racial suits + racial bonus per level This level must match the level of the suit.
2 Dropsuit Engineering [Unlock at Lvl 2 Dropsuit Operation] Allows Engineering/Crafting of Suits Medium at Lvl1, Light at Lvl 3, Heavy at Lvl 5 Reduces Cost of engineering by x% per Lvl
3 Racial Engineering (Caldari Suit Engineering . . .) [Unlock at Lvl 1 Dropsuit Engineering] Allows Engineering/Crafting of Suits -1 minimum suit level per level
Now a heavy needs Lvl 1 Operation Lvl 5 Command Lvl 1 Race
You could change command if required but by keeping the multipler as +ù1 at level 1 +ù2 at level 2 +ù6 at level 3
The required amount for a heavy suit won't differe much to a heavy suit. |
Awry Barux
Shining Flame Amarr Empire
112
|
Posted - 2013.09.24 19:32:00 -
[20] - Quote
Love the general idea. Probably it's the most elegant and fun solution to hard-set tiers that I've seen yet. Balancing will be hard, but it's never going to be easy to balance Dust. |
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Monkey MAC
killer taxi company General Tso's Alliance
688
|
Posted - 2013.09.24 19:37:00 -
[21] - Quote
Awry Barux wrote:Love the general idea. Probably it's the most elegant and fun solution to hard-set tiers that I've seen yet. Balancing will be hard, but it's never going to be easy to balance Dust.
True but there are so many things a design like this can do! Imagine, buying a selling suit components, then you build it to a full suit an resell it on the market! More stuff for dust AND eve to sell, more stuff for eve AND dust to build, more stuff for dust to buy!
And then the amount of customization allows you to build a suit that really suits your role! |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
377
|
Posted - 2013.09.24 19:41:00 -
[22] - Quote
I think Mass Effect Multiplayer had a simplistic model to what the Op may want. You start with a base and as you improve you can add certain skills but there is always a tradeoff.
eg. You start with a base but if you want a heavy suit then you lose mobility as you add armour/strength; you add equipment capability but you lose the ability to add additional weaponry or stealth equipment. You forsake shielding to add offensive capability.
It is the same concept to what we have now but attacks in a way where predetermined slot count doesnt allow certain classes to fully cover another's intended area of expertise. You can build whatever you want and the degree of specialization is still down to the user.
just a thought. |
Monkey MAC
killer taxi company General Tso's Alliance
688
|
Posted - 2013.09.24 19:51:00 -
[23] - Quote
Daxxis KANNAH wrote:I think Mass Effect Multiplayer had a simplistic model to what the Op may want. You start with a base and as you improve you can add certain skills but there is always a tradeoff.
eg. You start with a base but if you want a heavy suit then you lose mobility as you add armour/strength; you add equipment capability but you lose the ability to add additional weaponry or stealth equipment. You forsake shielding to add offensive capability.
It is the same concept to what we have now but attacks in a way where predetermined slot count doesnt allow certain classes to fully cover another's intended area of expertise. You can build whatever you want and the degree of specialization is still down to the user.
just a thought.
True but unfortunately mass effect isn't sometjing we can model dust on. Mass effect allows you to create unbelievably powerful builds irrespective of the choices you make.
For example my favourite class the vanguard No matter the choice you can play it as an almost vampiric melee unit. Some points made it easier on one side, but the other side benifited it anyway!
However your example is something I had considered, prehaps what you could do is fix the pg/cpu of the suit. You then can't overstep this when building the suit?
What this means, is if you put too much on the suit you won't have enough pg/cpu for any modules? Is that kinda the idea you had? |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
377
|
Posted - 2013.09.24 20:06:00 -
[24] - Quote
Yeah I only meant their basis.
In our setup there wouldnt be a class per se - only skills to train to build your suit. The suit would need limiters so you cant build a superfast heavy (obviously).
Yes the current setup is supposedly designed to limit that but a simple high and low slot choice leaves way too much space for exploit.
Your idea would work but I am sure people would complain alot, especially if they can skill up electronics and engineering and also use mods to enhance those. The diminishing returns from stacking some modules should stop this but it also hinders the person using them as well and when a suit has many slots it doesnt even matter.
Maybe there needs to be a restriction like x race can use multiple modules in this slot whereas the other races can only use 1. That too may cause uproar.
I was only musing. |
Monkey MAC
killer taxi company General Tso's Alliance
689
|
Posted - 2013.09.24 20:15:00 -
[25] - Quote
Daxxis KANNAH wrote:Yeah I only meant their basis.
In our setup there wouldnt be a class per se - only skills to train to build your suit. The suit would need limiters so you cant build a superfast heavy (obviously).
Yes the current setup is supposedly designed to limit that but a simple high and low slot choice leaves way too much space for exploit.
Your idea would work but I am sure people would complain alot, especially if they can skill up electronics and engineering and also use mods to enhance those. The diminishing returns from stacking some modules should stop this but it also hinders the person using them as well and when a suit has many slots it doesnt even matter.
Maybe there needs to be a restriction like x race can use multiple modules in this slot whereas the other races can only use 1. That too may cause uproar.
I was only musing.
Muse away, it always helps! Well you see you could emphasize the difference between sizes a little more! A fast heavy (as in a heavy that is only slightly slower than a vanilla assault) would have to sacrifice health for it.
Also if say a high module count lowered the available pg/cpu, you would have to sacrifice something somewhere to fit into the requirements. This might me lowering the tier of your health module, or you weaponry, or equipment.
Stacking Penalties would still have to be applied of course!! |
Godin Thekiller
Hellstorm Inc League of Infamy
871
|
Posted - 2013.09.24 20:18:00 -
[26] - Quote
Forlorn Destrier wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO This is not true - CCP found a way to make racial variants of each Tech 3 ship and make them all still fairly distinct. Also, the price is amazingly high. In Dust terms, a Tech 2 ship is prototype, and Tech 3 is above that. A suit like this in Dust would be even more expensive and skill point intensive than prototype is.
No. Tech 2 is the Tech 2 suits and vehicles, or the weapon/turret variants. |
Monkey MAC
killer taxi company General Tso's Alliance
696
|
Posted - 2013.09.24 20:36:00 -
[27] - Quote
Godin Thekiller wrote:Forlorn Destrier wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO This is not true - CCP found a way to make racial variants of each Tech 3 ship and make them all still fairly distinct. Also, the price is amazingly high. In Dust terms, a Tech 2 ship is prototype, and Tech 3 is above that. A suit like this in Dust would be even more expensive and skill point intensive than prototype is. No. Tech 2 is the Tech 2 suits and vehicles, or the weapon/turret variants.
He is talking about eve, nitwit!
Tech 2 is upto prototype, while Tech 3 is above that! |
R F Gyro
Clones 4u
540
|
Posted - 2013.09.24 20:51:00 -
[28] - Quote
S Park Finner wrote:If there were limits to keep them balanced and prevent "God Suits"? Be able to decide things like slot layout and bonuses? Implying that Dust's fitting system isn't complex enough yet?
Not entirely sure I agree. |
Monkey MAC
killer taxi company General Tso's Alliance
696
|
Posted - 2013.09.24 21:03:00 -
[29] - Quote
R F Gyro wrote:S Park Finner wrote:If there were limits to keep them balanced and prevent "God Suits"? Be able to decide things like slot layout and bonuses? Implying that Dust's fitting system isn't complex enough yet? Not entirely sure I agree.
Your entitled to your opinion, but I feel really its not complicated enough! At the moment most people only choose health mods, not really complicated. The other mods dont provide enougn benifits but anything but tanking is brushed to the side!
Building your suit from scratch would allow you to tailor your suit exactly the way you want it! Synergise your playstyle, and allow you to expand! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2268
|
Posted - 2013.09.24 22:00:00 -
[30] - Quote
Vin Mora wrote:True Adamance wrote:Viktor Hadah Jr wrote:Might as well throw out races since they won't matter and the skill tree will be dumbed down. So NO There never should have been racial suits in this game. We should have been given 3 of each frame per faction to represent the corporations of those factions developing dropsuits. E.G- Amarr Heavies- - Viziam Heavy Suit -Carthum Heavy Siege Suit -Sarum Streamlined Heavy Suit Caldari Medium (assaults) -Ishukone Assault Suit - Lai Dai Heavy Assault Suit -Kaalakiota Streamlined Assault suit MInmatar Light -Thukker Scout Suit -Siebestor Sppok Scout Suit - Brutor Commando Scout Suit All with subtle differences in basics suit stats and visual appearance. Yea, Tech 2 ships work like that in EvE, the same hull can have different bonuses, this is great idea for dropsuits. Its also more in keeping with the fact that we aren't soldiers, were mercs, loyal to no one, if we wanted to RP and use FW for that then unlocking Amarrian Navy/ Templar gear would be epic.... but I feel that CCP should simply follow a very basic three role per suit per frame tech 1 systems, then the 3 role per suit per frame wih bonuses tech 2 system.
With us able to buy Aurum suits, early LP for Factionalised suits, or officer equipment salvage in PC. |
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Chad Michael Murray
The Phoenix Federation
20
|
Posted - 2013.09.24 22:03:00 -
[31] - Quote
Cody Sietz wrote:I'd like to switch my Gallente assault and scouts paint jobs to the Medium and light frame paint jobs.
Off topic I know, but that's what I came in thinking.
Yes! I want to be a gold heavy so badly. Or pink... idek. Just make me bright and noticeable, lawl. |
S Park Finner
DUST University Ivy League
299
|
Posted - 2013.09.25 02:26:00 -
[32] - 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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