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Clockwork Jester
Namtar Elite Gallente Federation
2
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Posted - 2013.09.25 20:32:00 -
[1] - Quote
ItGÇÖs an interesting idea, but there would need to be a limit to the number of consultants to prevent people from abusing the proposed system. Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. Your proposed consultant skill tree would fit better as a squad leader skill tree. Also your weapon service supplier skill would have to be changed, or it would be changed further down the road. With the end goal eventually being there are no NPC vendors.
I think it is an interesting idea, but I donGÇÖt think there is any demand for the position, or at least not needing to add it as a mechanic. There is currently nothing stopping any player from acting in the consulting/spy role, itGÇÖs only a matter of finding someone to pay you for it.
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Clockwork Jester
Namtar Elite Gallente Federation
2
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Posted - 2013.09.25 21:15:00 -
[2] - Quote
If you look at it only from the battle/market environments then I think the classes proposed should change. Move away from the pure combat boost because the consultant is not actually going into combat with you. Make the bonuses they provide something that will help in battle or in the market without just giving the players a stat boost.
Change weapon specialist to Artillery commander and allow it to have an effect on orbital bombardments. Not an increase in damage, but perhaps a change in the WP required before one can be earned. Or if the mechanics for it were changed lowering the targeting time for the ships EVE side.
The proposed Medical Researcher could increase the amount of time a player can remain incapacitated, increasing the amount of time they have to be revived.
There could also be a scientist based tree allowing for corporations to increase the number of clones produced per cycle, or decreasing the number of clones lost due to transportation. You could also create a skill tree that allows you to earn more money back from selling excess clones. Although I would imagine that at some point a corp with to many clones will be able to see them on the market to other corps.
If you changed the skills from pure combat enhancers it could make it more interesting. It would also prevent an overlap in squad leader based bonuses that I assume are eventually going to show up. I still believe there needs to be a limit on the number of consultants simply to avoid abusing the system. If you limited the number to say 5 it would prevent people from having an obvious way to abuse the system. Unlike EVE Dust is F2P and creating an alt account and collecting passive SP is to easy.
Jadek Menaheim wrote:Clockwork Jester wrote:Also the skill trees you have suggested could easily be switched over to a squad leader skill tree. Only allowing those bonuses to be obtained in combat. How about Squad Leader Skills being a path progression of the consultant skill node. Call that person a Tactical Liaison Supports Coordinator. A sub-path of this would the R&D specialist skills I talked about. They would be tuned to cater to more on-field battle avantages.
I feel like the role of a consultant should remain as a supportive role. The bonuses they grant should be of a tactical nature, not a stat boost. |
Clockwork Jester
Namtar Elite Gallente Federation
4
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Posted - 2013.09.26 01:41:00 -
[3] - Quote
The current mechanics allow the squad leader to give their squad leader status to anyone else in their squad. It would make sense for the squad to lose the gains provided by the former squad leader in favor of the new squad leader. Although maybe the change should only take place after you visit a supply depot? You donGÇÖt want someone switching to a squad leader that increases bleed out time or decreases death timer just as they die.
It would allow for the possibility of more interesting battles, and the consultant or advisor role could create an interesting complexity to the overall game.
you could cap off the total number of advisors a corp could have, and if you had multiple people with the same skills they could act the same way a module does when you stack it. That could allow a Corp to specialize in a certain aspect without giving larger corps a huge advantage. |
Clockwork Jester
Namtar Elite Gallente Federation
5
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Posted - 2013.09.26 17:32:00 -
[4] - Quote
If something like squad leader skills were added, and the current mechanic of changing the squad leader remained it would be easier to use the depot to transfer the bonus. With the current mechanics you are capable of changing suits at the depot, effectively changing your statistics if you change classes. It would make more sense to keep whatever the previous squad leaders skill bonuses were until you returned to the depot.
ItGÇÖs easier than having a cool down system that would have to change character stats on the fly. You could still use a cool down system to stop people from constantly switching squad leaders, putting greater importance on the squad leaders skills.
As far as looking at the consultant/advisor idea I think discussion should be limited to how it could work given the current game mechanics. There is currently no way for players to produce anything Dust side, and until those mechanics are introduced it makes any discussion of skill trees difficult. Not that the idea isnGÇÖt interesting. The idea of a small squad infiltrating an enemy base and having some sort of effect on the latter PC battle is a neat idea.
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Clockwork Jester
Namtar Elite Gallente Federation
6
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Posted - 2013.09.27 19:50:00 -
[5] - Quote
Those all seem like good possible skills that could have an impact on how the plays. The only thing I could think of to add would be a skill tree revolving around shared squad vision for the squad commander. Possibility of a decreased delay before a shield recharges. Overall it seems like a solid idea that everyone could benefit from, and not just corporations. With the squad finder being added into the 1.5 update the squad commander role becomes even more important.
A question regarding the consultant role. If a corporation squads up with another player who is outside of their corporation does that player receive the gains of that corporations consultant or their own?
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Clockwork Jester
Namtar Elite Gallente Federation
7
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Posted - 2013.10.14 23:40:00 -
[6] - Quote
Jadu Wen wrote:Yeah, changes to consultant-corp relationship attributes should change at downtime. I do think that CEO's and directors should be notified immediately of any changes to consultancy status so they have time to prepare. The amount of time might get sketchy though if changes are revolving around the downtime.
To illustrate, Corp A and Corp B are set to take part in a PC battle one day from now. Corp B pays Corp A's consultant to ditch ship for Corp B, 15 minutes before the downtime, hindering Corp A's ability to hire a new consultant before the down time. This new change in consultancy gives Corp B and edge over Corp A in the following day PC battle.
Does that scenario sound acceptable. I believe so.
I like this idea of incorporating the consultant skills to a corp at downtime. It would lessen the load on the server from continually having to update it if something like a consultant leaves the corp. Also like Jadu said it opens up an interesting possibility for some interesting interactions among corps outside of just the first person shooting people in the face gameplay. While we all like shooting each other in the face some other sorts of player interaction need to be implemented. Give players the tools and they will come up with ways to use them that they were not previously intended for. |
Clockwork Jester
Namtar Elite Gallente Federation
11
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Posted - 2013.10.15 02:30:00 -
[7] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:Oh..oh...oh. I think I see what you're getting at. A player could remain a free agent with all their perks indefinitely by continually rejoining and cancelling their status with a corporation as long as they don't go over the initiation timer.
Didn't think about that one. That might get a little funky. If someone is willing to go to that extent, I say more power to them. The initiation timer could always work in a different way. Similar to the biomass system, you couldn't leave the corporation until the timer ran down. It's kind of like a two week notice, that either you, a personnel recruiter, a director, or CEO can initiate. However, in this case I would only clock the timer at 48 hours, max. Once the 48 hours were up, you would no longer have the attributes of the corporation and no longer be with the corporation. The only problem I have with this system is it strikes me as too restrictive. What do you guys think? The consultant skill could have a degradation time for say 48-72 hours, or whenever 3 days have passed, should they choose to leave their current corporation. Should the Merc leave their corporation though I do not think they should given the choice to rejoin their former corporation on their own. They would have to be accepted to their corporation again by a recruitment officer to regain or prevent degradation of the skills. Otherwise this gives more power to the player than the corporation. An organization should have more power than a single player.
If a player was kicked out of a corporation though the system should remain the same. You can look at it from the standpoint that it takes a few days for word to get around that the player in question has been let go from their current corporation.
Perhaps you could even extend this time to a full week? IGÇÖm unsure how much extra work this would put on the system, and perhaps from a technical standpoint it would be less taxing on the system to only have to update a players status once a week.
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