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Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.18 18:06:00 -
[211] - Quote
Stile451 wrote:Zero Harpuia wrote:To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role. I don't play Eve but from what I've read logistics ships also offer energy transfer and targeting buffs. I didn't see any general use Eve equivalent to the rest of the Dust equipment but I believe that is because Eve is more complicated in that the roles of the equipment in Dust cannot be fulfilled by a piece of equipment in Eve.
Those are other 'Logistics' functions, but they aren't the main ones. There tend to be other ships built just for these, just as there are ships built just for Shield Transporters/Remote Armor Repairers. Energy Transfer is used to keep capacitor intensive ships cap-stable and targeting links are meant to increase the rotation speed of turrets to allow them to betterd hit smaller/faster targets. Unless they are adding capacitors with the vehicle restructuring, we have no capacitor equivalent in DUST, and even then it would probably be an LLAV or LDS thing. As for targeting links, the only thing I could think of as an analog would just screw with everyone's sensitivity, and that would be a griefing tool, not a Logistics one. |
Olomo Daygon
ZionTCD
6
|
Posted - 2013.10.18 18:23:00 -
[212] - Quote
bump |
Stile451
Red Star. EoN.
273
|
Posted - 2013.10.20 03:07:00 -
[213] - Quote
Zero Harpuia wrote:Stile451 wrote:Zero Harpuia wrote:To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role. I don't play Eve but from what I've read logistics ships also offer energy transfer and targeting buffs. I didn't see any general use Eve equivalent to the rest of the Dust equipment but I believe that is because Eve is more complicated in that the roles of the equipment in Dust cannot be fulfilled by a piece of equipment in Eve. Those are other 'Logistics' functions, but they aren't the main ones. There tend to be other ships built just for these, just as there are ships built just for Shield Transporters/Remote Armor Repairers. Energy Transfer is used to keep capacitor intensive ships cap-stable and targeting links are meant to increase the rotation speed of turrets to allow them to betterd hit smaller/faster targets. Unless they are adding capacitors with the vehicle restructuring, we have no capacitor equivalent in DUST, and even then it would probably be an LLAV or LDS thing. As for targeting links, the only thing I could think of as an analog would just screw with everyone's sensitivity, and that would be a griefing tool, not a Logistics one. It's not just rotation speed but range buffs as well. Just because they are secondary bonuses doesn't mean they aren't logistics skills.
It's a bit of a stretch but energy transfer could be considered similar to nanohives(in that they both replenish a resource) and targeting buffs could be considered similar to the active scanner(both aid in target acquisition). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.20 23:12:00 -
[214] - Quote
Stile451 wrote:Zero Harpuia wrote:Stile451 wrote:Zero Harpuia wrote:To Stile, I know what the term means in dictionary terms, but Logistics is the EVE term for the repairing units that prevent financial loss. If we used the dictionary term for Logistics, then all LAVs, Dropships, and anything that can carry equipment would all count as a 'Logistics' role. I don't play Eve but from what I've read logistics ships also offer energy transfer and targeting buffs. I didn't see any general use Eve equivalent to the rest of the Dust equipment but I believe that is because Eve is more complicated in that the roles of the equipment in Dust cannot be fulfilled by a piece of equipment in Eve. Those are other 'Logistics' functions, but they aren't the main ones. There tend to be other ships built just for these, just as there are ships built just for Shield Transporters/Remote Armor Repairers. Energy Transfer is used to keep capacitor intensive ships cap-stable and targeting links are meant to increase the rotation speed of turrets to allow them to betterd hit smaller/faster targets. Unless they are adding capacitors with the vehicle restructuring, we have no capacitor equivalent in DUST, and even then it would probably be an LLAV or LDS thing. As for targeting links, the only thing I could think of as an analog would just screw with everyone's sensitivity, and that would be a griefing tool, not a Logistics one. It's not just rotation speed but range buffs as well. Just because they are secondary bonuses doesn't mean they aren't logistics skills. It's a bit of a stretch but energy transfer could be considered similar to nanohives(in that they both replenish a resource) and targeting buffs could be considered similar to the active scanner(both aid in target acquisition).
Nanohives are more along the line of ammo restoration, which doesn't quite have a role in EVE, but is necessary in Shooters. Other shooters tend to give ammo restoration to Engineer roles over Medic roles, however. Furthermore, capacitors regenerate overtime as opposed to ammo, so the only equivalent is the cooldown timer on vehicle modules, but this would carry the risk of having a single 'energy transfer' LLAV in a safe area while a few HAVs cycle to and from it for active tanking bonuses, or just keep it hidden behind them and have infinitely shielded tanks fire indiscriminately on the battlefield. Even if they add Turret Ammo to vehicles, this would still afford those vehicles a no-risk attack plan with occasional ammo break. The Energy Transfer mechanic simply doesn't mesh well with cover, as in EVE a player's shot is determined purely by mathematics, nomatter what other ships, asteroids, planets, suns, etc are in the way.
I also purposely left out range buffs because we cannot have range buffs in DUST. The last time we had range buffs, the DEVs unanimously decided to remove them because they broke the game seven ways to Jita. We shall never revisit those dark times. |
Stile451
Red Star. EoN.
274
|
Posted - 2013.10.21 03:46:00 -
[215] - Quote
I was remarking solely on dropsuits(that's what this thread is about after all but I would love to see a capacitor based power management system for vehicles). I was comparing Eve functions to Dust functions(as you said not the same but they do affect similar attributes or in the case of nanohives restores or prolongs your ability to fight).
Whether they match or not isn't really relevant, what is relevant is that in Eve logistics ships aren't solely about healing - that may be their primary use but it's not their only intended use. I presume that this is how it is with logistics suits in Dust(or maybe they're using the real definition of logistics in Dust). |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1094
|
Posted - 2013.10.21 22:36:00 -
[216] - Quote
Stile451 wrote:I was remarking solely on dropsuits(that's what this thread is about after all but I would love to see a capacitor based power management system for vehicles). I was comparing Eve functions to Dust functions(as you said not the same but they do affect similar attributes or in the case of nanohives restores or prolongs your ability to fight).
Whether they match or not isn't really relevant, what is relevant is that in Eve logistics ships aren't solely about healing - that may be their primary use but it's not their only intended use. I presume that this is how it is with logistics suits in Dust(or maybe they're using the real definition of logistics in Dust).
Yes, but just like in DUST there are only so many slots for you to equip. In EVE if I tried to run a full suite of everything logi I could possibly fit on my Scythe, then the thing would drain its capacitor within moments. DUST does not have the capacitor constraint, but it does have more limited slots. That, plus the great number of equipment, makes my case for an Engineer class Dropsuit. I'd much prefer that the Logistics class dropsuit fit the role of EVE logistics, which would allow a separation of Healer class and Equipment Mule class. As it stands, the shear slot count on Logi suits makes my preferred class a subject of ridicule and disdain, not entirely unearned. With the large number of slots in general and Equipment slots in particular, Logis tend to be used just as much as Rambo lone-wolfers than actual Logis. This is mostly because they cannot give the Logis the Role Bonuses they want, so they make do with giving them enough slots to get the job done. These slots get misappropriated easily however, as the CalLogi incident proved handily. Ergo, we get back to the main subject of the thread.
Logistics suits should have Healing bonuses, and have their Equipment Mule traits split into a separate Engineer suit with Equipment focused role bonuses.
Also, that isn't their only use in EVE, sure, but it is their main intended use. DUST doesn't have any ancillary Logistics duties, nor does it even have the full suite of Logistics tools yet. We can revive, an FPS necessity for fast-paced shooters, and we can repair Armor, but there is no infantry-mounted Shield Repper yet. Logis are simply being misused due to their slot layout. Furthermore, the other functions aren't truly Logistics, they're are Ewar, or Anti-Ewar if you're being snippy. |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.22 06:23:00 -
[217] - Quote
If we ever get more equipment(likely not going to happen for a very long time) it would be easier to make a medic class and tweak the current logistics class(names don't really matter so call it what you will). |
Fizzer94
L.O.T.I.S. Public Disorder.
532
|
Posted - 2013.10.22 06:52:00 -
[218] - Quote
This looks awesome. You seem to have the bonuses and percentages worked out quite well at this point. |
PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
83
|
Posted - 2013.10.22 08:56:00 -
[219] - Quote
i only have to say this.
Amar use energy weapons - Beam lasers, Pulse leaser. (Laser rifle, Scrambler rifle)
Minmatar use projectile weapons - Auto cannons, Artillery cannons. (Combat rifle, dont know name)
Caldari use plasma weapons - Blasters, Railguns. (Assault rifle, Rail rifle)
Gallante use plasma weapons - Blasters, Railguns. (Assault rifle, Rail rifle)
ALL races have a low-mid range weapon and ALL races have a mid-long range weapon.
Missiles, rockets, bombs, drones, smart bombs, explosives/mines, etc. are used by ALL races, but there are a few of them that 1 race use more then others, like Caldary is best at missiles and Gallante is best at drones etc. |
dustwaffle
The Southern Legion The Umbra Combine
605
|
Posted - 2013.10.22 09:25:00 -
[220] - Quote
Actually, just to pipe in regarding Logistics in EVE vs RL vs Dust.
Logistic SHIPS -> Ships with bonuses to remote repairing other ships/structures/drones, including through the use of modules and drones. These ships also have bonuses when projecting secondary effects such as capacitor transfer, tracking buff etc.
Logistics networks/roles etc -> Infrastructure and or pilots involved in performing duties with the dictionary definition of the word 'logistics'. A good logistics network/infrastructure includes Jump capable ships (carriers/supercarriers/jump freighters), as well as immobile stuff.
Logistics can equally be applied to both meanings and are often used, much to the confusion as seen in the previous posts. However, technically CCP defined logistics in EVE to refer to the logistic SHIPS.
Another point is: Zero, you're mistaken. ALL logistics ships in EVE, either tech 1 or tech 2, have slots for guns and/or missiles. It's just not a good idea to fit them in most cases since the remote repairers/shield transfers go in the same high slots as weapons, and you also don't get bonuses to weapons. However, I seriously doubt this will work in Dust, as no one wants to run around the battlefield performing pure repping duty and not have a gun in a FPS. This is also due to the reason that there is a hard limit on how many people can be on each side, whereas there aren't any artificial limits like this in EVE. |
|
hgghyujh
expert intervention Caldari State
131
|
Posted - 2013.10.22 09:55:00 -
[221] - Quote
there is so much wrong with the current suit implementation, and any real fix is hung up on the fact that they cant put bonuses on the suit and have to put them on the skills.................
but yea this would help in the interm but really they would still have to increase the required level to unlock T2 suits to level 5, which should happen anyways. bah FIX THE DAMN BONUS APPLYING TO SUITS AND GIVE ME SOME TEIRICIDE CCP!!! |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
798
|
Posted - 2013.10.22 10:50:00 -
[222] - Quote
I would like to have 2 equipment slots on medium frame proto level. |
Slag Emberforge
Immortal Retribution
56
|
Posted - 2013.10.22 15:16:00 -
[223] - Quote
Commando needs some love, the bonus for weapon reloads based on racial type is kind of lame. Currently it offers all light weapons allowing for diversity and utility (which in reality is the entire point) by splitting up this bonus to racial weapons and the same bonus for every race is kind of bland.
Caldari: bonus to shield regeneration rate 5% / level Gallante: bonus to ammunition reserves 5% per level Minmatar: bonus to clip size 4% per level / bonus to weapon swapping speed? |
Cody Sietz
Bullet Cluster Legacy Rising
1229
|
Posted - 2013.10.22 16:52:00 -
[224] - Quote
I don't wanna see more uplinks all over the field.
Also I like my Gallente Fitting bonus. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6634
|
Posted - 2013.10.22 20:39:00 -
[225] - Quote
Cody Sietz wrote:I don't wanna see more uplinks all over the field.
Also I like my Gallente Fitting bonus. Ideally I would like a limit on how many uplinks can be deployed around the same area. Will add it to the OP. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6634
|
Posted - 2013.10.22 21:01:00 -
[226] - Quote
Slag Emberforge wrote:Commando needs some love, the bonus for weapon reloads based on racial type is kind of lame. Currently it offers all light weapons allowing for diversity and utility (which in reality is the entire point) by splitting up this bonus to racial weapons and the same bonus for every race is kind of bland.
Caldari: bonus to shield regeneration rate 5% / level Gallante: bonus to ammunition reserves 5% per level Minmatar: bonus to clip size 4% per level / bonus to weapon swapping speed? All light weapons would take 25% less PG/CPU (when maxed out). That is big. HP related bonuses like shield recharge do not fit the commando's role as a versatile dual light weapon specialization, such bonuses belong a sentinel. Ammunition reserves fit, but seems kind of pointless since commandos can carry nanohives. Clip size seems nice and it fits, but since it applies to all weapons, it would just upstage my proposed Minmatar assault bonus. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 05:10:00 -
[227] - Quote
dustwaffle wrote:Actually, just to pipe in regarding Logistics in EVE vs RL vs Dust.
Logistic SHIPS -> Ships with bonuses to remote repairing other ships/structures/drones, including through the use of modules and drones. These ships also have bonuses when projecting secondary effects such as capacitor transfer, tracking buff etc.
Logistics networks/roles etc -> Infrastructure and or pilots involved in performing duties with the dictionary definition of the word 'logistics'. A good logistics network/infrastructure includes Jump capable ships (carriers/supercarriers/jump freighters), as well as immobile stuff.
Logistics can equally be applied to both meanings and are often used, much to the confusion as seen in the previous posts. However, technically CCP defined logistics in EVE to refer to the logistic SHIPS.
Another point is: Zero, you're mistaken. ALL logistics ships in EVE, either tech 1 or tech 2, have slots for guns and/or missiles. It's just not a good idea to fit them in most cases since the remote repairers/shield transfers go in the same high slots as weapons, and you also don't get bonuses to weapons. However, I seriously doubt this will work in Dust, as no one wants to run around the battlefield performing pure repping duty and not have a gun in a FPS. This is also due to the reason that there is a hard limit on how many people can be on each side, whereas there aren't any artificial limits like this in EVE.
Thank you for that last bit, it's been forever since I've flown my Scythe so I had completely forgotten about the turret hardpoints. That being said, it's just like DUST in that respect, in that you can out guns on a Logistics Ship, but no sane individual would. Not to say that Logistics Suits shouldn't have weapons, even the TF2 Medic has a Melee and a Syringe Gun/Crossbow, but I'd like to see the Logistics suits combine with the repper equipment to create truly devastating forces. In EVE and in TF2 (the source game and the game in source, natch) the Logistics/Medic class is able to 'get away with' being full on medical support, giving the healed party extra survivability and making them function with the strength of two men, more if their synergy is good. If I see a Heavy in TF2 and it has no Medic, I can easily kill it. If I see a Heavy pushing with a Medic, I know we need to outnumber them three-to-two, or at least that we need to target the Medic first. In EVE as well, it is common practice to raze the Logistics ships quickly, either first or second depending on Ewar status. In DUST, I could hardly care less about which guys are in 'Logi' gear due to most of them just being Johnny Rambo Assault in bumblebee tights, and the healing amount they do is for post-fight booboo kissing, not in-fight active repair. In TF2, a Medic can spend an entire game with his Medigun of choice trained on people's asses fight in and fight out and be useful at all times (this could be attributed to the overheal mechanic as much as the active healing, but active healing adds at least 4 seconds to the patients survivability). In DUST I rarely feel like my Armor Repair tool is worth the Ving out I gave it due to the lack of Logistics focus of the suit, the lack of a Shield counterpart, the prevalence of Caldari suits, and the fact that the Core is the only one with a decent in-battle repair rate.
Sorry if I ramble, it's late, but I'd love to see the Logistics class work the way the Logistics Ships do, and the way the TF2 Medic proved that they CAN do in an FPS game. The fact that no suits even get a bonus to Logi equipment besides TECHNICALLY the Gallente Logistics due to its blanket equipment bonus just irks me to no end. I used the Minmatar Logistics Suit way back in Mordu's, when it was a x16 skill, and have seen it receive the shaft ever since. If I can be the voice that lets logistics BE logistics thanks to suit bonuses, I can clonedied a happy lump of biomass.
Also, the naming conventions matter Mr. Stile. They are one of the major linking factors between DUST and EVE and give us reasonable expectations of what we are getting into when we choose a specialization. If I chose Heavy but he ended up being the fast, agile, low-HP guy, I'd be damn irritated at the crappy naming, wouldn't you? |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.23 16:39:00 -
[228] - Quote
Zero Harpuia wrote:Also, the naming conventions matter Mr. Stile. They are one of the major linking factors between DUST and EVE and give us reasonable expectations of what we are getting into when we choose a specialization. If I chose Heavy but he ended up being the fast, agile, low-HP guy, I'd be damn irritated at the crappy naming, wouldn't you? Conversely, if I wanted to drop equipment and generally help my team in a supporting role with no interest in healing but got stuck as a medic I certainly wouldn't be happy.
Dust names are generally accurate an in line with the standards set out in the FPS world, but not in the case of logistics if it were to be turned into a medic type class. If this were to happen Dust would require a tutorial that explains the different classes general usage, strengths and weaknesses at the very least. |
Slag Emberforge
Immortal Retribution
64
|
Posted - 2013.10.23 17:17:00 -
[229] - Quote
KAGEHOSHI Horned Wolf wrote:Slag Emberforge wrote:Commando needs some love, the bonus for weapon reloads based on racial type is kind of lame. Currently it offers all light weapons allowing for diversity and utility (which in reality is the entire point) by splitting up this bonus to racial weapons and the same bonus for every race is kind of bland.
Caldari: bonus to shield regeneration rate 5% / level Gallante: bonus to ammunition reserves 5% per level Minmatar: bonus to clip size 4% per level / bonus to weapon swapping speed? All light weapons would take 25% less PG/CPU (when maxed out). That is big. HP related bonuses like shield recharge do not fit the commando's role as a versatile dual light weapon specialization, such bonuses belong a sentinel. Ammunition reserves fit, but seems kind of pointless since commandos can carry nanohives. Clip size seems nice and it fits, but since it applies to all weapons, it would just upstage my proposed Minmatar assault bonus.
While I agree CPU/PG reduction makes it easy mode to basically equip anything, it does not correct the focal issue of the commando-- they keep the negatives of the heavy suit only they take low slots, high slots, 33% shield and armor, and grenades to downgrade a heavy slot and upgrade a sidearm.
Fitting IS AN issue, but it is not THE issue that makes/breaks the suit.
Perhaps a different variation for Caldari is needed, but I think Gallente fits nicely, just because a commando can use a hive that does not mean they should have to. Gallente's extra ammunition would make it an easier sell for putting injectors or uplinks on instead of hives. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
438
|
Posted - 2013.10.23 17:48:00 -
[230] - Quote
Two questions
The min logi bonus "30% increase in maximum equipment units carried + 30 maximum equipment units deployable per level." Does this mean a min logi equipped with a nanohive would have more clusters than other suits or that they would have more full nanohives?
And the new ninja knifer spec. Would this be another T2 suit like the scout or would it be a T3 suit building off the scout? Can't really have the ninja part of the ninja knifer if they don't get the scout profile bonus.
As for the name of the spec, how about Spec Ops if the suit is a T2 or Covert Ops if the suit is a T3. |
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TechMechMeds
Swamp Marines Kleenex Inc.
855
|
Posted - 2013.10.23 18:14:00 -
[231] - Quote
shaman oga wrote:I would like to have 2 equipment slots on medium frame proto level.
No because logis would be pointless, we would be back to chrome where a squad of assaults can carry everything between them, there'd be no need for Logis.
Trust me when I say a hell of a lot of Logis were going to change to assault in uprising due to that issue. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 18:43:00 -
[232] - Quote
Stile451 wrote:Zero Harpuia wrote:Also, the naming conventions matter Mr. Stile. They are one of the major linking factors between DUST and EVE and give us reasonable expectations of what we are getting into when we choose a specialization. If I chose Heavy but he ended up being the fast, agile, low-HP guy, I'd be damn irritated at the crappy naming, wouldn't you? Conversely, if I wanted to drop equipment and generally help my team in a supporting role with no interest in healing but got stuck as a medic I certainly wouldn't be happy. Dust names are generally accurate an in line with the standards set out in the FPS world, but not in the case of logistics if it were to be turned into a medic type class. If this were to happen Dust would require a tutorial that explains the different classes general usage, strengths and weaknesses at the very least.
A tutorial would be fine, but I do not understand your point. If you want to be the Engineer, you would choose the Engineer suit. Also, Logistics means healer in New Eden, as we have already discussed to clonedeath and CRU, so you should already know that Logistics is Medic. If I went into some other game and didn't bother to learn its naming conventions before settling into a role, I'd probably be in a role I don't like. That makes sense. It's be like playing Final Fantasy and going 'Oh, I'll be a White Mage because they cast spells!' and then being irritated that they only know Cure. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
432
|
Posted - 2013.10.23 18:47:00 -
[233] - Quote
i dont see why the assault shield bonus for galente is useless.
they might go into shields. and get some use out of it. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1095
|
Posted - 2013.10.23 19:07:00 -
[234] - Quote
CLONE117 wrote:i dont see why the assault shield bonus for galente is useless.
they might go into shields. and get some use out of it.
Gallente are armor tankers, and have as little shield as Caldari have armor. The skill is percentage based, so they get very little from it, while Cadari get far more. It's just bad design to pander to one race out of the entire class instead of giving them a class boost at class level. |
Godin Thekiller
Hellstorm Inc League of Infamy
1267
|
Posted - 2013.10.23 22:10:00 -
[235] - Quote
I like that someone other than me is trying to make the skills better instead of complaining about them. SInce you said to change on you ideas, I will. (don't worry, it's just a little. These are good.). Heads up though, I will be adding some more skills to the ones you put on, because just one skill is imo not enough for a T II suit.
First, I agree with those changes that must be made.
For the Assaults, I think they could stick to the same or similar type of skills they get now, and have those as a secondary bonus. I don't see why we can't have those.
Logi bonus should be reduction to non-EWAR equipment, as Logi's are meant to support, not attack.EWAR is combat, just non lethal. Therefore, it shouldn't be given to Logi's, but instead towards Scouts. Will get to that in a bit. Agreed on the rest of the racial logi bonuses. Also, I think the Amarr bonus should be max carried (and maybe deployed as well) equipment. LAstly, I would second the notion of adding bonuses towards racial equipment as a secondary skill.
For Scouts, The The main and Gallente's skill needs switching, and The profile dampeners bonus needs to be removed from the Caldari skill, and then each race needs to get a secondary bonus from their preferred EWAR.
As for that new spec, not sure. That seems like something the Matari would do.
Sentinel's bonuses are perfect, but because of my changes to yours, I think they should get additional skills as well (to be fair) of their racially peferred tank, Gallente would do Armor, Caldari shield, WInmatar would do not shield, but speed, and Amarr would do a mix of armor and shield. And because of that, Amarr's would keep as is for feedback damage.
Commando's are perfect, but they would need something more suited to those weapons. Like Caldari could get a higher optimal or max range, Winmatar could get a higher ROF, Gallente could get more damage, and Amarr could get a lower heat build up. these would be still for the same weapons that you listed in the main skills.
That's what I would change. Sorry if you didn't like them. Do as you please |
Stile451
Red Star. EoN.
275
|
Posted - 2013.10.23 22:12:00 -
[236] - Quote
Zero Harpuia wrote:A tutorial would be fine, but I do not understand your point. If you want to be the Engineer, you would choose the Engineer suit. Also, Logistics means healer in New Eden, as we have already discussed to clonedeath and CRU, so you should already know that Logistics is Medic. If I went into some other game and didn't bother to learn its naming conventions before settling into a role, I'd probably be in a role I don't like. That makes sense. It's be like playing Final Fantasy and going 'Oh, I'll be a White Mage because they cast spells!' and then being irritated that they only know Cure. The only point I am trying to make, which you have noted, is that players will have certain expectations of what a class will be based on it's name and their previous gaming experience. It's fine to follow traditional game lore but an explanation is required for those who aren't fully conversant in that lore(myself for example - even after watching several hours worth of Eve gameplay I didn't even know there was a logistics class of vessels).
Everything would be fine as long as there was a tutorial. We do not need to discuss this topic any further. |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1096
|
Posted - 2013.10.23 23:54:00 -
[237] - Quote
Stile451 wrote:Zero Harpuia wrote:A tutorial would be fine, but I do not understand your point. If you want to be the Engineer, you would choose the Engineer suit. Also, Logistics means healer in New Eden, as we have already discussed to clonedeath and CRU, so you should already know that Logistics is Medic. If I went into some other game and didn't bother to learn its naming conventions before settling into a role, I'd probably be in a role I don't like. That makes sense. It's be like playing Final Fantasy and going 'Oh, I'll be a White Mage because they cast spells!' and then being irritated that they only know Cure. The only point I am trying to make, which you have noted, is that players will have certain expectations of what a class will be based on it's name and their previous gaming experience. It's fine to follow traditional game lore but an explanation is required for those who aren't fully conversant in that lore(myself for example - even after watching several hours worth of Eve gameplay I didn't even know there was a logistics class of vessels). Everything would be fine as long as there was a tutorial. We do not need to discuss this topic any further.
Agreed. Also, I can understand why you wouldn't find any. They fire the big glowing beams so they can be easily visually ascertained on a who-heals-what basis, but they have so little presence and get so little praise that noone talks about them. They are the backbone of many a fleet, but as they have no direct means of making money and are only of use in PvP or large-scale PvE they go completely unthanked. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
436
|
Posted - 2013.10.24 07:07:00 -
[238] - Quote
I can get behind this idea, though I would like a respec (i know everyone hates that term) when the bonuses are changed. CCP said it would never happen, but I'll still hold out for a respec at the 2.0 level. |
Argo Filch
Cannonfodder PMC
60
|
Posted - 2013.10.24 21:30:00 -
[239] - Quote
@OP Yeah. I've been wanting similar changes for the suit bonuses for a while now. I just hope something in that regard will get implemented someday. I don't really hold my breath though for it to be soonTM. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.24 23:34:00 -
[240] - Quote
i like the idea. |
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