Templar 514
Amarr Templars Amarr Empire
30
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Posted - 2013.11.08 00:00:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:*snipped generally good ideas*
I rather like where this tiericide gig is going. In EVE it's a really cool thing, so I do agree we should bring it over to DUST. Also, if this means that suddenly my Amarr Logi is 3H/4L/3Equip all day erry day, well, then that's pretty awesome.
This being said, I do think that we might want to do a sort of hybrid approach for DUST; in EVE you have Tech 1 and Tech 2 (Faction and Tech 3 are a whole other can of worms). I'd say that you'd start with Tech 1 suits, but then as you advance your skill, you unlock the more expensive, more specialized, Tech 2 variant.
Using the Amarr Logi as an example, the Tech 1 variant would be 3H/3L/2Equip. The Tech 2 variant would gain a slight amount of fitting resources, an additional low slot, and a third equipment slot. The difference would be the unlock points- Lvl1 Amarr Logistics for the T1 suit, and Lvl3 (or perhaps 4?) Amarr Logistics for access to the Tech 2 variant. I'd also emphasize that any fitting increase would be a case more of "you get a little more PG/CPU, but you'll need to make some compromises to fill out all of your slots".
Meeko Fent wrote:All that need be done should thus occur is making every skill worthwhile.
The base frame skills, have the L/H/S weapon operation skills useful.
Pretty much make the skill worth training for a reason beyond "Well, I got all this SP", or "I need it to unlock this.
Just quoting this to point out that the weapon operation skills actually do have an effect, that being "-3% CPU Usage per level" of the respective weapon category. The actual "Weaponry" skill itself has no purpose other than unlocking things; while the weaponry operation skills are as I noted above.
Vyzion Eyri wrote:*snipped beatific tiericide proposal*
There is only one thing I dislike about your proposal, and that's that the shield extender progression seems... off. Like, it seems to be a little to close to how it currently is, in that it (currently) goes x->x+(1/2*x)->3x. In non-mathese, that's 22hp-33hp-66hp; going from basic to enhanced means a 50% increase in available EHP per module, while going from enhanced to complex doubles the amount of EHP you gain, and compared to basic you get 3x the amount of EHP for each complex extender.
Your proposal is 44-66-99, which is mathematically y->y+(1/2*y)->2y+(1/4*y); that is to say, the benefits of going from basic to enhanced are HUGE. It's not nearly as horrible as it currently stands, where you get 3x as much EHP from a complex extender as a basic, but still, going up by 225% is enormous. The only thing is, do we want shield extender progression to mirror armor plate progression, like how for each tier increase a plate offers +25hp, while for shields, currently going to enhanced is +11hp, while going to complex is +44hp; your proposal is +22hp for going up to enhanced, and +55hp for going up to complex.
Ironically, your proposal, despite being more balanced, has a greater raw EHP gain going from basic to complex, even though the differential EHP gain is quite a bit less.
All that to say that I think perhaps it extender progression should be modified to a 44-66-88 progression, gaining 22hp per level, much like plates gain 25hp per level. Incidentally, this also solidifies some differences between armor and shield- armor gives more EHP per module, and gains more EHP per tier, than shields, but also slows you down and doesn't naturally regenerate.
Otherwise, well. Your proposal is glorious. Especially the part about killing protostomping. |