AfroSunshineY Consequence
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Posted - 2013.11.23 18:40:00 -
[1] - Quote
Race specific and Class specific affinity for certain modules would add a greater layer of customization, stratification and uniqueness to this game. Let me explain. Each class should have an affinity for a specific type or class of module that increases its effectiveness for that class.
Assault suits could have a +1% increase in damage mod efficacy per level meaning it would be more beneficial to run a complex damage mod on an assault suit than on a logi suit GÇô adding balance to that disastrous medium suit dichotomy. For instance at lvl 5, an assault with 2 complex damage mods would be doing approximately 15*1.87 = 28.05% more damage as opposed to a logi doing 18.7% more damage (I think I have the multiplier correct GÇô please correct me if wrong). This is in addition to already existing race specific and class specific assault suit bonuses. This would further carve out assaults as the slayer class.
Logi Suits could have added equipment efficacy and fitting relief GÇô something like a 3% CPU/PG reduction in equipment usage with the requirement that all equipment slots be used. Additionally, in the hands of a logi, equipment should be more efficacious. For instance, a drop uplink good for 10 spawns in the hands of a scout is good for 15 with a logi. Repair tools in the hands of a logi should do more as well. Nanohives, nanite injectors, even remotes GÇô you get the picture. This, in conjunction with the above would further delineate Logis and Assaults. Other players could of course still use equipment GÇô its just that their use would be significantly less efficient. Additionally, there would be a strong disincentive for logis to be slayers because a) assaults would be better at it [see above] and b) because the increase in assault slayer potential would require logis to be better protected making shield and armor mods the best choice for all those slots!
Heavies should have added efficacy in protective modules. Perhaps 3-5% added efficacy to both shield and armor modules per level. Again, other classes could still use these modules, but they would be many times more useful with a heavy suit.
Scouts should have added efficacy in passive scanning as well as biotic modules. This would help alleviate some of the problems seen with speed disparity and would make passive scanning a useful tool for the noble scout should he/she wish it.
These changes are in addition to the race/class specific suit bonuses already present. These are module specific enhancement based on a suitGÇÖs identity, not intrinsic to the suit itself. Thus, a player only gets the bonus if they use the module Within each class, there should be differential affinities for modules based on race as well. Gallente would have added efficacy for armor and repair modules, minmatar with biotics perhaps (?), caldari with shields of course, and amarr with ??? Maybe damage mods? Something that makes sense lore wise.
This way players have a lot to think about and a lot to plan. If I were a gallente Heavy for instance, I would be all over armor modules because of the dual bonus of being a Gallente and a heavy. Gallente assaults would have benefits from both added armor and increased damage output. Caldari assaults would have more shield and more damage. Their logi counterparts would suffer decreased damage output, but increased protection and increased weapon efficacy GÇô thus resolving the tension between those classes. Amarr assaults would have a dual bonus to damage mod efficacy, making things like the laser rifle viable. In addition to base increases in scout performance, detailed in other threads, these sort of changes would flesh out the scouts role GÇô a scout would no longer just be able to stack armor plates to become a pseudo assault, but would instead need to rely on scanning/speed/evasive ability (need better passive scan, stamina, speed and smaller hitbox - detailed in "The Perfect Scout" thread) and hopefully one day stealth(which would be an equipment module best suited to scouts naturally, but usable by all) to fight their battles. Heavies could become exceptional at point defense with their added protection and buffs to the HMG etc..
Naturally these are just preliminary ideas, but they are all encompassing and would necessitate a wide restructuring of game balance. ARs and ScR for one would have to be nerfed damage wise otherwise an amarr assault with dual damage mod bonuses and suit intrinsic bonuses with a ScR would be devastating even to a gallente heavy with 2000 eHP. Weapons like the shotgun would need buffs and weapons like the plasma cannon might finally find a home as the only weapon capable of taking on certain combinations of class and race and skill. Thoughts? My belief is that such a system would make the difference between races and classes more distinct - it would also increase the stratification between standard and proto - making the latter feel like it is worth the money, specifcaly for heavies and scouts - proto suits would need to be 2 or 3x their current price to prevent abuse I'd say.
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