Vulpes Dolosus
SVER True Blood Public Disorder.
406
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Posted - 2013.12.09 00:14:00 -
[1] - Quote
Just looking for opinions here.
For those who have been living under a rock for the last moth-month and a half, 1.7 is bringing a complete rework of the vehicle skills. Not only are they getting shifted around with some leaving and newer ones coming in, but something very interesting is being done to the structure of unlocking vehicles for different races.
When you skill into the command skill to use a type of vehicles (LAV, dropship, HAV), you gain access to all racial variants. Now evident with the ADS skill, when you skill into a specialized vehicle command (ADS currently, but SOONGäó LLAVs, LDS, Enforcer (Marauder?), and possibly more), you also gain access to all racial variants, but can also specialize into specific racial vehicles with another skill.
So I was thinking, why not do the same with dropsuits?
Here's what I have in mind (and this is after all racial variants have come out):
First is dropsuit command: LvL1 opens Med, 3 Light, 5 Heavy (Because that's how it's structured now)
When you get lvl1 in either of those skills, it unlocks all the STD frames in that class. LvL3 Unlocks ADV and 5 PRO. Lvl 3 also allows the ability to start the role skills.
From the basic command skills, the tree will branch into role skill for the respective frames (Scout/Pilot for Light, Assault/Logi for Med, Sentinel/Commando for Heavy). All racial dropsuits are unlocked at level 1/3/5 for STD/ADV/PRO, and with each level, the role bonus is increased for all suits (logis get +1 repair, scouts gat -5% scan radius, etc). LvL 1 also unlocks the ability to specialize in a race.
The racial specialization will not unlock anything (or perhaps will unlock faction or Tech II gear in the future), but it will give the specific racial bonus to the role suit of that race (Gallente scouts get +?% scan radius, Minmatar assault gets +?% to SMG mag size, etc (I forgot)).
Pros/Cons:
Cons:
-SP sink. This is the good and bad thing about this. While it does take less SP to skill into each suit, the cost of specializing one suit goes up, assuming the specialization and role get an increased skill multiplier.
-Belittles "specialization." Some might argue this is against the unique specialization aspect of the game.
Pros:
-A lot of variety with little SP. Even without specialization skills, it would be great to be able to use other faction's suits.
-Less wasted SP on FOTM/nerfed/altered suits. One weapon is popular? Switch to it's counter. Sad Minmatar Scouts are getting the shaft with the shield stacking penalty? Try Gallente or Amarr when they come out.
-Much more SP room for Vets. These changes will not only shorten the time to unlock various suits, but it also gives Vets and seasoned players more places to specialize their tastes, and spend their SP. I would argue that it's similar to EvE, where it only takes a just over week or so to unlock all the battleships, but it can still takes months or years to unlock all the variants of each ship (Covert OPs, Black OPs, Interdictors, Marauders, etc etc.).
I'm interested to hear your opinions (hence why it's here and not in Req/FB).
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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Vulpes Dolosus
SVER True Blood Public Disorder.
406
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Posted - 2013.12.09 00:37:00 -
[2] - Quote
Lynn Beck wrote:I like it. Though maybe just make it Dropsuit command>frame size>specialization? No, because that would merge the role bonuses with the racial specialization bonus. The idea being that it won't take (relatively) much SP to get all the suits, but the sink would be with the specialization. It looks like:
Suit Command(1x, no bonus)>Frame Size(5x, no bonus)>Role(8x, role bonus)>Specialization(10x, racial bonus) *These numbers are just off the top of my head, perhaps something like 1,3,5,8x would work better*
So it takes the same SP to unlock an equivalent tier frame (in fact you get 4), but the grind will come with the specialization skills.
Dropship Specialist: AKA Clinically Insane
Kills- Incubus: 3; Pythons: 0; Logistics: 0; Militia: 19; Tanks: 4
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