Heals Vaginas
lcritMYpantS
61
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Posted - 2013.12.24 16:36:00 -
[1] - Quote
So obviously uplinks are one of the most powerful gameplay mechanics that atm don't recognise credit for placement due to the hatred we have created by just spamming them. This is a my idea of a full rethink of tese modules, ground up.
Right now: Skill into the skill, open up more uplinks and more powerful uplinks. Too simple. And leaves the ability to place 20 uplinks at max skill.
How I would do it.
Drop Uplinks Skill
(LVL:1) Max carried: 1 Max placed: 2 Variants:1
(LVL:3) Max carried: 3 Max placed: 2 Variants: 2
(LVL:5) Max carried:4 Max placed:3 Variants: 4
So what does this mean.. kinda obvious, but the more you skill into drop uplinks, the more you can carry, more you can place and more variants. But at max level limit any one player to carry a maximum of 4 uplinks of any kind, and a maximum amount of uplinks that can be place of any kind. So a player with LVL:5 uplinks can place 3 standard uplinks, or even 3 MLT uplinks. The power of the uplinks will come from their variants.
Variations 4 main distinguishing variantions of uplinks will be, Spawn time, Spawn amount, CPU/PG costs, scan profile. And this can be done by race. So the Amarr Dropuplink could give say:(Proto Level) Spawn speed: 3seconds -- This is the bonus of using these uplinks, Speed of spawn. Spawn Amount: 15 spawns Scan profile: 30db(at standard this would be 50, ADV 36)
Minmatar: Spawn speed: 9 seconds Spawn Amount: :15 spawns Scan Profile: 20db (STD 40, ADV 30) This is the bonus of using these uplinks, hard to find
Caldari: Spawn Speed: 9 seconds Spawn Amount: 30 spawns-- This is the bonus, more spawns on one uplink(remember there will be less uplinks on field) Scan profile: 30db(at standard this would be 50, ADV 36)
Gallente: Spawn Speed: 9 seconds Spawn Amount: 15 spawns Scan profile: 30db(at standard this would be 50, ADV 36) CPU and PG reduced by 30% -- This is the bonus, easier to fit on suits.
Note: Spawn times, amounts, DB and CPU/PG usage will get better per tier.
What this does: We have less uplinks, so your placement has to be of better thinking. Different variants allow people to decide, wether the have a good hiding place so speed or amounts is the better choice. Maybe the uplink needs to be somewhere very risky and will require to go unseen, so you'd choose the minmatar version to make uplink harder to find. Skilling into Uplinks does not allow you t carry lots of different uplinks, instead you get, better uplinks.
This could also be configured for Nanohives, making choice of which ones you bring matter, Shield hive, armor hive, ammo hive, hives with no aura, hives that give ammo amount at incredible rates, at the cost of being harder to fit and being easier to locate.
TL;DR This spam **** has got to change. uplinks are a powerful game mechanic that should only work around skillfull placement and management, rather than a mas spam.
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Heals Vaginas
lcritMYpantS
67
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Posted - 2013.12.24 18:14:00 -
[3] - Quote
Takron Nistrom wrote:It's a good start, I like it.
My idea was only carry 1 no matter the variant. Skill says how many active you can have, so you need to restock after each place. This way you either carry more than one to drop multiples quickly or make your placement count.
Variants change spawn time and number of spawns.
I think allowing players 3 uplinks at once max is the way to do it, full level up to get 3, if you buy an AUR version of the proto hive and your skills are at LVL 3, even tho you have a proto uplink you can still only place 2.
This way it will take more than a full squad of fully skilled uplink players to drop what 1 player currently can(they'd still be short). Nanohive variation would make things more interesting, rather than just being ale to 360 spin scan and find them all. |