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BL4CKST4R
WarRavens League of Infamy
1569
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Posted - 2014.01.14 19:40:00 -
[1] - Quote
Seems fair but you make every module a "rock, paper, scissor" balance so using modules to negate other modules just leads to a 0 net gain in effectiveness. Also your ferroscale plates such :< armor repair rate is low enough. |
BL4CKST4R
WarRavens League of Infamy
1569
|
Posted - 2014.01.14 19:46:00 -
[2] - Quote
Pokey Dravon wrote:Gemini Reynolds wrote:Pokey Dravon wrote:
DROPSUITS
Dropsuits of the same class should have identical Base HP, attributes, and Slot Configuration, regardless of tier. PG and CPU increase with tier.
I'm not going to dissect your entire post, but this part I disagree with. In order to create unique and interesting gameplay, you cannot have identical clones of the same suit repeated ad nauseum. This is not tiericide, this is watering down. Bonuses alone are not going to make each suit unique enough for a clever player to utilize, you need to vary the attributes of a suit along with their bonuses to make them more unique and interesting, crafting more playstyles for it. An example that constantly occurs to me would be a Ranger style suit. The bonuses would be for weapons..more ammo, better damage mod efficacy (off the top of my head), but in the attributes, bring the armor down a bit and lower the suit's scan profile to something in the neighborhood of 40dB...Now you've got something a clever player could use to create a stealthier assault (if they manage to catch the change in attributes) without 'advertising' it via Bonuses. That is simply an off-the-cuff example though. You can utilize all of the attributes of a given suit to do similar things. Creating one-dimensional 'everybody is the same' layouts is a very poor choice. I think this is a failure of how I worded things. Im proposing that you keep the tier system of Standard, Advanced, and Prototype but the slot layout and HP is the same across those tiers. Higher tiered suits simply allow you to equip higher tier weapons and modules, thus avoiding heavy negative effects. Only suits of the same specialty (for example Assault) would have the same layout. I do not think however the suits that are different roles should have the same layout. For example a Logistics and an Assault would totally different slot layouts.
He is asking for making every suit act differently rather than merging then in a soup of monotony. His suggestion means that when you go from Gallente Assault 1 to Gallente assault 3 you don't unlock a better suit but rather you unlock a Suit completely different. I do agree with a merging of suit slots across tiers but removing the tiers and making every level unlock something different is a much better idea. For example imagine at level 1 you get what is now the Prototype suit, armor tanked, at level 2 you unlock the same suit with the reverse layout and Shield tanked, at level 3 you unlock a speed tanked suit, level 4 a sneaky suit, etc. |
BL4CKST4R
WarRavens League of Infamy
1569
|
Posted - 2014.01.14 19:49:00 -
[3] - Quote
Pokey Dravon wrote:BL4CKST4R wrote:Seems fair but you make every module a "rock, paper, scissor" balance so using modules to negate other modules just leads to a 0 net gain in effectiveness. Also your ferroscale plates such :< armor repair rate is low enough. >_> You didn't read it all did you? I clearly state that negative effects never exceed the positive effects of the complimentary modules. That being said if you used 1 of each, you would get a net gain on all 3 attributes. Pokey Dravon wrote: Negative effects should never exceed the benefit another module provide, therefor a mix of modules will produce a net increase in all attributes. This also discourages large stacks of the same module type and encourages variety in fitting.
I read all of it... but I stand by what I said. Weather or not the net gain is zero as long as the module is subtracting from the positives the net gain will always be small. Although this can be compensated by simply stacking module X basic-enhanced, X basic-enhanced, Y-Complex. X being the wanted effect and Y being the compensator. |
BL4CKST4R
WarRavens League of Infamy
1569
|
Posted - 2014.01.15 00:06:00 -
[4] - Quote
BL4CKST4R wrote: He is asking for making every suit act differently rather than merging then in a soup of monotony. His suggestion means that when you go from Gallente Assault 1 to Gallente assault 3 you don't unlock a better suit but rather you unlock a Suit completely different. I do agree with a merging of suit slots across tiers but removing the tiers and making every level unlock something different is a much better idea. For example imagine at level 1 you get what is now the Prototype suit, armor tanked, at level 2 you unlock the same suit with the reverse layout and Shield tanked, at level 3 you unlock a speed tanked suit, level 4 a sneaky suit, etc.
So if you want the sneaky suit type that's level 5, and your buddy wants the frontal assault suit type that's level 1....you're just boned because your play-style differs? Each specialty should be its own tree but you need an incentive to level up your specialty.[/quote]
that wasn't a literal description of how the suits should be released per level but how the complexity of the suit, or how much the suit differs, as you level up. Basically every level you get a different version of the suit to fill a different play style. Even though the suit you want might be at level 5 the suit bonuses should be good enough as to you will want to get to level 5 regardless.
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