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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
89
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Posted - 2014.01.23 21:11:00 -
[1] - Quote
Clone D wrote: Assault mass driver takes a weapon slot. WWI soldiers used to carry pouches with a 10 or 11 grenade capacity. This is supposed to be a war in the future with infinite cloning capabilities, which should afford us loadouts that far exceed WWI technology.
And 21th century soldiers are about to get exoskelettons that are supposed to run on fuel cells for three days, with recoil absorption for guns. And humans are kind of special in the animal kingdom for having extremely high endurance.
If you really want to argue about logic, you should start with this aspect. We've got clones that are pumped so full of combat-enhancing products that they have basically no lifespan and yet they run out of stamina after a few seconds of carrying light armor.
Seriously, you can dismantle the entire game with this kind of logic. That's a wall that sci-fi settings (Actually, all of fiction in general - Try fleshing out a setting. I can assure you that you'll have plenty of holes due to your own ignorance or biases. You won't even realize that there's holes in your setting) inevitably run into. Especially in a videogame, where you need to balance it against gameplay.
Then again, it would be fun to have a super-prototype class of unique equipment with abilities on par with stuff like Crysis... Especially when the player market is finally realized. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
91
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Posted - 2014.01.24 10:09:00 -
[2] - Quote
Dominus Fatali wrote:From a logic point of view, this would make sense. However, from a game-play point of view this would no the the best of ideas. I am a huge proponent of skills doing more than unlocking new things (meaning providing passive bonuses), I feel that one grenade per level is a huge amount. Instead, a more indirect benefit, like a few percent throw range, slightly larger blast radius, fitting cost reductions, or throw speed (perhaps accompanied by a small change to base stats) would serve to make higher skills more useful while preventing massive amounts of 'grenade spam'.
Also, for the record, I have 0 SP invested into Grenades. Militia get the job done as is, and I am fine with only two. I wish myofibrills would add throw range to grenades. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
91
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Posted - 2014.01.24 11:19:00 -
[3] - Quote
ANON Cerberus wrote:If you want to talk about gameplay, removing orbitals would be a good step. All they seem to do on a regular basis is be dropped on the losing side that tried to regain a foothold.
Scenario - You team is pushed out of a city area but you have just managed to sneak into the city and hack a CRU. "WOOOOOOMM" in come the orbital to wipe out your counter attack. Back to the red line you go. Drop a few uplinks, same thing.
Team A is red lining the crap out of team B. Team A drops an orbital on team B`s base spawns so they die before they even load up. Great gameplay. I would prefer orbitals as comeback mechanics. Instead of rewarding WP (Which the winners will have more of), you could unlock them depending on another factor. Maybe divide the total clone count of a team into segments of 20% size each. If a segment is lost, an orbital is unlocked. The question there is who would actually get to control the orbital in that situation. Giving each squad one might be kind of broken. |
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