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Kigurosaka Laaksonen
DUST University Ivy League
229
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Posted - 2014.02.03 18:08:00 -
[1] - Quote
Limit on deployed equipment should be tied to the player, not the equipment slot.
Deployed equipment would be tied to your suit. If you want to throw 14 drop uplinks, you get to stay in your up link suit or they all blow up when you switch.
Deployed equipment should have some sort of proximity limitation specific to the equipment.
These new mechanics would all be subject to balance changes. Active deployed equipment limits could be adjusted. REs could be closer to other REs. Hives couldn't overlap AoEs. Uplinks would need to be a certain distance, etc. Make this apply to the whole team's deployed equipment or an individual's deployed equipment.
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Kigurosaka Laaksonen
DUST University Ivy League
232
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Posted - 2014.02.04 00:27:00 -
[2] - Quote
Cross Atu wrote:I don't support this one, it limits useful tactical deployments of equipment, substantially decreasing their effective on the field value. Working to moderate spam is one thing, nerfing the value of the equipment line however is the wrong way to go about it.
Other considerations that must be included are the SP/CPU/PG/ISK costs of these pieces of gear. For each reduction in function there needs to be a corresponding reduction in the element(s) of cost so that the risk vs reward dynamic is maintained. Leaving the issue of spam aside the equipment line is frankly in need of development love and expansion not nerfs or reduction. A focus on keeping alterations surgical rather than sweeping so that changes directly effect the problem area rather than 'carpet bomb' it away, is key to the continued health of the game.
0.02 ISK Cross
EDIT: Additionally, all equipment skills should provide a skill buff of some sort (depending on the equipment in question) rather than purely be "unlock" skills. There are many reasons for this and I'll elaborate if needed but I'm trying to minimize the "wall o text" effect.
It doesn't need to be an overall equipment nerf. If two standard Hives (just for examples) can refill 2 HMG clips completely, changing one standard Hive to refill 2 HMG clips completely is effectively the same thing even though you wouldn't be able to place two hives on top of each other. No tactical deployment value is lost.
If someone throwing down 10 Uplinks can spawn in a total of 100 people before all their Uplinks break, 1 Uplink able to spawn in 100 people is the same thing, minus the equipment spam. (numbers are just for the sake of argument.)
The only thing it does is reduce equipment spam. Adjusting values could result in a scenario with no overall nerf.
"For each reduction in function there needs to be a corresponding reduction in the element(s) of cost so that the risk vs reward dynamic is maintained."
You're missing the point. The risk vs reward dynamic is being changed.
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Kigurosaka Laaksonen
DUST University Ivy League
232
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Posted - 2014.02.04 01:08:00 -
[3] - Quote
CCP and I are on the same page with this one, for the most part.
CCP wrote: 8. Do you feel equipment spam is a problem and if so what are your thoughts on possible solutions for littered uplinks and stacked nanohives? by The Council of Planetary Management (CPM)
Use of equipment is obviously encouraged but abuse of any system to the point where itGÇÖs detrimental to gameplay is obviously a problem. So, yeah, itGÇÖs definitely an issue. WeGÇÖd like to approach the problem by first increasing the PG/CPU costs along with role-specific skills that reduce those costs to discourage mass fitting of drop uplinks and nanohives, and put them back into the hands of the specialists. Eventually, weGÇÖd want to introduce the ability for the enemy to hack a piece of equipment and take ownership of it (to encourage smarter placement of equipment instead of dumping dozens in plain sight) and have War Barge-fired EMP strikes that destroy all equipment over a very large area.
SOURCE
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