Sgt Buttscratch
1484
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Posted - 2014.02.08 21:38:00 -
[1] - Quote
Introduction
This is a cluster f*** of brain waves that I have, caused by the two parts of dust that really **** me off, not only by their poor development or design, but also a non-factor of the game.
1. Roles: In Dust514 roles could make the battlefield a very tactical game, needing to bring X role to counter another role, across the whole field. Currently they serve nothing more than helping to imbalance the game.
2:Bloodline: When I first got to chose my bloodline, though the descriptions are below par and vague, they set some chain of thoughts that lead me to believe that they had an influence on how my game went from that point onwards. In all fact they do and mean nothing, which is a shame because there really isn't a stronger way to create a strong meta game than making all of these initial choice mean something, both in who you are and what you'll do.
My ideas, though probably flawed are to introduce tiericide to help promote blood line and role specific choices and gameplay, to try change how Dust514 utilizes diversity throughout the whole battle field.
The best you too summarize what I'm trying to attempt here is, a lot of work, probably over exaggerated, cluster **** of changes. This would require a full SP refund..lol I also ignore the PVE, as do CCP. My whole idea will be based on Gallente, the race I play.
Ground Zero
Character select: In this part you will choose a faction based upon the video you like the most (stolen from IWS NPE ideas) Set your name and your gender. Confirm.
Now you will be hit with a short but critical tutorial video that will explain what a new player needs to know. The tutorial needs to be the product of the forums, players who actually play the game and know what the blueberries need to know.
Next comes the academy. Here you will have a choice of 5 starter fits: [Frontline] Assault - Gallente AR, Gallente Sidearm, 0-high, 3-low, grenade, and empty equipment slot [Frontline] Medic - Gallente AR, 0-high, 3-low, grenade, 2 equipment slots(triage tool and needle) [Frontline] Heavy - Gallente Heavy weapon, Gallente side arm, 1-high, 2-low, grenade and no equip slot [Frontline] Scout - Gallente Shotgun, Gallente sidearm, 2-low, 0-high, grenade, and equipment slot with scanner [Frontline] Anti Armor- Plasma cannon, gallente side arm, 0-high, 2-low, AV nade, and equipment slot with nanohive.
All based upon having the weapons needed. This does create scout and heavy BPO starter fits, I don't understand why this is not available now. A BPO lose its blueprint if modified( If you change anything, all yellow boxes will disappear, giving you totals on each item currently owned.) This will give players the ability to change out parts, creating a MLT suit, and try out any weapon they want to, while also realizing that the starter fit BPO is the only ISK free thing they will ever see. The idea is that new players from scratch get to try different roles from scratch, without having to find out the hard way.
The skill trees.... yeah...
Some of the crap I spew out here will need changes to dropsuit upgrades and also hand held weaponry skill. I will explain my ideal changes to those after the dropsuits themselves. Once again I'll be basing this around gallente, as it is what I know.
Basic tree overview: Faction/Race --> Bloodline --> Role.
Faction: Require no SP, will act as a tile to direct you into that faction's bloodlines Bloodline: Will require SP and has 3 levels. Level 1: Opens medium base bloodline suits and opens the medium roles for that bloodline. Level 2: Opens light base bloodline suits and opens the light roles for that bloodline. Level 3: Opens Heavy base bloodline suits and opens the heavy roles for that bloodline.
The Base bloodline suits will offer more than BPO/MLT suits, allow for customization and a true start to their merc career.
Medium Base Gallente Assault dropsuit: 1 L, 1 S, 1 nade, 1 equip, 2 high, 4 low Medium Base Gallente Medic dropsuit: 1 L, 1 nade, 2 equip, 2 high, 4 low (with 1 HP/s regen) Light Base Gallente Scout dropsuit: 1 L, 1 S, 1 nade, 1 equip, 1 high, 3 low (35db profile) Heavy Base Gallente Sentinel dropsuit: 1 H, 1 S, 1 nade, 0 equip, 2 high, 4 low
This may already semm like tiers appearing, but they are within reason. Starter fits and MLT, should be free/cheap ways for newer players to figure out where or who they want to be. Base Bloodline suits, are for the players who have chosen their direction to start learning customization, ISK v risk management, and also start to develop role mentality. Bloodline Roles, Will be the suit you work towards, both for the role itself and the roles bonuses
1/2...
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Sgt Buttscratch
1484
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Posted - 2014.02.08 21:40:00 -
[2] - Quote
2/2
Bloodlines:All bloodline skills have 5 levels that increase role specific bonuses(please not that the bonus' I give are not what I think we should have, be half assed ideas to help explain the roles. Gallente has three, Intaki, Gallente and Jin Mei. for the benefit of my ideas I'm going to assign my own thought of their specialty in warfare in order to explain and create the role. Here goes... The intaki will be a specialist group who work around situational awareness, a more technical force on the field.
Intaki Medium: Tactical Assault: (Tactical support) 2% weapon zoom per level, 2% damage on semi auto and burst fire weaponry 3 high, 3 low, 1 L, 1 S, 1 grenade, 1 equipment Engineer: 5% CPU/PG usage of engineering based equipment, 2% HP/s armor regen per level 3 high, 4 low, 1 L, 1 nade, 4 equipment
Intaki light: Recon scout: 5% to dropsuit scan profile and scan radius per level, 5% CPU/PG reduction to the use of scanners and cloak devices per level. 1 high, 3 low, 1 L, 1 S, 1 nade, 2 equipment
Intaki Heavy Commando: 2% Light weapon damage per level, 5% reload and weapon swap speed per level 1 high, 2 low, 2 L, 1 equipment
Gallente: I will base this bloodline on a more standard form of military, offering quantity over quality.
Gallente Medium: Marine: 1% damage per level, 3% armor efficiency per level 3 high, 4 low, 1L, 1S, 1 nade, 1 equip
Gallente Medic: 5% CPU/PG usage of biotics based equipment, 2% HP/s armor regen per level 3 high, 5 low, 1 L, 1 nade, 3 equipment
Gallente light: Pilot: 5% Module cooldown per level, 2% blaster turret damage per level. 1 high, 2 low, 1L, 1S, 1 nade, 2 equipment
Gallente Heavy: Sentinel: 2% to Heavy weaponry damage per level, 3% armor resistance per level 1 High, 4 low, 1 H, 1S, 1 nade
Jin Mei: I kinda was at a loss here, so I concepted the idea of a group that were faster the breach attack and had ability to hold ground until real armor appeared.
Jin Mei medium: Assault: 2% armor resistance per level, 5% dropsuit speed(sprint and movement) 3 high, 3 low, 1 L, 1 S, 1 nade,1 equipment.
Logistics: 5% CPU/PG usage of electronic based equipment, 2% HP/s armor regen per level 4 high, 4 low, 1 L, 1 nade, 3 equip
Jim Mei Light:
Breach Scout: 5% to dropsuit scan profile and scan radius per level, 2% damage per level to targets within 10m 1 high, 4 low, 1L, 1S, 1 nade, 1 equip
Jin Mei Heavy: Nameless: 5% armor resistance per level, 5% heavy weapons per level 1 high, 1 low, 1H, 1L, 1 nade
The whole concept being that more options of attack and defend open, different ways to support. etc. Anyone could still skill into anything, medic can still use scanners and uplinks, just it would be harder to fit than the specialist role.
Dropsuit Upgrade changes.
Electronic skill will open new tier -electronic equipment Nanohives Uplinks damage modifiers( yes, they should be an activated module, with cooldown)
Engineering skill will open new tier -engineering equipment webifiers scanners remote and proximity explosives Cloak module
Biotics area will now include: Triage tools Needles Triage hives
Each bloodline could have its own colorset, and its own emblem on dropsuits.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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