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Beren Hurin
Onslaught Inc RISE of LEGION
2085
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Posted - 2014.02.25 19:32:00 -
[1] - Quote
So I was looking through the SDE and was surprised to find an abundance of what seems to be unused stats. By unused, I mean they are basically all the same for all suits. Aside from ground speed, just about all stats are the same because they are multipliers of the ground speed (or turn speed).
First there are 4 movement modes:
Run (ground speed) Crouch (30% of ground speed) Walk (35% of ground speed) - I think this is your merc quarters speed - lol Sprint (140% of ground speed)
Then each movement mode has 4 separate 'agility modifiers' based on the movement mode. These are ratios. These state modifiers are:
Normal (forward) speed scale - is always presumably 1 for all forward speed. Turn speed scale Backward speed scale Strafe speed scale
Turn speed scale is not listed in the SDE except on armor plates, this shows that these plates actually slow a heavily armor tanked suit from turning. Also interesting are the strafe speed scales. For example, the strafe speed scale modifier on 'running' is 90% of run speed, while the strafe speed scale modifier on crouch speed is 1. So there is no strafe speed reduction while crouched (there is an increase actually for scouts).
This means that once you add in endurance, ground speed, and endurance regen, along with the stamina jump costs for each movement mode, and jump speeds, you have something like 20+ individually tailorable agility/speed/endurance based stats for each suit.
Right now, as mentioned before, the only basic difference on the base suits are ground speed, max stamina, and stamina regen. This really only amounts to a difference in how fast you can get from A to B. Also to a lesser extent, stamina jump costs are also different between suit weights, and also turn speeds are heavily effected by stacking armor plates.
What I suggest is really building into the game, a more distinct feeling of racial agility. Because each movement mode is further individually modifiable by another agility scale you could do things like have some suits/races have a much faster backward speed than another.
So here would be the agility/speed profiles inside of each suit's weight 'tier':
Amarr: Best endurance and regen of all races. Notable backstep, and turn modifiers making them reliably agile and hard to sneak up on. Worst base speed, sprint multiplier, and worst strafe rate would make engaging them up close their weakness when strafe brawling. I really think this profile matches their weapon strengths and weaknesses as well.
Minmatar: Only best in class modifier is their sprint turn rate. They would be competitive in the most categories including, endurance, base speed, and sprint multiplier. They really only would suck at their base turn rate. Because they would combine good endurance with great speed (and extra low slots) they'd beat caldari in most prolonged foot races. Also, their speed would be combined with good sprint agility making them a good combination of mobile and agile best at racing up on an opponent, and maybe even behind them while strafing outside of their tracking speed. This profile would fit well with their compressed burst weapons with small clips.
Caldari: Best base speed and sprint multiplier giving them the fastest (albeit short) burst speed. However, this speed would really only be of limited use because of significantly low regen, and turn rates, getting INTO weapon range would be easy. Slow turn rates and middling strafing would mean that upclose, in hipfire range, they'd have a hard time holding their own. They'd also have the best backstep multiplier helping them keep the range of their longer rail systems.
Gallente: The ultimate brawler. They would have the very best turn and strafe rate practically negating the armor plate and base speed and turning penalty. They'd also have a competitive endurance regen, but a lacking endurance pool to cover a lot of ground. Their low base speed and sprint multiplier as well as their weak backstep means unless they've killed everything on the field they have to stick around. Giving them an agility profile that gives such superior agility for up close brawling, and a little bit of damage avoidance through strafing at a distance, but the inability to kite makes this well suited for the gallente blaster play style. |
Beren Hurin
Onslaught Inc RISE of LEGION
2085
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Posted - 2014.02.25 19:46:00 -
[2] - Quote
The idea being that the manuever/movement/engagement styles of each of these racial types wouldn't just be in weapons but in the feel of the suits.
Minmatar would still be a very 'squishy' suit, but by comparison, they would feel very fluid slippery when fighting.
Amarr would likewise feel like an agile sumo wrestler, ready to pioret, but having practically small differences between running and sprinting but while feeling like a marathoner as they move between objectives.
Caldari would have an obvious and glaring brawling weakness. You would know that if you could corner them, they would have a hard time surviving. They would have to rely on kiting and annoyingly quickly regenerating shield.
Gallente would be all things opposite of Caldari. Lots of HP and some graceful strafing speeds could mean the ability to sustain a lot of long range fire, but at close range, they'd feel like they had an iron grip on you. |
Beren Hurin
Onslaught Inc RISE of LEGION
2086
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Posted - 2014.02.25 20:43:00 -
[3] - Quote
REMNANCY 1 wrote:Yeaaaaaaaaaah....no we don't need "Dance Dance 514" to make a comeback which seems to be the subtext of this thread
Strafe speed right now is a function of ground speed. My basic suggestion wouldn't be to increase anything's strafe speed much above where it is currently, but nerf a lot of stuff into a place where it is noticably different compared to other things in its class. Possibly buff other things like some endurance pools, turn speeds, and backpedaling. But a lot of strafing would really stay mostly where it is at. The exception would be that gallente would start with a higher strafe modifier to neutralize the effect of armor plates. |
Beren Hurin
Onslaught Inc RISE of LEGION
2087
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Posted - 2014.02.25 21:29:00 -
[4] - Quote
Also for reference here are some speed ranges with max skills:
4 complex plate amarr sentinal: 2.88 m/s run, 4.03 m/s sprint 2 complex plate caldari assault: 4.50 m/s run, 6.3 m/s sprint 2 complex plate minmatar scout: 5.09 m/s run, 7.12 m/s sprint 3 complex kincat gallente logistics: 4.7 m/s run, 8.59 m/s sprint 3 complex kincat minmatar scout: 5.65 m/s run, 9.8 m/s sprint
Now since the current sprint speeds are a function of base speed * sprint multiplier of +40% the base ground speed has a pretty huge effect on strafe speeds in order to keep sprint speeds in check.
So a 4 PRO Plate amarr sentinal will strafe at a crappy 2.59 m/s and spin 20% slower than an unplated suit. Alternatively, you could increase the base ground speed on sentinals, but reduce the sprint multiplier so that their sprint speeds end up the same.
An amarr sentinal that had a base unplated run speed of 4.5 m/s, but a sprint multiplier of only +20% would, after stacking plates, then run at a slightly faster than previous 3.375, and sprint at similar 4.05 m/s.
Changing the strafe multipliers from their universal 90% on all suits would make gameplay interesting here too.
Amarr Strafing Bonus Example Imagine that plated sentinal now with a 10% increase to strafe speed (vs 10% reduction) taking it up to 3.71 m/s strafing, while the above caldari assault would actually have a lower strafe rate (if modified at 80%) for 3.6 m/s. In this specific instance it would let this amarr heavy compete in the up close battle if the caldari assault wanted to get into a strafe battle. If however he chose to sprint past and behind the amarr player, he may find himself at the advantage (if heavy's turn rates would remain the same and this isn't a KBM crutch user).
Caldari burst sprint/ backpedal Example Imagine now, if instead of of the +40% sprint bonus to ground speed, caldari suits got a +60% sprint bonus and a +15% backpedal bonus. That caldari assault would now almost effectively be having nearly 2 kincats of extra sprinting ability at 7.2 m/s and backpedal faster than an minmatar scout could run at 5.18 m/s. However, because of its short stamina pool, it'd likely only be able to slightly outpace the minmatar scout while sprinting for only a few seconds before its endurance is on cooldown. The scout would have to stop shooting and risk coming under fire of a back-pedaling assault in order to close the gap on him. |
Beren Hurin
Onslaught Inc RISE of LEGION
2096
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Posted - 2014.02.26 19:51:00 -
[5] - Quote
Hagintora wrote:I was being serious about combining your idea with my own. The two combined would make every Racial, Size, Specialty Suit variation unique. Not only with movement and playstyle, but actually feeling like your using a different piece of technology.
I have a couple of charts I'm working on to illustrate the variety we will currently have in 1.8 between the 20 suits. I think I found a way to easily reference ALOT of movement/speed info all at once, but then also I'd like to do the same with 'tanking' data. |
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