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Dustoff Thorn
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
3
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Posted - 2014.03.23 03:22:00 -
[1] - Quote
Since we all know what is going to be in 1.8 I wanted to open a thread for some crowdsourcing of ideas for future patches. This would include, but not be limited to additions to weapons, contracts, drop suits, and vehicles. Please keep all comments constructive, and do not comment negatively on any ideas because you think it is a bad idea.
- With additions of new suits in 1.8 I feel that an obvious step is to round out the vehicles racially as well. I would love to see Amarr and Minmatar vehicles.
- There seems to be a shortage of Heavy weapons, and to round out the racial categories there needs to be at least 2 more. A similar weapon to the HMG but Amarr (laser) based like an assault scrambler on steroids. Another idea of mine is the plasma cannon. It is highly underused as a light weapon. Increase the magazine size and make it a heavy weapon. This may also create an addition to possible AV. I believe there is still a race left out in this category. If you have an idea for one state it.
- Some weapons have variants that are usable after level 4 such as the assault variants. Perhaps making a swarm launcher variant that can shoot single shots but they fly straight like rockets and have a longer range (they would still have to have a vehicle inside the lock-on square to fire, but there would be no lock-on time).
- I want to talk about the starting of new players. Currently the academy is automatic, and available until a lifetime total of 2500 WP. I think this should change to an actual contract and would appear above public contracts on the battle finder screen. Anyone could join into the academy, but with restrictions. Only militia gear would be allowed inside the academy, it would pay isk and SP based on lifetime total SP (for example someone with 5M SP would earn no SP and very little isk), also this would be the only place anything militia would be allowed (so no militia gear in pubs, FW, or PC). With this change there would need to be a few changes to the starter fits as well. First, we might as well make them racially specific. Next, we take away the sniper because the starter fits would be racially and role specific. The 4 fits would be 1 heavy, 2 medium, and 1 light. A basic HMG setup, a basic assault style setup, a basic support style setup, and a basic scout style setup. Let me explain what I mean by racial and role. A person who starts as a Caldari would have a frontline suit that has a rail rifle (instead of the assault rifle) with DMG mods, a support suit that has the rail rifle but this time no DMG mods, but a nanite injector instead, the light would have range amplification mods on and ... I think you guys get the idea.
- Finally, PVE. I continually hear how people want some sort of PVE in this game. Since this is a FTP game there needs to be some way to generate revenue inside the game (CCP is a business after all). I revenue model such as tokens to play missions where you get 2 tokens and tokens generate over time with 2 being max to hold. 1 token gets you into the mission (1 token per player if entering as a squad). Tokens can also be purchased with Aurum or perhaps just have an Aurum cost to get into the mission would work as well as an alternative for those who can't wait for their tokens to regenerate. I know this sounds like a Pay-to-Play setup, but really you can wait and go back to PVP while your tokens regen if you're cheap.
I think that these are feasible ideas, and hope to see other great ideas in this thread. I do believe that these forums are read by the developers, and I would like this thread to become something of a think tank and not a thread where we beg and plead for "X". I know that some of my ideas may never come to existence, but maybe one might. If you want to contact me you can mail me in-game, I do read my mail.
Very Respecfully, Dustoff Thorn |
Bizar Wolf
Carbon 7 CRONOS.
25
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Posted - 2014.03.23 20:26:00 -
[2] - Quote
While I agree with most of the ideas that you talked about, I think the notion of paying for PvE is a pretty bad idea. I think that that will only drive people away from the game even more, because who wants to play a game where they have to pay extra if they want to fight against non-player enemies on a regular basis? In Eve, yes, you pay to play the actual game, but enemies are everywhere. What people are really paying for is to mess with other players.
Everybodys rolling around in tanks and I'm just sitting here with my combat rifle
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Dustoff Thorn
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
3
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Posted - 2014.03.24 00:52:00 -
[3] - Quote
Something else that i thought of, or actually something that was mentioned to me that I had been thinking of. Anyways, here it is ...
- Anti-vehicle mines and anti-personel mines. Anti-personel mines could be placed on any surface and are activated based on scan precision (so theoretically some scouts could slip by) and maybe a 3 meter range. They would do damage comparable to grenades since these types of mines in the real world are designed to incapacitate more than just kill. Anti-vehicle mines do damage in the 750-1250 range, and can only be placed on the ground. They also immobilize the vehicle since this is what they do in real life as well. Both would be considered equipment and explosives for slotting and SP purposes.
Also thanks for the feedback on the PVE. This was something that I have seen a few fighting games do. |
neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2014.03.24 01:35:00 -
[4] - Quote
Tokens for missions is a great idea, with x amount of tokens spawning every day, but I would greatly suggest that it be an implant or purchasable item that allows the player to access missions for x amount of time (like a license to kill :D) as many missions as they can. 1 day 3 day 7 day and 30 day variants would work well in this scenario and keep with the same scheme CCP already has going.
As far as ideas? i started a thread that I hope everyone reads, and I hope CCP takes notice of, as it would be an easily implemented idea with little man hours to complete.
I believe vehicle hardeners are grossly OP when compared to the tools a player (or squad) has available to them to destroy them. IMO tank speed needs nerfed 10-15%, AV grenades should retain their clip size, Swarms need reworked (ie 200-250k lock, missile velocity increased 25%, damage increased 10-15%), and optional range lock on should be used (ie. tank is in range, and appears on scanner, it shouldn't matter if I have visual contact with said tank to lock on). Whatever CCP does to address the tanking issue I hope it actually brings balance to the battlefield. 5 proto tanks stomping every Ambush is getting a bit tiring.
Aside from all this, I love the game, it just needs some balancing and some game options not found anywhere else. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1942
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Posted - 2014.03.24 01:39:00 -
[5] - Quote
Dustoff Thorn wrote:Something else that i thought of, or actually something that was mentioned to me that I had been thinking of. Anyways, here it is ...
- Anti-vehicle mines and anti-personel mines. Anti-personel mines could be placed on any surface and are activated based on scan precision (so theoretically some scouts could slip by) and maybe a 3 meter range. They would do damage comparable to grenades since these types of mines in the real world are designed to incapacitate more than just kill. Anti-vehicle mines do damage in the 750-1250 range, and can only be placed on the ground. They also immobilize the vehicle since this is what they do in real life as well. Both would be considered equipment and explosives for slotting and SP purposes.
Also thanks for the feedback on the PVE. This was something that I have seen a few fighting games do.
depends on what you mean by immobilize.
click me
Blup Blub Bloop. Translation: Die -_-
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
132
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Posted - 2014.03.24 21:04:00 -
[6] - Quote
I love your ideas. All of them, including the thought that PvE will be detrimental to Dust 514 instead of expanding it. I DO disagree... I think PvE WILL serve Dust as well as it serves EVE, as long as (unlike EVE) it doesn't provide doors into training your character to make a profit or business off of "E" part of PvE (the Environment). In Eve Online, I hear your character can spend a whole year mining and thriving off the "fat" of the New Eden star systems, and avoid direct combat all together. I belive Dust's PvE should always be about your character profitting through conflict/combat/campaigning, and the "E" should always be a combative subject, like cleansing drone infestation, or protection of a district from Sansha incursion, or even odd escort or retreival missions linked to real EVE players opting to work as Sisters of Eve operatives.
But untimately from a BUSINESS PRODUCT standpoint, it's best to use Patch 1.9 as the Vehicle developement and fleshing out Patch. What's been done for the Dropsuits was an immense and necessary acheivment (launching your game in May when it only had 45% of the star-product on the table for players to use--"the dropsuit"--was daring, damn daring. CCP is a gutsy team to take that kind of risk). It will be the best act of good business to solidify the relationship of Vehicles to their modules. This MAY mean they won't actually get around to introducing a full menu of racial vehilce in Patch 1.9, because HOW a vehicle relates to it's modules is how players decide the value of "Scout" role vehicle bonuses, "Logi" role vehilce bonuses (same as we do with Dropsuits).
Produce of final development of Vehicle-to-modules, and you may bring back scout and logistics versions of vehicles. The same way it took a lot to acheive that with 1.8, acheiving it for vehicles in 1.9 may leave little or no room for releasing cool Minmatar LAVs and Amar HAVs etc. From a business product perspective, "racial" may have to wait until Uprising 1.10 (???, time for a new patch name? Purgatory 1.0? Ascension 1.0? Dominion 1.1?) . |
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