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Godin Thekiller
OSG Planetary Operations Covert Intervention
1937
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Posted - 2014.03.23 22:11:00 -
[1] - Quote
God I love near heatstroke inducing showers. They make me think about such neat ideas.
Pretty much everyone knows what tiercide is by now (if you don't, look it up). And it would solve a lot of the PROTO stomping issues (as well as make it easier for the devs to balance things). But how should it be done? There's many ways to do it tbh as a whole. And this thread would be very long if I did the whole thing in one (plus I feel like ****). So I'm breaking it up into three parts, and part one is focusing on the weapons and turrets.
Although every part of the process in making things tiercided is very important in doing right, the weapons and turrets should be done first, and done right. I mean, like half of the game is based around going pew pew at each other! So getting weapons and turrets done is the best way to start.But how to do them? Tiercide the tech 1, and faction, and turn them into tech 3, and change the MLT and Ofc weapons/turrets (and actually add all turrets and give them MLT/Ofc variants; also, I'm explain what I mean by change later).
Before I start explaining, if you don't know or fully get T III this as it gives a basic explanation of it.
Let's start with the sub systems. Each race would get their own set of subsystems, which would change the stats of the weapons and turrets around, making them better in one area, but worse in another (say a ROF mod that boosts the ROF, but lowers the accuracy or damage of the gun). Each Races subsystems will also excel in one area, but lack in another. For example, Winmatar's ROF boost mods will be the best, and Caldari's the worst.
Each subsystem would go into a specific slot on the weapon/turret (a scope would go into the scope slot). Also, each weapon/turret has a certain amount of fitting space, so you can't just out of the academy put anything you like on the weapon/turret; you would have to skill for it.
Now, the faction weapons/turrets. Currently, they're useless, as all they are is AUR weapons with ISK and LP tags (oh, by the way, AUR weapons/turrets should be just the base but with no skill requirement as is now, but with custom skins). What they should be is themed weapons/turrets. What I mean is that each should be better than the base in one area stat wise, but weaker in others. For example, the Plasma Rifle would be weaker than the Fed. Plasma Rifle in CQ, but the Plasma Rifle would out do it at longer ranges.
Lastly, the MLT and Ofc weapons/turrets. MLT should be base weapons that are slightly weaker, and pre-fitted with subsystems, so the user could get a taste of what the weapon/turret is like. Ofc. weapons/turrets are a little different, and break the subsystem rule. Each would although be a base frame, it owuld be fitted to the POI's interests Say bob is a officer, and has a officer weapon. He likes Amarr's damage type, but likes Gallente's CQ nature, and Winmatar's sights. He would take a SCR, slap on Winmatar CQ sight, and Gallente mods to help in fighting in CQ.
That's all I got for now.
Peace, Godin 
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Blup Blub Bloop. Translation: Die -_-
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