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Regis Blackbird
DUST University Ivy League
154
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Posted - 2014.04.12 07:10:00 -
[1] - Quote
I brought up this idea in a few threads already, but I thought it deserved its own Please note that I do not dislike the current fitting system (it is extremely flexible), but its design produces a few problems down the road where I think the game needs to go.
This idea is designed to help alleviate a lot of issues from market trading, lore, transportation and matchmaking, but I come to that later.
So, here it goes:
1) Each fit (suite + modules) is regarded as separate entities. This means if two suites share module type and you die in one of the fits, only that one is reduced in number.
2) The suite and modules within a custom fit are separated from your inventory stock. To "make" these fits, you load the type of module (not the amount), and would "restock" the entire fit from your inventory.
3) You select which fits and the amount you bring to battle (I.e you don't magically bring your entire inventory across the galaxy).
4) You can only bring X amount of clones to a battle (X number of a specific fit = X clones), but you totally unrestricted in how many fits you bring as long as total amount are below or equal to the limit. What the number X is is open for discussion.
5) You would not be able to restock or modify your suites during battle. Although, you should always have a backup in case you run out of your fits, which would be the starter suites.
The points I am trying to address: - Travel / transportation https://forums.dust514.com/default.aspx?g=posts&m=2036629#post2036629
- Manufacturing / trading / corp hangars https://forums.dust514.com/default.aspx?g=posts&m=2047763#post2047763
- Matchmaking https://forums.dust514.com/default.aspx?g=posts&m=2046104#post2046104 |
Regis Blackbird
DUST University Ivy League
158
|
Posted - 2014.04.14 05:05:00 -
[2] - Quote
Really?... No replies?... At least my last idea got hammered down into the ground by the community
Well, I just continue then:
- Blueprint dilemma It's no secret CCP don't like the current implementation of BPOs (neither do I), and basically all sale have stopped. Even if the BPOs stays the same, we will most likely not be able to trade the BPOs on the player market, which will be bad for people (like me) who have multiple copies of the same type.
However, if we have the proposed fitting system, a BPO can only exist on one fit (since they are separate entities). So if you have a Toxin Assault Rifle BPO, if you equip it to a fit it will disappear from your inventory.
This will at least help contain the problem of the current design of BPOs, and drastically reduce the amount of BPOs used on the field.
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Regis Blackbird
DUST University Ivy League
158
|
Posted - 2014.04.14 07:25:00 -
[3] - Quote
Forever ETC wrote:I like your whole concept of how many suits you can bring, but I feel that should only apply to FW and PC.
Yes, this is what I thought as well, pubs should be easy access. |
Regis Blackbird
DUST University Ivy League
158
|
Posted - 2014.04.14 07:38:00 -
[4] - Quote
Awry Barux wrote:1. No, I like drawing from a communal pool. I keep lots of very similar fits around for slightly different situations, I wouldn't want to have to restock them each separately. 2. See 1. 3,4,5. No thanks, fun > realism for now. Maybe when we get some true open world/sandbox action, it would be interesting to add these restrictions, but until then I just don't see what positive things it would add to the game. I agree that down the road, this needs to be thought about, but that is many years away and many changes will have to come first. In any case, 30 fittings already feels quite restrictive to me- I'd have 100 if it was allowed.
1. I agree, this is one of the downsides of the system in case you have a very large amount of fits. Perhaps an option could be available to restock multiple fits at once?
One positive side with the proposed system is that you don't end up with 1000 copies of a particular module (which is shared between fits) if you select "restock" on the entire fit, as generally happens today. This is why I always edit each fit and restock each module individually, which is quite a shore in itself.
3,4,5: Again I agree to some extent. The problem I see is that you can't introduce many things without changing the way we manage our gear first.
I think we want the same thing... To make Dust 514 what it should have been from the beginning, open sandbox MMO with player run market, with easy access and difficult "end-game". But to get to that point we need to "pave the road" so to say, making modifications which allow the rest to be easier to implement.
Just my 2 ISK |
Regis Blackbird
DUST University Ivy League
158
|
Posted - 2014.04.14 07:58:00 -
[5] - Quote
Django Quik wrote:I don't like it and I don't see what problems it solves, even with those threads you linked.
Our current inventories are not stored as physical items - they are blueprints (copies or originals). When we deploy to battle our suits, weapons, equipment and modules are created with nanites stored in the MCC, CRUs and Supply depots that we control. The nanites are what are transported across the universe, not solid material items.
So how is manufacturing (Dust & EVE side) going to work? Are the only thing produced blueprint copies? What about materials?
Look, I see your point, and your view will take care of basically all transportation problems, but I would like to hear your opinion on how the player market is going to work?
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