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Meisterjager Jagermeister
62
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Posted - 2014.04.24 03:25:00 -
[1] - Quote
The ability for a dropsuit to overlap roles has been a cause of some concern for many players, the latest example being "tanked scouts" and earlier "slayer logis" which are both able to outperform assault suits at assaulting.
I propose a new categorization of dropsuit modules to help solidify a dropsuit's intended role on the battlefield. It is an intuitive system utilizing preexisting game mechanics that would not necessarrily require any alteration to the dropsuit's current slot layout. It would however alter the functionality of slots a bit. The system works as follows:
All modules would fall into one of THREE categories: COMBAT, TECH or BOOSTER. Shield, Armor and Weapon modules would be COMBAT modules; Biotics, Electronics and Engineering would be TECH modules. CPU and PG upgrades would become BOOSTER modules. All modules would remain as they are currently with respect to which slot they fit into (ie: high or low) with only their new category added to them.
Dropsuit High and Low slots would now have designations that work the same way Weapon Heavy, Light and Sidearm slots do. There would be three High and Low slot designations: COMBAT, TECH and UNRESTRICTED.
A module of a COMBAT or TECH type may only be fit in its corresponding slot or an UNRESTRICTED slot. BOOSTER modules may be fit in any slot at the player's discretion.
It may only be necessary to restrict one or two slots per dropsuit in this manner for a dropsuit's niche to be defined, thus preventing role overlap. A dropsuit may also have its cpu/pg increased without concern for its use toward building for different role. This system would also allow game designers greater ability to differentiate racial dropsuits across a single suit class.
The one problem this system may present is its effect on basic dropsuits which have no defined role. A dropsuit completely unrestricted would become OP. This system may necessitate the reworking of slots for or perhaps removal of basic dropsuits above militia tier.
Some of you may like this proposal, and certainly others will flame it. It may be far to late in the design process to implement this idea. I do believe however, it is worthy of debate. |
Meisterjager Jagermeister
62
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Posted - 2014.04.24 15:05:00 -
[2] - Quote
bump |
Meisterjager Jagermeister
62
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Posted - 2014.04.24 17:11:00 -
[3] - Quote
Goric Rumis wrote:Too complex to code, to interface, and to work with as a player. I don't agree with any of that. To code and interface might take some time, but it is not too complex. Otherwise we there wouldn't be Weapon Slot types. And too complex for players? That insults the intelligence of players. |
Meisterjager Jagermeister
63
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Posted - 2014.04.25 04:32:00 -
[4] - Quote
CELESTA AUNGM wrote:....The "overlap" of "roles" is what Dust is INTENDED to have and is even marketed by CCP as their main selling feature---
Wow indeed CELESTA AUNGM. I agree with you to a point.
In beginning my reply to you in defense this position, I reread my op and realized I did in fact use the phrase "thus preventing role overlap". This is unfortunate as this is not what I intended to convey. What I suggest is not to prevent but LIMIT role overlap.
Yes it is a strength that a player may take what is available and through clever application make something better of it. It is this very strength that attracted me to DUST 514, to the point where if this is not possible in other FPS then I don't want to play it.
However, it is clear CCP intended for there to be some separation of dropsuit roles as evidenced by six battlefield jobs divided over three dropsuit weight classes. My suggestion is meant to help create a buffer between these intended roles, not eliminate a player's ability to make more of a dropsuit than its play style suggests.
Again, when a suit from one weight class with an intended style of play built into it can be tweaked to outperform another suit at its own style of play then the game designers are faced with a dilemma: correct it or let it be.
If they let it be, then some day soon we may see PILOT suits footing it around the burn zone out logi-ing the logi. We'll call them pilogits.
If they let it be, then why bother with any sort of role classification at all? Why not create a single, generic dropsuit where all possible variables are relegated to modules?
I'm confident CCP will take some action to correct the situation in a way that doesn't prevent a play style but protects years of hard work and planning.
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Meisterjager Jagermeister
63
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Posted - 2014.04.25 14:56:00 -
[5] - Quote
Edited op to add the following: Just as weapon slots have a letter H, L or S in the square, each slot with a designation would have a either a T or C in it. Unrestricted squares would remain blank. |
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