Astr0 Knot
Algintal Core Gallente Federation
1
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Posted - 2014.05.04 09:38:00 -
[1] - Quote
Since i guess the reason for Project Legion is because of the resource constraints of the PS3. I see these 2 games going in potentially 2 directions. They just need to be refined into them.
With these resource constraints i assume that Dust will remain Player capped while Project Legion will not have to worry about it (to a certain extent). I also assume that the battlefields in Project Legion will have the freedom to be much larger and a much greater diversity of structures and orientations and the ability to customize your own map.
So with these assumptions, Project Legion will be the more Eve-like of the 2 FPS games. And will even probably have a much greater ability to connect to each other. Project Legion will be much more of the sandbox style of play. Assets and numbers will play a much greater impact in Project Legion than in Dust. Project Legion should be the null-sec oriented alliances or mercenary groups.
Dust on the other hand, with it's player constraints should see much greater balance. The Value of assets put on the field should not play such a strong role in the outcome of the battles. And the Flavor of the Month tactics definitely need to be prevented as much as possible. The skill of the player on the other should definitely be the major deciding factor. Dust "Mercenaries" should be re-designated as faction Militia. They should be more heavily influenced by the faction they choose to start with.
Dust should be small skill based battles and FW space conquest.
Looking to the eve FW mechanics of a system, dust FW planets could be done in a similar fashion. There could be PVE related content that can push against the opposing forces. Opposing forces can join these PVE instances to prevent you from accomplishing your objective. Then there will be a set of districts on the planet (scalable based on population). The acquisition of the planet would be reliant upon winning the districts over, the % of which would be determined by the Dust type "Plexing" but in this case would be available to acquire if 100% of districts are won. Then the number of planets under the control of a faction in a system will impact the EVE FW by the % of ownership. With this system you should be allowed to choose where you want to attack/defend the Districts. Districts will be on timers, but the Dust Plexes will be open constantly. And I'd say it'd be reasonable to have to choose a system adjacent to a Dust or Eve controlled system.
Now the planets that you control could have a PVE type "Exploration" activity specific to that planet where you can extract resources. And there needs to be a certain level of uniqueness to the planets' resources sort of like the different moons in EVE have.
Another thing that really needs to change with Dust, because of the player constraints, is the skill system.
I think, instead of learning all of these skills and then just having them all the time, there should be a limit to the amount you can use a once.
I think skill points should give you access to the skills but not the benefits globally. Each clone should have a skill cap allowing you to allocate only a certain amount of skills at a time for use in battle. Hopefully this and reducing the disparity between gear types will reduce pub stomping by a significant portion. It also makes clone decision making a much bigger thing and while you may have the time put in to use everything in the game efficiently, you'll have to have the right clone for the job in battle. You can build different grades of clones using the materials you extract from each planet. But i would limit their use to FW to keep everything else balanced.
With Dust as a more skill oriented game, it would open the door for better tournaments and teamwork. Also it would be nice to have some outposts or asteroid facilities in addition to the planets to fight for in those systems. Maybe remove FW stations and FW EVE pilots can dock on planets or those asteroid facilities/outposts. |