Leeroy Gannarsein
Shining Flame Amarr Empire
27
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Posted - 2014.05.08 15:20:00 -
[1] - Quote
I'm still in the process of formulating this particular idea, devs, so please don't move just yet!!!
TL;DR cos lots of words. Pls read tho. Enforcer = +DAM, =SPD, -HP Marauder = ++HP, -SPD, -DAM Black Ops +SPD, =HP, -DAM
Anyway, so I've been thinking about this whole roles thing that CCP Z (what kinda name is that, anyway?) suggested, and I've been comparing it to the vehicle roles, specifically, (being an old-time tanker) the Marauder and Enforcer roles. (I'm not old enough for Black Ops, unfortunately, although I'll touch on those).
In its original incarnation, the Marauder had a bonus to resistances and to damage, which, on top of it's larger slot layout, made it objectively superior to the STD tanks; rather than its being a specific role, it was just plain superior. The enforcer was better; it was inherently squishier than the STD tanks but with larger damage potential, unfortunately the state of AV prevented their real viability.
So what I came to notice was that the two different vehicles emphasised different aspects of the HAV's role; one was damage oriented and one was (poorly) defense oriented. (The Black Ops HAVs would be mobility-oriented, presumably, although that doesn't really make sense - maybe they'd be IFV equivalents?). The interplay of damage v. defense is awkward, though; 50% damage is, for example, far less valuable than 50% defense, and the already high damage of HAV turrets means having a usefully large bonus to resistance is more valuable than a comparably sized bonus to damage.
Essentially, turret damage cannot be lowered because of the effects on the STD vehicles, but defenses can easily be lowered simply by lowering HP totals.
So this all got me thinking: how to balance it? And what came to me was this: give Vayu a large per level to blaster damage, and a lower base HP and fitting capabilities (like it had), focusing it on damage over durability. A small speed nerf might also be sensible. Give Surya (the Marauder) a usefully large resistance bonus per level, a higher base fitting and EHP, and a much lower speed (to emphasise staying put) and a small damage nerf per-level to large turrets (say 5%; small enough not to cripple the vehicle in conjunction with a similarly sized resistance bonus, but enough to force compromises).
Essentially this is the way I see vehicle roles: Enforcer = +DAM, =SPD, -HP Marauder = ++HP, -SPD, -DAM Black Ops +SPD, =HP, -DAM
All of this can be translated to infantry, essentially, although the relevance of negative bonuses might be less.
Lore wise it can be justified as "Divert all power to forward shields, Cap'n!" Or something. I guess Marauder doesn't have enough space to increase defenses and maintain firepower.
I apologise for so many words. I am bad at being concise.
MY ACTUAL NAME IS LORHAK
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Iron Wolf Saber
Den of Swords
14752
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Posted - 2014.05.08 15:22:00 -
[2] - Quote
negative bonuses for positive bonus trade offs should never be permanent we're better off asking for boosters (non aur variants) in either game. Modules are also acceptable tradeoffs.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Atiim
Heaven's Lost Property Dirt Nap Squad.
8155
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Posted - 2014.05.08 16:07:00 -
[7] - Quote
Hynox Xitio wrote:+5000% speed, -100% damage. So basically a Python with a 20GJ Blaster?
CCP Rouge (Crowd Control Productions - 'Neo' EVE: Legion) DUST 514
CCP Logibro (Crowd Control Productions) .GIF Sigs.
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