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Thread Statistics | Show CCP posts - 4 post(s) |
Beren Hurin
Onslaught Inc RISE of LEGION
2361
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Posted - 2014.05.17 15:46:00 -
[1] - Quote
One thing you could do with plates is reduce max PG by a %. As you go up in tier this penalty could be less. I'm not sure where you could make this balance out, thought. It would effectively make each piece 'cost' the delta in lost PG, but the suits that already start with a lot of PG are the ones that would lose the most, and stacking them on PRO suits would actually be counter productive. They would have the highest fitting cost on PRO suits. |
Beren Hurin
Onslaught Inc RISE of LEGION
2361
|
Posted - 2014.05.18 01:47:00 -
[2] - Quote
Alright, did some math and here's what my suggestion would end up with as far as speed penalties go (chart).
As far as speed penalty goes, it makes it so scouts using 4 complex plates would be heavily slowed, and assaults would actually be best suited to stack plates and not be slowed too much. It would make heavy suits actually a bit faster than they are currently with plates. Logistics would be significantly slower than assaults who stack plates making assault suits some of the best combinations of fast and heavy suits out there.
I also suggested a few tweaks to fitting costs. I kept all the same HP as is currently there, but tailored the 'fitting cost curves' of each module class as follows:
Shield's HP/CPU cost stays constant as you increase from STD to PRO, the HP/PG drops a little as you go up.
Regular plates mostly keep their curve, advance plates drop a bit of fitting cost to make them a little more attractive.
Ferroscale plates are stay much less efficient than regular plates, while only slightly better than shields. Would probably be the better/best option for scouts.
Reactive plates get a flattening to their HP/CPU cost line while becoming LESS efficient at HP/PG than shields. |
Beren Hurin
Onslaught Inc RISE of LEGION
2361
|
Posted - 2014.05.18 02:17:00 -
[3] - Quote
***New Armor Dropsuit/Armor Attribute***
Dropsuit Core
Basically each dropsuit gets a 'core agility' rating that armor modules take away from, and biotic modules COULD add to. So then rather than speed penalties (speedscale in the SDE) being 95% on a complex plate, for example, each regular plate, reactive plate, and ferroscale plate gets an agility rating. (see page 1-2)
Each then dropsuit gets its own 'core inertia/agility rating'.
(see page 4)
Scouts get a 50-150 Logistics get 150-300 Assaults get 300-450 Heavies get 450-1000
The total agility rating from your armor modules is subtracted from your agility rating, then divided by the core inertia again, to give your 'inertia factor' that affects your running and sprint speed. See page 3 to see a comparison of the before/after speeds of different suits. (page 4-5 has a table with numbers)
Agility factor = (core inertia - module inertia)/(core inertia)
So the higher your core inertia/agility the more you can stack plates without a penalty. You could make each dropsuit have a minimum possible inertia or a universal minimum speed penalty currently my chart assumes a minimum penalty of 15% inertia factor.
Also, the agility factors of the Eve races would come in to play here too. Gallente would be the most agile, followed by minmatar, then amarr, then caldari.
So example.
You want to put 3x complex reactive plates on an amarr scout ak.0 that has a core inertia of 75. Complex reactive plates have an inertia of 5 times 3 reactive plates or 15 total inertia. (75-15)/75=80% agility factor. The agility factor is what reduces your base and sprint speed. So while your original ground speed was 5.25 m/s, your new speed would be 4.2 m/s with a max skill sprint speed of 6.174.
You can quickly see, looking at page 4, that if you stack complex plates on scouts you will be moving at 55% base speed at best. On logistics this would get you in the 70%-80% base speed range. Even stacking ADV regular plates on scouts would be significantly detrimental. Putting 1 STD plates on a Caldari scout would probably be about as bad as 2 STD plates on a Gallente scout (about 80% base speed).
-This change would help the scouts stacking armor because it would make them slower than medium suits if they did. -This change would make armor assaults faster than armor logistics because the logistics would get a lower base core inertia factor. -This change would not negatively hurt armor heavies stacking plates. -This change would make brick tanking caldari suits slower than their armor counterparts but amarr suits would possibly be semi-bricked, although their lower base fitting amount and HP would make this a non-factor.
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Beren Hurin
Onslaught Inc RISE of LEGION
2361
|
Posted - 2014.05.18 05:47:00 -
[4] - Quote
Spankdamonke wrote:Hmm....just throwing things out at the moment, and alot of these have been mentioned already.
A) As others have said, an increase in CPU / PG relative to the supplied HP would help. And / or reversing the speed penalties so that complex plates offer the most protection and least speed reduction (kept in check by the massive suit power requirements, and gives players a reason to upgrade plates beyond basic)
B) In addition to the normal movement penalty, I also favor the rotation speed reduction that others have suggested (though with the option to adjust sensitivity, this may not be a good solution)
C) SERIOUSLY buff shield extenders. a 44 / 66 / 88 approach might sound ridiculous...but as others have said, basic armor plates offer vastly more hp for their cost. Not to mention, if a majority of the player base wanted to then attempt to shield tank, flux grenades would again have more utility. The increase could offset by an increase in their current penalty to recharge delay. Or if so desired, a new category for these stronger extenders that also decreases shield recharge rate by a specific amount (just like energizers affect total shield strength) This would give more variety but come at a good cost.
D) A multiplicative speed reduction for stacking multiple plates (if a basic plate is a 2% speed reduction, the next would be 4%, the next 8%, and so on) However, we run into the problem of mixing and matching plates.....so this would require some thought to even it out.
looking at the sde, the plates already affect turn speed while running/sprinting but not still |
Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.20 18:43:00 -
[5] - Quote
oooooohhh....
Armor plates could cause a cloak time penalty (reduce total cloak time by spending x% per activation). Then amarr scouts could hugely reduce this penalty so they could be the better cloaking battle scouts. |
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