Xatha De'Agelle
Subdreddit Test Alliance Please Ignore
3
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Posted - 2014.05.19 05:53:00 -
[1] - Quote
(This may ramble a bit, extremely tired but have ideas I have to post while i have them.)
Repairer:
A big issue I have observed over time has been the attempt to have parity between shield tank vs armor tank and shield regen with armor repair. In Eve shields regenerate constantly over time every moment, even under fire. Here that is the role of Armor tank, but extremely low in return.
The issue is that there are two systems that were in effect resource oriented in Eve and now they are not because they do not hinge on capacitor.
There is no way to increase armor or shields besides having the extenders or plates. There needs to be more flexibility in the approach of armor or repair besides each ones absolute value in either rate of repair or quantity of armor as the only comparable form. Armor repair becomes OP when it is infinitely sustaining armor capacity without depletion faster than the wearer can be defeated between fights(Becomes like shields with a larger threshold before death). Armor plates are OP when they exceed the relative value of Effective HP vs shields lower quantity(first one to have eHP depleted dies.)
The system that exists in eve could be adopted here in Dust. Shields could regen constantly. Armor then does not. Armor reppers could be equipped in low slots that have an active equipment toggle to give a spike of repair feeding off of Suit Endurance leaving room for Plates and not having reppers be psuedo shield regen. Shields could ALWAYS be actively regenerating regardless of damage being taken and receive no changes besides that.
In Eve there are hardeners to increase resistance to different types of damage. Let us have hardeners so that the shape of the combat we encounter can be arranged by what weapons we're seeing used against us most often. Have hardeners passive normally and be able to be toggled on and linked to endurance for greater effect. Hardeners change the shape of our decisions between having shield repairers or more tank in consideration to the types of engagements we will encounter. Heavy suits would favor passive hardeners to have Logistical repairers hold them up easier regardless of that logi's skill in repair and an assault might take repairers with passive hardeners to keep pushing expecting to move faster than a logi would keep up, but needing to be tougher and not as heavy due to plates.
(Endurance: Link our rate of fire to endurance so that each shot consumes endurance. Amarr scrambler and laser overheat hits endurance and health for example, but their shots themselves don't take endurance otherwise. Give our choices more weight in offense and mobility decisions, tie that into how we use equipment.)
Plates: Reduce the number of low and high slots available to Light suits and increase the number available to Heavy suits. Be willing to break from the 2/4 or 4/2 pattern between races and give some 1/6 or 6/1 or even 6/3 and 3/6 in a role oriented fashion as heavies don't even have an equipment slot, so give them flexibility elsewhere. Trying to patch these issues may not be as simple as a basic change. Some of the problems are intrinsically related to the lack of diversity and too much effort to balance equal numbers of high and low slots in a system that isn't proportionally balanced anyway. Heavies will be able to equip a lot of plates to get armor, lights will not. Heavies will also gain more Profile dampener and Precision ability, but they are so disproportionate in their given profile/precision already it does not appear to be a problem to let them have that avenue. Give Lights more CPU and heavies more PG and aspect each racial suit to equip certain weapons with reduced PG/CPU ontop of skill reductions to favor their expected fittings. (Ex: give Amarr reduced fitting costs on laser weaponry, Gallente on Plasma) You have fitting costs of CPU and PG to weight these decisions. More smoothly address the Basic, Advance, Proto bonuses and fitting costs so that a heavy might try to fit as many excellent armor plate modules into their 6 low slots, but expectantly have more trouble with other areas because of it. |