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Thread Statistics | Show CCP posts - 1 post(s) |
Banjo Robertson
Bullet Cluster Lokun Listamenn
253
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Posted - 2014.06.18 02:01:00 -
[1] - Quote
Part of the balancing of modules has been making their benefit greater the higher their tier, with an increase in cpu/pg to compensate for the increased performance.
But there is another method of module balance that I do not believe has been explored yet. The benefit of the modules stays the same as the tier gets higher, but the cost for the module in cpu/pg gets reduced. Perhaps this method could be used for certain modules which don't quite fit in the current dynamic of module balance.
Some modules like damage modules, shield regulators, maybe some others that I can't think of off the top of my head, seem to be a little more difficult to balance as far as how their effect improves at each tier, and maybe it would be better to consider a single value of benefit these modules provide, and instead just reduce their cpu/pg as the tiers get higher. |
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CCP Rattati
C C P C C P Alliance
2739
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Posted - 2014.06.18 02:23:00 -
[2] - Quote
It's a good idea, but the whole dropsuit ecosphere is based off of this design. I think we would need to take a long hard look at PG/CPU overall as a result of this.
I am currently in the process of tackling modules count and PG/CPU in a more systematic way than before. I will share my work before any changes in that nature are done.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SponkSponkSponk
The Southern Legion Final Resolution.
875
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Posted - 2014.06.18 03:40:00 -
[3] - Quote
Faction weapons are like this already, right? Construct weapons have prototype stats but Advanced fitting requirements, which is how they're better than prototype while avoiding power creep.
Dust/Eve transfers
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Adipem Nothi
Nos Nothi
2004
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Posted - 2014.06.18 04:42:00 -
[4] - Quote
Very clever idea. An item's efficiency improving alongside its engineering. That'd be pretty tough on new guys though :-)
Shoot scout with yes...
- Ripley Riley
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
289
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Posted - 2014.06.18 13:43:00 -
[5] - Quote
There are certain module types where this makes more sense than others, but I agree. The various tiers of armor plates are the best example of this... each level is essentially just a heavier slab of material bolted onto your suit, with the weight penalties to go with it. Whats more complex about a thicker chunk of metal?
SponkSponkSponk mentioned the "specialist" weapons in the LP store with better fitting... Specialist modules could be a nice addition to the game without having to rework the "dropsuit ecosphere." Might be too much to hope for in Dust, but then we did just get militia versions of a bunch of weapons... |
Harpyja
Molon Labe. General Tso's Alliance
1870
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Posted - 2014.06.18 15:36:00 -
[6] - Quote
CCP Rattati wrote:It's a good idea, but the whole dropsuit ecosphere is based off of this design. I think we would need to take a long hard look at PG/CPU overall as a result of this.
I am currently in the process of tackling modules count and PG/CPU in a more systematic way than before. I will share my work before any changes in that nature are done. Mobile CRUs can definitely benefit from such tier progression, especially since there are only STD and MLT vehicles. Though I'd like to see two variants of mCRUs: one has the same attributes but decreased fitting cost with tier progression, while the other reduces spawn time with increased fitting costs with tier progression.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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