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Joseph Ridgeson
WarRavens Capital Punishment.
2188
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Posted - 2014.10.27 04:34:00 -
[1] - Quote
While this is an incredibly rude thing to do, I am going to copy and paste my response on this one rather than type it out again. Please do not be insulted by this as I do feel that this is an important topic of discussion:
At it's core, the Pilot Suit seems like a good idea. "It lets me use my SP to further define my role. Joe, you are a dedicated Tanker; why would you think it is a bad idea?" The main reason is because of balance and fairness.
CCP has an idea where game balance should be, or at least I bloody well hope they do. "Repair modules are letting people repair damage too quickly; let's lower them a bit." The problem with the Pilot Suit is that a few scenarios are likely to take place:
Scenario 1: Vehicles are balanced around having them. This means that without them they fall behind compared to "what they are supposed to be able to do." With them, you are right where you are supposed to be. It ends up being an additional SP sink for those that want to be pilots.
Scenario 2: Vehicles are balanced around not having them. This means that with them they likely pull ahead of "what they are supposed to be able to do." You will see a lot of things on the forums of "Tanks are too powerful!" all over again, in the droves that it once was. It ends up being a problem of balance.
Scenario 3: Pilot suits give a very small benefit. The problem here is what benefit would be worth blowing several million SP into?
That is a 3 way Venn diagram where you have to find some benefit that is not very important so they do not suffer too much without, small enough that vehicles are not too much with them, and big enough that spending points into is worthwhile.
Going the simpler argument: "I am Tank and he is AV. AV puts points in Dropsuit, his Swarm Launcher, and Dropsuit Upgrades. His Dropsuit and Dropsuit Upgrades work in different roles other than AV but his Swarm Launcher is ONLY AV. I put points in Turret Operation, Vehicle Operation, and Vehicle Upgrades. Those points are only used in that role. Why would you want to add another thing, Pilot suit, to the list of things that I need to do my role and do not carry over?"
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens Capital Punishment.
2204
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Posted - 2014.10.27 17:01:00 -
[2] - Quote
Banjo Robertson wrote:Pilot suit would go well with, dropsuit modules that effect the vehicle you are piloting!
CCP takes the current dropsuit core skills that unlock dropsuit modules, and adds in new modules in some of these categories that will be the pilot dropsuit modules which have a benefit to your vehicle.
This way, players get a benefit from their dropsuit pilot skill being higher level, and using a proto pilot suit allows them to fit more modules which have a benefit to their vehicle.
That is a nightmare waiting to happen for trying to figure out how the hell it works. CCP has had trouble saying "you can't drive this vehicle unless you have the skill" which is why it is only limited by fitting it and call it in. How do you think it will handle "Okay, he is in the tank with these skills, plus this suit, plus these modules"?
Plus, you fall into the realm of problems I listed above.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens Capital Punishment.
2210
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Posted - 2014.10.27 18:50:00 -
[3] - Quote
Nirwanda Vaughns wrote:Joseph Ridgeson wrote:Banjo Robertson wrote:Pilot suit would go well with, dropsuit modules that effect the vehicle you are piloting!
CCP takes the current dropsuit core skills that unlock dropsuit modules, and adds in new modules in some of these categories that will be the pilot dropsuit modules which have a benefit to your vehicle.
This way, players get a benefit from their dropsuit pilot skill being higher level, and using a proto pilot suit allows them to fit more modules which have a benefit to their vehicle.
That is a nightmare waiting to happen for trying to figure out how the hell it works. CCP has had trouble saying "you can't drive this vehicle unless you have the skill" which is why it is only limited by fitting it and call it in. How do you think it will handle "Okay, he is in the tank with these skills, plus this suit, plus these modules"? Plus, you fall into the realm of problems I listed above. perhaps the pilot suit is going to be CCPs way of 'locking' the drivers seat of vehicles? you can only enter the pilot seat while wearing a pilot suit, and obvs you'd have to be wearing the correct pilot suit for the ship. ensure a minmatar pilot suit doesn't give a bonus to a gallente HAV. but you can still drive the vehicle. just allow LAVs to be driven by players wearign any suit. If you are giving a bonus, you are still falling into the 3 problems that I think are likely to happen.
In this thread, I am really confused what the OP and others are asking for. The original post was along the lines of helping pilots out but it later comes out that he doesn't want the pilots jumping out with Forge Guns. If the concern is about people jumping out and running away or "ermergawd, he tots killed me with frog gun!", there are easier ways of suggesting change than bringing up an entirely new skill set that would be a complete nightmare to balance and to figure out the exact mechanics.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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