Jadd Hatchen
KILL-EM-QUICK
661
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Posted - 2014.11.20 17:44:00 -
[1] - Quote
CCP Rattati wrote:Dear Players,
we want to make skilling into and using high tier Equipment more rewarding.
All that said and done, what do you think base values should be for Equipment, I would prefer keeping it simple at first and all of them share the same Scan Profile, and then make some special types more or less visible.
My simple theory was to mimic Dropsuit Profiles
Equipment: STD/ADV/PRO = 55/45/35
Drop Uplinks: STD/ADV/PRO = Nanohives: STD/ADV/PRO = Proximity: STD/ADV/PRO = Remote: STD/ADV/PRO =
Please discuss
My choice would be like:
Least Hidden (highest sigs) Drop Uplinks* Nanohives Remotes Proximity Most Hidden (lowest sigs)
*with a variant exception see below...
Due to the extreme advantage that a drop uplink provides to the gameplay (being able to spawn anywhere on the map including right next to the enemy's bases or control objectives and saving travel time/exposure to enemy fire in the process), then giving them the highest signature is appropriate.
Proximity only work if they go undetected! If everyone sees them, then they go around them. In addition, there should be two types, anti-infantry and anti-vehicle... The AV ones should do like 2 or 3 times the damage that an RE does, but only one allowed to be placed per equipment slot. They should also only be triggered by vehhicles/EMP nades/explosions. However if an infantry guy spots one, then sharing this "discovery" on the squad overlay should help vehicles to navigate them. Anti-infantry ones should be enough to kill a standard heavy suit, and not enough to worry a vehicle about. In any event, detection ranges for them should only happen at the very close (inner circle) range for all except a scout with a detection module running or a logi's scanning capability with an active scanner.
The rest just falls into line form there... But as a side note, RE's ARE NOT FRISBEE's so stop letting them be thrown! A grenade represents a s "thrown explosive" so why have any grenades at all if an RE can be thrown too?
As for the "hidden uplink" ideas.. Well instead of making them inherently "hidden" just create a proto-variant that only allows you to place one at a time (carry two, but only place one) and reduces the range of detection to short range ONLY. As in the medium and long ranges it cannot be detected at ever (or very rarely) and only if you actually walk within the short range detection of it, then it is almost automatically detected.
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