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Forlorn Destrier
Incorruptibles
3210
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Posted - 2015.01.24 20:55:00 -
[1] - Quote
Please note that this thread is a child thread related to Tiericide in Dust514. Please limit discussions in this thread to Introduction of Tech I, Tech II, and Pirate Faction Dropsuits. Please keep in mind any feedback provided might cause changes to other parts of the proposal made. I ask that all comments regarding the overall concept of tiericide be made in the parent thread. Also, please keep all feedback constructive; if you don't like something, please explain why.
Related threads: Tiericide in Dust514 (parent thread) Racial Weapon Parity, New Modules, and Existing Module Changes Skill Point Bonus Changes
Here is the meat and potatoes, the end all and be all and what makes Dust stand out - the potential for loss in a balanced way, or as I like to call it "Fixing Protostopming through the murder and mayhem of tiericide".
The easiest way to explain this is to show you how suits will be migrating in this model:
Before -> After Militia Suits -> Militia Suits (unchanged; still base types GÇô Light, Medium, Heavy GÇô with no role specific bonuses) All Basic Frames -> (removed) All Standard Dropsuits -> Changed to Tech I All Advanced Dropsuits -> Changed to Tech II All Prototype Dropsuits -> Pirate Faction Dropsuits
As part of this, equipment slots would be rebalanced as follows:
Sentinel: 0 Commando: 1 Assault: 2 Logistics: 3 Scout: 1 Pilot: 1
The Amarr Logistics would lose its sidearm (made up for by the addition of the extra equipment slot).
I would recommend the following skill progressions to use these. Here is what the Amarr skill progression would be (replace Amarr specific skills with race of the relevant Dropsuit):
Militia Now vs Militia Later Now: none Total SP investment: 0
Later: Dropsuit Command I Total SP investment: 6,220
Tech I vs Standard Dropsuits New Tech I: Dropsuit Command II, Amarr Medium Dropsuit I Total SP investment: 49,750
Old Standard Medium Frame: Dropsuit Command I, Amarr Medium Dropsuits III, Amarr Medium Dropsuit I Total SP investment: 279,820
Tech II vs Advanced Dropsuits New Tech II: Dropsuit Command III, Amarr Medium Dropsuit IV, Amarr Logistics Dropsuit I. Total SP investment: 740,000
Old Advanced Medium Frame: Dropsuit Command I, Amarr Medium Dropsuits III, Amarr Logistics Dropsuits III Total SP investment: 827,020
Pirate Faction (Blood Raider variant shown) vs Prototype Dropsuits New Pirate Faction: Dropsuit Command IV, Amarr Medium Dropsuit IV, Minmatar Medium Dropsuit IV, Amarr Logistics Dropsuit II, Minmatar Logistics Dropsuit II Total SP investment: 1,797,060
Old Prototype Dropsuit: Dropsuit Command I, Minmatar Medium Dropsuit III, Minmatar Logistics Dropsuit V Total SP investment: 2,767,180
NOTE: free optional respect must be made available to players given the wholesale changes to SP that is being suggested
Here is an example of how the Amarr Logistics Dropsuit Tree might look:
GÇ£FriarGÇ¥ (Amarr Tech I Logistics Frame) Bonus 1: 5% reduction to PG/CPU cost of equipment per level of Amarr Medium Dropsuit Skillbook
GÇ£ClericGÇ¥ (Amarr Tech II Logistics Frame) Bonus 1: 5% reduction to PG/CPU cost of equipment per level of Amarr Medium Dropsuit Skillbook Bonus 2: 10% bonus to repair tool range per level of Amarr Logistics Skillbook Bonus 3: 5% reduction in repair tool heat build up per level of Amarr Logistics Skillbook
GÇ£FountainGÇ¥ (Amarr Tech II Logistics Frame) Bonus 1: 5% reduction to PG/CPU cost of equipment per level of Amarr Medium Dropsuit Skillbook Bonus 2: 10% reduction to drop uplink spawn time per level of Amarr Logistics Skillbook Bonus 3: +2 spawn allowed to drop uplinks per level of Amarr Logistics Skillbook
I propose also that the Pirate Faction Dropsuits take one bonus from each of the related Empire Faction Dropsuits. I would also propose that these have slightly better PG/CPU bonuses to reflect their unique nature, which would also be based on the related Empire Faction Dropsuit skillbooks. Here is an example of what I mean.
GÇ£PariahGÇ¥ (Blood Raider Logistics Dropsuit) Bonus 1: 3% reduction to PG/CPU cost of equipment per level of Amarr Medium Dropsuit Skillbook Bonus 2: 3% reduction to PG/CPU cost of equipment per level of Minmatar Medium Dropsuit Skillbook Bonus 3: +1 spawn allowed to drop uplinks per level of Amarr Logistics Skillbook Bonus 4: 5% bonus to remote explosive and proximity mine radius per level of Minmatar Logistics Skillbook
I am currently working on a spreadsheet with the bonuses I think make most sense for each suit. For now, please enjoy the full Logistics set of Dropsuits by clicking here.
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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Clips A'hoy
Incorruptibles
215
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Posted - 2015.01.26 13:20:00 -
[2] - Quote
I definitely like the idea for pirate suits.. Here's some bonuses:
Guristas - Gallente/Caldari
Assualt: Recoil/Spread and Reload speed reduction for both Blasters and Rail weaponry.
Angel Cartel - Minmatar/Gallente(?)
Assault: Increase in magazine size and decrease in dispersion on both Projectile and Blaster weaponry.
Scout: 5% decrease in biotic module fitting cost and dampening per level.
Blood Raider - Amarr/Minmatar
Assault: Jamming of enemy precision and dampening within 6m by 3% per level.
Scout: 3% to precision and fitting cost of biotic modules and 5% increase in stamina per level.
I sometimes fill my bathtub with Jell-o, then I proceed to curl up and pretend I'm a fetus.
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1417
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Posted - 2015.01.26 20:50:00 -
[3] - Quote
While i thoroughly enjoy this tiericide initiative, as it closely resembles something i was working on, i do feel that your proposal of suits is still too "power creep" heavy.
I was thinking things would be more like: Current ADV --> militia, no bonus. Current PRO --> tech 1,+2bonus total ; tech 2, +slight pg/cpu, +4bonus total
Considering we will be getting no new art assets, this would free up so many for roles.
But again, i thoroughly endorse a tech level system and flatter suit/power progression.
Good work!
I've seen more bad ideas on these forums than the US Congress over the last decade.
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Forlorn Destrier
Incorruptibles
3217
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Posted - 2015.01.26 21:22:00 -
[4] - Quote
Soldner VonKuechle wrote:While i thoroughly enjoy this tiericide initiative, as it closely resembles something i was working on, i do feel that your proposal of suits is still too "power creep" heavy.
I was thinking things would be more like: Current ADV --> militia, no bonus. Current PRO --> tech 1,+2bonus total ; tech 2, +slight pg/cpu, +4bonus total
Considering we will be getting no new art assets, this would free up so many for roles.
But again, i thoroughly endorse a tech level system and flatter suit/power progression.
Good work!
Thanks - there is definately a power creep element to my proposal, which makes sense as I was using Eve as a template. I tried to mitigate it with the lower sp requirements to keep the new and vet gap small, but I am not aware of a way to keep the diversity in the game without having some power creep in the progression.
I do appreciate the kind words and since you are working on something similar, I'd appreciate any ideas you have to fine too all of this.
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1417
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Posted - 2015.01.26 22:36:00 -
[5] - Quote
Forlorn Destrier wrote:Soldner VonKuechle wrote:While i thoroughly enjoy this tiericide initiative, as it closely resembles something i was working on, i do feel that your proposal of suits is still too "power creep" heavy.
I was thinking things would be more like: Current ADV --> militia, no bonus. Current PRO --> tech 1,+2bonus total ; tech 2, +slight pg/cpu, +4bonus total
Considering we will be getting no new art assets, this would free up so many for roles.
But again, i thoroughly endorse a tech level system and flatter suit/power progression.
Good work! Thanks - there is definately a power creep element to my proposal, which makes sense as I was using Eve as a template. I tried to mitigate it with the lower sp requirements to keep the new and vet gap small, but I am not aware of a way to keep the diversity in the game without having some power creep in the progression. I do appreciate the kind words and since you are working on something similar, I'd appreciate any ideas you have to fine too all of this.
Ill take a hard look at the rest of your proposal tonight and chime in where i can. Hard to do in a phone. : /
I've seen more bad ideas on these forums than the US Congress over the last decade.
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Forlorn Destrier
Incorruptibles
3218
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Posted - 2015.01.26 23:02:00 -
[6] - Quote
Soldner VonKuechle wrote:Forlorn Destrier wrote:Soldner VonKuechle wrote:While i thoroughly enjoy this tiericide initiative, as it closely resembles something i was working on, i do feel that your proposal of suits is still too "power creep" heavy.
I was thinking things would be more like: Current ADV --> militia, no bonus. Current PRO --> tech 1,+2bonus total ; tech 2, +slight pg/cpu, +4bonus total
Considering we will be getting no new art assets, this would free up so many for roles.
But again, i thoroughly endorse a tech level system and flatter suit/power progression.
Good work! Thanks - there is definately a power creep element to my proposal, which makes sense as I was using Eve as a template. I tried to mitigate it with the lower sp requirements to keep the new and vet gap small, but I am not aware of a way to keep the diversity in the game without having some power creep in the progression. I do appreciate the kind words and since you are working on something similar, I'd appreciate any ideas you have to fine too all of this. Ill take a hard look at the rest of your proposal tonight and chime in where i can. Hard to do in a phone. : /
Thanks - I know there are probably gaps - even though I've played for nearly 3 years, I don't claim to be an expert in all aspects.
I am the Forgotten Warhorse, a Lord of Lightning
Havok is my Destiny
I am Incorruptible
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1909
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Posted - 2015.01.27 02:03:00 -
[7] - Quote
I think I would rather see something like this.
militia -> militia standard medium -> tech 1 medium assault suit -> tech 2 medium / logi suit -> tech 2 medium
In this example the multiplier would be highly reduced on standard aka tech 1 skills making it simple to get to level 4.
Tech 2 suits would be unlocked at level 1 of specialization and bonuses would apply for each skill level of this. The specialization skill books would be unlocked at level 4 of the suit.
LP store suits would represent specialized suits that can be used without the specialization skill. These would benefit heavily from the tech 1 skills through large bonuses per level.
Preferably AUR would be removed with regards to equipment but I will save that for when it is on topic.
Since it will not be removed, AUR suits would function the same as LP store suits only with lesser bonuses. |
Ripley Riley
Incorruptibles
7564
|
Posted - 2015.02.05 14:31:00 -
[8] - Quote
As much as I love the post, Rattati is quite against the idea of Eve's tried and true methods of progression making it into Dust 514. Maybe one day he will see the light.
"You don't want McSyphilis. Don't nobody want McSyphilis." - One Eyed King
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