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Adipem Nothi
Nos Nothi
8929
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Posted - 2015.04.19 01:09:00 -
[1] - Quote
Absolutely love parts of this idea. Also very original. Kudos. The buildup is brilliant, but the pitch (sell SP for Isk) is kinda meh. Huge potential though. Thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft
... and so on. One implant per primary and secondary weapon, additional implants for select module types.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8940
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Posted - 2015.04.19 05:23:00 -
[2] - Quote
Jadek Menaheim wrote:Adipem Nothi wrote:One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. The diversity this could bring would be phenomenal, yet it seems like it would be a beast a manage in terms balance and meta lockouts if we are going in that direction still. Unlike suits it's a lot more difficult to change fits to get under a meta threshold if the implants are backed into you. A possible approach off the top of my head is having separate meta levels of clones that you stick into a dropsuit. These clones have your unlocked implants plugged into them. Is this ultimately making the game more complex to a benefit or a detriment? That's a point to discuss and argue. If whatever weapon balance issues posed were posed unilaterally and uniformly, there would be no weapon balance issues :-) Even so, it'd likely be best to not to directly affect TTK with bonuses like +DMG. Thinking the weapon specialization bonuses should be more indirect than direct (i.e. reload speed, zoom fidelity, ammo capacity, dispersion, blast radius, etc). We'd also have to be careful with module-based efficacy bonuses; while something like +X% to biotic efficacy would likely be fine, +X% to damp or precision enhancer efficacy would make balancing EWAR interplay a serious pain-in-the-arse.
All that to say, we'd have to be careful with the implants when it comes to picking bonuses. But imagine the possibilities!
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8950
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Posted - 2015.04.19 11:34:00 -
[3] - Quote
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8963
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Posted - 2015.04.19 22:53:00 -
[4] - Quote
G Clone wrote:Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on. While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
These implant bonuses would be highly specialized and slight in effect. They would require significant investment over the course of substantial period of time, but more importantly, the SP "sunk" into one of these implants would not be recoverable. A 50M SP Sniper who's traded 5M hard-earned skillpoints for an implant which augments his Sniper Rifle will be far less likely to drop his role to spam FoTM.
I've played alot of Ambush over the years, and I've observed many times over many builds the nasty effects of FoTM chasing. It is amazing what a little 'bit of imbalance can accomplish when multiplied across a squad. If players became more deeply and permanently invested in their respective roles, I'd argue that we'd see a drastic decrease in FoTM chasing. In my mind, a slightly better scope or a slightly larger clip would be pose less of a balance problem than 6 guys spamming this month's broken suit and broken gun.
Powercreep? Perhaps. But it'd slight, and it'd be controlled. I'd say it's worth the risk. Less FoTM spam. More battlefield diversity. Something exciting and meaningful to grind toward. Combinations to make each merc unique.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8987
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Posted - 2015.04.20 13:21:00 -
[5] - Quote
Jadek Menaheim wrote:Whoops...accidentally edited the wrong post. Quote:District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters. RaidingSuccessful raid during an open reinforcement window would allow your raid party members to establish a 30 minute 70% production link boost with that ground facility (district owners retain 30% production bonus during 30 minute siphon window). There is a 2hr cool down on anyone raiding that facility. Ground facility type could determine boost for various implant production on your warbarge. Raid cuts into production time bonues for districts. Districts produce implant production resources for Dust and Eve district holders. EVE Link?Your Warbarge must be parked in space above the district (automatically preformed) and can be attacked by EVE capsuleers. If enough damage is sustained, warbarge goes into Bastion mode and production link is reduced to 5% (district owners retain 95% production control). Capsuleers associated to raiding parties can also be encouraged to defend linked warbarges. Devil's Advocate:
The big boy corps -- the ones most likely to have Eve support -- tend to push out of PC those unwilling to capitulate, then blue up with one another, declare cease fire or otherwise lock their farmlands safely away from the rigors of combat. In the past, the better of big boy corps were able to hold massive amounts of land wildly disproportionate to their headcounts and activity levels. A primary objective of Raiding will be to keep PC lean, moving and bloody. If over-expansion could still be facilitated on account of Eve support, then this primary objective will not be met.
Shoot scout with yes.
- Ripley Riley
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