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Thread Statistics | Show CCP posts - 3 post(s) |
xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3179
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Posted - 2015.05.16 01:12:00 -
[1] - Quote
It'a a brilliant idea: brilliant and simple.
I think Aero just scratched the surface of what this new system could be:
For example, this powercore system may be also applied as a slot layout modifier, shield/armor modifier and bonus modifier. After all, what's the difference between, for example, a basic medium frame, an assault and a logistic? CPU, PG, slot layout, HP and bonuses.
These are all values and this powercore would modify many values (actually, all of them) in order to turn, for example, a basic medium frame into a logistic.
By doing this you actually reduce the number of "unique" models at the simplest state of 3 frames * 4 races.
The great thing is:you can do the same with vehicles!
The assault dropship, the militia dropship and the standard dropship all share the same model: using an "assault dropship power core" would turn a "dropship" into an "assault dropship".
It would also allow the wise Rattati to experiment with "new" roles without actually adding new models or would allow CCP to add new models into the mix which will follow the same principle:
MTACs: one model per race, but different roles
Jet Fighters, MAVs, the possibilities are much wider.
What do you guys say? would it work?
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3184
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Posted - 2015.05.16 14:16:00 -
[2] - Quote
Avallo Kantor wrote: I say it would not work. (With the caveat: Based on what we know now)
The reason the choice was made not to have power cores alter slot layout is because we do not know if that is possible to achieve. The goal here was to make a suggestion within the means we currently have to reduce the number of suits needed in a tiericide situation so that we would not need 'just as many suits'.
What we know can be done:
-Thanks to the SKIN, we know we can add new modules / module types to all suits.
-Thanks to various PG / CPU enhancement equipment we know we can add 0 cost modules that increase PG and CPU.
Combining those two ideas we can get to the concept of the powercore without adding any functionality we aren't aware of / currently does not exist.
The problem with the slot idea, as of now, is that we have no way to -dynamically- alter slot counts except by switching to a new dropsuit object (currently each tier and type of dropsuit is it's own object) Because of that lack of functionality, it is impossible for us as players to suggest ideas that involve such a change without confirmation from CCP.
Given the situation, it would appear, to me, that slots are highly connected to a dropsuit, with no built in way to modify them on the 'fly' (aka without modifying the dropsuit object itself) If this had been possible, they likely would have far less suits in the game, since they could already create a way to have the number of dropsuits (and less) that we are talking about with this idea.
I understand your point, but I'd consider the whole thing logically.
Even if we don't know the code and the scripts in Dust, we can safely assume that all the values listed for a drop suit are variables, numerical values that can be dynamical changed by external factors: think about the HP going down when you get hit. An external factor (in this case a weapon that hits you) directly affects your HP making them go down to a determined value. Same goes for modules: a shield extender directly affects your total HP and your shield recharge delay and considering that slots are also a variable (read a number that can be changed) we can safely assume that a high slot module that gives you a +1 low slot is doable since it affects a variable.
I think the reason why there is not a system like this is simply the same reason why there was no system like the one you and Aero described: also, I'm pretty sure that Rattati was/is focused on other aspects of the game (like, for example, why does lag facility lag?)...
After all, we'd just have to ask if it is doable or not, right? *waiting for Rattati*
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3184
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Posted - 2015.05.16 14:25:00 -
[3] - Quote
Breakin Stuff wrote:Already been confirmed that dynamic activation of slots is impossible. Has to do with how the code is set up.
I suggested that months ago.
Oh, that sound strange...do you remember in which thread it has been said?
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3186
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Posted - 2015.05.16 14:48:00 -
[4] - Quote
Breakin Stuff wrote: I also note that when information is actually shared, a response of "I refuse to believe that" is not an uncommon response.
Thank you all of the asshats doing this so I have to use a pair of pliers and a blowtorch to extract even basic information from people.
I'm not saying I refuse to believe that, I was simply looking for more information on why it shouldn't be doable. A technical answer, if you prefer, because it *should* work, for what I know about scripting. And if it doesn't I'd love to know why, since I'm the kind of person that loves to learn new things.
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3188
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Posted - 2015.05.17 12:29:00 -
[5] - Quote
Megaman Trigger wrote:DeathwindRising wrote:dont forget to do it to the vehicles as well
EDIT: are there any other cases of multiple unique assets that we could cut down in a similar way? weapons for example?
how many weapons and variants are there total? Sorry if someone already replied to this but, I think weapons would also be doable in a similar way. Rather than a power core, it could be an ammunition type with each tier capable of greater damage than the previous but at an increase to financial and fitting costs. It could also open the way for new ammo types, such as smoke or low-yield flux rounds for the MD.
The only thing I could think about when reading this is a subsystem.
Just like in other games where you customize, for example, sights, grips, ammo capacity etc, there could be a subsystem that improves your weapon's tier from STD to PRO, cutting down the thousands tiers of weapons we have.
And I'd add, always if it is doable, to do something similar to my idea here, where all the variants with the same model (Breach Assault Rifle, Burst Assault Rifle, Assault Rifle, Tactical Assault Rifle) actually share only one model, and the modifier (i.e. the subsystem for weapons) goes modify the values of that weapon in order to turn a STD assault rifle in a PRO Burst Assault Rifle.
This would dramatically cut down the number of weapon models from thousands to 19.
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3188
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Posted - 2015.05.17 12:33:00 -
[6] - Quote
Joel II X wrote:xxwhitedevilxx M wrote:Megaman Trigger wrote:DeathwindRising wrote:dont forget to do it to the vehicles as well
EDIT: are there any other cases of multiple unique assets that we could cut down in a similar way? weapons for example?
how many weapons and variants are there total? Sorry if someone already replied to this but, I think weapons would also be doable in a similar way. Rather than a power core, it could be an ammunition type with each tier capable of greater damage than the previous but at an increase to financial and fitting costs. It could also open the way for new ammo types, such as smoke or low-yield flux rounds for the MD. The only thing I could think about when reading this is a subsystem. Just like in other games where you customize, for example, sights, grips, ammo capacity etc, there could be a subsystem that improves your weapon's tier from STD to PRO, cutting down the thousands tiers of weapons we have. And I'd add, always if it is doable, to do something similar to my idea here, where all the variants with the same model (Breach Assault Rifle, Burst Assault Rifle, Assault Rifle, Tactical Assault Rifle) actually share only one model, and the modifier (i.e. the subsystem for weapons) goes modify the values of that weapon in order to turn a STD assault rifle in a PRO Burst Assault Rifle. This would dramatically cut down the number of weapon models from thousands to 19. Weapon customization would take a long while to implement since it needs a new UI.
unfortunately, you're totally right...
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3192
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Posted - 2015.05.17 23:40:00 -
[7] - Quote
Iron Wolf Saber wrote:Maken Tosch wrote:Aero Yassavi wrote:NextDark Knight wrote:Question being does this help inventory system or the actual game engine while playing?
Because aren't we just going to reuse all the same models we already have in the game. Most of them are just reskins right? Problem is for whatever silly reason Old CCP designed this game such that say an Assault C-1, Neo Assault C-1, and Assault C/1-Series all are viewed by the game as a unique object despite having the exact same character model. So yes, reducing the number of suits and replacing them by mods will definitely help. That irks the hell out of me because it only shows how little thought CCP gave to the system when they first launched the game. But I'm gonna stop complaining about that as that won't change the past. But at the very least I look forward to seeing what CCP Rattati comes up with since now we know he's doing some spreadsheet stuff related to the OP. I honestly don't have much concern over the APEX and Officer suits as well since those are just very few suits compared to the number of redundant suits your proposal eliminates. yup just better to start fixing it now.
IWS, since you're here and since it has been told me to talk to a CPM, would you please have a read at my proposal a few pages back and tell me/ask if it is doable? and, pretty please, if it isn't would you ask why (simple curiosity, since I'm studying Game Design)?
Guinea Dust Bunnies are watching you, CCP Rouge.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3192
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Posted - 2015.05.18 00:42:00 -
[8] - Quote
Maken Tosch wrote:Aero Yassavi wrote:Nocturnal Soul wrote:Aero Yassavi wrote:Interesting thought, power cores should be able to affect other stats as well besides just fitting space. Also the role skill would apply to the core not the suit (or at least should). This would open the door to class variation (Type 1 Type 2) as well as perhaps sub classes or such (Pirate power cores with the correctly themed pirate skill bonuses for instance). One step at a time. I know all the cliches, but I wasn't to dream. As long as the developers are focused. Emphasis on just "Focused" instead "Laser Focused".
ha! I Knew it!
btw, I didn't know Pretorian resigned from CCP Last year...he was the "Laser Focused" man, for those who didn't know.
Guinea Dust Bunnies are watching you, CCP Rouge.
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