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[Veteran_Noc Tempre]
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Posted - 2012.06.18 17:03:00 -
[31] - Quote
The Plaid Oranguntan wrote:Templar Two wrote:I think weapon customization could really bring Dust 514 to new levels. Weapons now are all pre-made and balanced by CCP but with a system "fitting" for weapons we could truly personalize our guns much like we do with vehicles and Dropsuits.
Dust 514 now lives on Skill : the more skills you have the better you are and the more option you have. I understand the necessity of skills like accuracy, faster reload, carry more weight, but having something like a "damage bonus" from Skill is terrible. Better Skills, which are the result of experience, can increase the effectiveness of how you handle weapons (accuracy, reload speed, ect...) but it's no like a 50cal bullets deals more damage thanks to my skill: I can be more accurate, and so maximize the effectiveness of bullets, but my skill can't alter the physical the proprieties of the bullet...my skills can't turn steel bullets into diamond bullets to make them more devastating.
Also Skills gives us access to higher weapon tiers but with fitting this limitation would disappear; really why do we need a skill use a better Scope or a burst LAR? Why can't i just buy the better scope and put it on my Militia Sniper Rifler. Do you want a LAR wiht burst mode: buy a mod and fit it in your LAR, not skill up to use a pre-made model. Do you want a more stable LAR: buy a better barrel, a tripod, a stabilization module...a nice combo with to the accuracy skill IMO. Do you want more bullets in your MAG: buy bigger mag not upgrade a skill. Do you want you gun to fire faster, to have a higher muzzle velocity: buy a new "bullet propulsion system", a mod.
Surely we would need skills to use each weapon, want to use a HMG you must be skilled/trained for that, but we should not have skills to simply access variants/tiers of the same weapon.
Share you thoughts. the problem with this would be that it would eliminate the need to buy beter guns... who needs to spend money to get a good AR if i can just pimp out my militia AR
Well eventually you'd want to pimp out the best gun no? Anyhow, I imagine militia gear would not be capable of any modifications in general.
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[Veteran_Templar Two]
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Posted - 2012.06.18 17:06:00 -
[32] - Quote
^^^ I imagine that with Script there won't be a militia/advanced/prototype weapon/vehicle division anymore but simply a Gallente, Minmantar, Caldari, Amarr version for each weapon/vehicle. We still would have militia/advance/prototype but for scripts.
Skills requirement to get access to those scrips: not sure. Needing skills to access vehicles is a must have: knowing/learning how to pilot a vehicle is definitely something that needs training/skills...training to buy a script (have better scope) for the weapon you already have trained for is silly.
Surely the focus then would shift a bit more towards money but it could be for the best: want better scripts you have to earn more not just relay on skill level. Also this could solve some balance issue between veterans and newcomers that lately has emerged: money don't increase with time unless you play, skill level instead do increase even if you stop playing.
Could script be extended to Dropsuits by the way, or it would be too much? |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 17:36:00 -
[33] - Quote
Could you add your thoughts on the script system to Nova's thread so ideas on how it may work can stay consolidated? |
[Veteran_D-PARK]
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Posted - 2012.06.18 19:22:00 -
[34] - Quote
When I originally floated the idea of scripts for weapons I had a couple of things in the back of my mind about script slots and racial variants (when they arrive).
- Weapons made available by greater skill would have more script slots. As your skill improved what you could buy would be a weapon that was more customizable and more expensive but with the corresponding drawbacks. The fiction would be that greater experience gave you the skills to do the customization.
- Scripts would not change the damage type of the weapon so a weapon that did explosive damage would not be able to do heat damage by adding a script. Here the idea is that there are some things that are fundamental to the design of the weapon. You might be able to increase the number of charges in the magazine but the damage done by each charge would be less because the weapon's total energy would stay the same.
If the game ever expands to "Tech II" weapons it might have things like multiple damage types incorporated or even the Tech III "build a weapon from multiple subsystems" approach. The idea being that there are options mapped out in EVE that, with careful adaptation to DUST 514, could provide a road map for a long -- player centered -- future.
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[Veteran_Avinash Decker]
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Posted - 2012.06.18 19:51:00 -
[35] - Quote
D-PARK wrote:When I originally floated the idea of scripts for weapons I had a couple of things in the back of my mind about script slots and racial variants (when they arrive).
- Weapons made available by greater skill would have more script slots. As your skill improved what you could buy would be a weapon that was more customizable and more expensive but with the corresponding drawbacks. The fiction would be that greater experience gave you the skills to do the customization.
- Scripts would not change the damage type of the weapon so a weapon that did explosive damage would not be able to do heat damage by adding a script. Here the idea is that there are some things that are fundamental to the design of the weapon. You might be able to increase the number of charges in the magazine but the damage done by each charge would be less because the weapon's total energy would stay the same.
If the game ever expands to "Tech II" weapons it might have things like multiple damage types incorporated or even the Tech III "build a weapon from multiple subsystems" approach. The idea being that there are options mapped out in EVE that, with careful adaptation to DUST 514, could provide a road map for a long -- player centered -- future.
Isn't CCP trying to get rid of tiers in Eve online? community.eveonline.com/devblog.asp?a=blog&nbid=9129 . Anyway I do agree we should have more options in customizing our weapons , but i think they could change the models in the weapons so they won't look identical. |
[Veteran_Templar Two]
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Posted - 2012.06.18 19:51:00 -
[36] - Quote
Noc Tempre wrote: Could you add your thoughts on the script system to Nova's thread so ideas on how it may work can stay consolidated?
Done pal. |
[Veteran_DrizzCat Sarum]
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Posted - 2012.06.18 21:57:00 -
[37] - Quote
Baron Rittmeister wrote: I could also say the same for the dropsuits- are the caldari the only people who use assault dropsuits?
As far as I know there will be racial versions of all Armor types - But since this is just a beta test it's more get an example of each one working before you start making it all look pretty and different for each empire
They will be adding the rest of it after the balance is achived - there should only be look differences and no real change between the armor types.
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[Veteran_NikNak Trhanhm]
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Posted - 2012.06.19 04:38:00 -
[38] - Quote
I actually address this when I posted my first response with bugs and suggestions. I think there should be a new tab for attachments and that each gun should have its own fittings wheel, CPU and PG. The attachments would need to be bought in bulk, just like everything else, but probably have to be super cheap. Attachments SHOULDN'T require skills, but maybe an Engineering/Weaponry subskill that encompasses all attachments could be implemented to reduce CPU/PG need of each piece.
Things I wouldn't want to see include weapon coloration and attachments without penalties for using multiples. |
[Veteran_NikNak Trhanhm]
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Posted - 2012.06.19 04:47:00 -
[39] - Quote
DrizzCat Sarum wrote: They will be adding the rest of it after the balance is achived - there should only be look differences and no real change between the armor types.
Disagree. In EvE, the ships and items all have slightly/very different stats with different strengths and weaknesses depending on the racial developer. Gallente focuses more on armor while Caldari focuses on shielding, and their ships and weapons reflect those preferences in races engineering. The same should be said for dropsuits, weapons, etc. in Dust 514, and already is. Take the vehicles, for example. They don't just look different, but function differently as well. If you want to manage your shields, you train in and purchase the Caldari LAV; or if you'd rather be able to take a beating and repair your hull, you go with Gallente designs.
There's a reason Popeye's fried chicken doesn't taste like KFC -- it's a different recipe. |
[Veteran_Baron Rittmeister]
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Posted - 2012.06.19 05:29:00 -
[40] - Quote
I know it's a beta and we're only getting a taste of what's to come, but I want the debate to already be on the floor so the devs can have a fresh set of ideas already at their disposal well before the game launches. Perhaps some of our thoughts may make it into the game by launch, who knows. The point is for us all to have a logical debate about how the awesome customization of the game could be taken to a deeper level and give a more rewarding experience to the players that are willing to work for it.
I still like the idea of a seperate fitting screen for the weapon, but I kind of think that would be a lot of extra work for the devs and having more models based on race that at the very least look different but hopefully perform slightly different would be more manageable. |
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[Veteran_Zyr3x The Destroyer]
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Posted - 2012.06.19 08:45:00 -
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Good Idea just don't make it like any other FPS e.g. Weapon camo's (Not needed). Maybe make a different design for each gun to make thier them look different because all the guns just look the same.
For example:
Milita assault rifle - why not make it look cheap because that gun only costs 720 isk per unit
whilst more higher class guns look more unqiue and have better attachments such as better scopes or red dot sights |
[Veteran_Templar Two]
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Posted - 2012.06.19 08:59:00 -
[42] - Quote
CCP, guys/gals, in particular. I have a further addition to my previous points but I have posted it already on the Scripts thread.
Noc Tempre & Nova Knife sadly this thread seem to be much more followed than the Script one, and so it might have more chances to get CCP attention: it could be more piratical if I post here as well.
What should I do? |
[Veteran_Noc Tempre]
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Posted - 2012.06.19 13:08:00 -
[43] - Quote
Keep both alive I guess. This thread seems to be doing a good job of outlining what weapon mods should cover, while the scripts thread is trying to hammer out a potential solution. Room for both discussions I would say. |
[Veteran_Baron Rittmeister]
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Posted - 2012.06.19 13:14:00 -
[44] - Quote
There's definitely room for both. I get the general idea of the scripts, but I'm not an eve player so it's kind of a weird concept to me and completely foreign to others. I was just trying to throw out possibilities for other players to piggyback on. |
[Veteran_Moorian Flav]
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Posted - 2012.06.19 13:40:00 -
[45] - Quote
To not interrupt with weapon related skills provided in the skill tree yet provide greater customization, weapon mods should be reserved for such things as scopes, sliencer/muzzel, extended mags, better coolant (to keep from overheating as easily), different rounds (depending on the type of gun to affect usage but not actual power), and possibly even attachments. In short, actual physical modifications to the weapon. If there are mods that greatly increase handling, accuracy, fire rate, or power then that would defeat the purpose of buying different tier weapons at all. The weapon mods should only be slight tweaks to performance but also change the weapon visually. I know some think that is stupid but slight tweaks mean a lot to some. Plus, several slight tweaks together may add to a very favorable result. To unlock weapon mods should require skills in the skill tree and sometimes (depending upon the mod) require more output from the dropsuit being used. Allowing more diverse weapons alone would solve the want for more diverse weapons in the short term but I think it would increase market activity to have an overall set of diverse mods to customize the current list of weapons. |
[Veteran_Templar Two]
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Posted - 2012.06.19 14:26:00 -
[46] - Quote
Ok here it is:
With parts/scripts we would remove the need of tiers for weapons/vehciles. (dropsuits needs different approach) We still would need a skill to use/access each vehicle/dropsuit/vehicle but honestly advanced/prototype tiers now are simply customized/scripted version of the Militia one: they are the same weapon, also visually identical, and just have different stats. INSTEAD IF advanced/prototype become new weapons/vehicles from the same race, I will understand the need of skills to USE them.
Parts/scripts can change may things of a weapon/vehicle/dropsuit (ROF, Muzzle velocity and so damage, etc...) but they can't go beyond the "hardware limitations": we can't turn a AR into a Sniper Rifle, there are limits. Now, due to this "hardware limitation" it's plausible to think that each race produces many different models of the same weapons/drsopsuits/vehicles and not just one. Gallente might have 3 SMG models each having a unique model/look and unique parts/scripts. -Militia Gallente SMG might not have access to all the possible parts/scripts, it will have all the basic parts/scripts (Muzzle vel/damage, ROF, Scopes, Stabilization,etc...), but it would have no access to the Advanced Gallente SMG parts/scripts which could be underbarrel, ammo type Scripts.
So, in short, two systems:
- 1 model for each weapon/vehicle for each race complemented with militia/advanced/prototype parts/scripts, but no need to train to use parts/scripts.
Do I need to train to use a mercury bullet, a bigger mag, have a better scope on the weapon I have already trained for? Do I need a skill to have a fester/better engine for my vehicle? NO! CCP would need to re-design their skill list to accommodate this change though.
- Advanced/Prototype tiers now become different weapons/vehicles altogether from each race whit unique parts/scripts and needing to train to use each new weapon/vehicle.
Do I need to train to use effectively a completely different AR? Yes, because even if it is always an AR, it's also physically different. CCP simply add a new weapon/vehicle & keeps the skill requirement which would be used for them instead that tiers.
THE FOLLOWING PART HAS BEEN EDITED (2 times)
Here's potential list of Militia/advanced/Protoype parts/scripts. Militia parts/scripts for could be:
- Militia Damage
25% more damage using parts/scripts: this takes the place of damage bonus from skills. Same in case of vehicles: parts or scripts that increase damage by 25%. ---The 25% bonus is the value that now CCP gives to the weapon skill bonus---
- Militia Rate Of Fire -Trade a less Dmg
Easily achievable with a fire selector part/script.
- Militia Vision.
Scopes, Sights, Laser SIghts, etc...you either buy a new scope/sight or simply use a script that changes the magnification/reticule. (magnification would pass from 2x to 4x max)
- Militia Vehicle Speed
Faster/more powerful engines for HAV & LAV, better afterburners for Dropsuits & Fighters or simply scripts that optimize the performance of engines.
Using this same approach the Adavnced parts/scripts could be:
- Advanced Damage -Trade off: higher recoil --Trade off for vehicles: lower fire rate, faster overheat.
You can use special ammo or buy a script that gives you: mercury bullets that pass through objects (no shields), acid grenades, corrosive shotgun rounds, etc.. Or have 15% more damage with forge guns & sniper rifles. For vehicles you get: new cannons, turrets, lock-on & anti-vehicle missiles (fighters). -Can't be sued with Militia Damage.
- Advanced Rate Of Fire Trade off: even less damage than militia ROF.
You can switch back and forth from the two ROF...it does not apply to vehicles and simply cost more then Militia ROF.
- Advanced Stabilization.
Buy a part/script that reduces recoil. -Can't be used with Advanced Damage.
- Advanced Underbarrel -Available only for AR & Sniper rifle.
Buy a specific underbarrel attachment: grenade launcher, shotgun, tripod, etc...scripts I fear can't get us these things.
- Advanced Vision. -Available only for Sniper Rifles.
Scope that gives far more magnification 12x -Can't be used with Militia Vision
- Advanced Magazine.
Bigger magazine. -Can't be sued with Advanced Damage.
- Advanced Barrel
Suppressors, flash suppressors (not sure if script can get a gun to do the same) -Can't be used with Advance Damage but stackable with Militia Damage.
- Advanced Vehicle Mobility
New set of: caterpillars for HAV, reinforced tyres for LAV, hoover burner for fighters, special parts for naval combat ??? -Can't be sued with Militia Vehicle Speed
Some ideas of Protoype parts/scripts:
- Prototype Damage -Trade off: limited ammo, low ROF, available for some weapons only.
Explosive bullets, disintegration grenades, etc -Can't be used with Militia/Advanced Damage.
- Prototype Vision. -This could be a Dropsuit part/script because it more about helmets.
X-ray vision, night vision, thermal vision (excellent against stealth cloak), tag vision etc... -Can't be used with Advanced Vision.
- Prototype Underbarrel.
Flamethrowers, repair/healing ray -Can't be sued with Advanced Underbarrel
- Prototype Vehicle Technology.
Stealth Cloak for Dropships & fighters -Can't be used with Militia Vehicle Speed & Advanced Vehicle Mobility.
These are all debatable, are all my guesses, but it's just to exemplify the part/script customization. Cost are of course exponential. |
[Veteran_Noc Tempre]
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Posted - 2012.06.19 15:03:00 -
[47] - Quote
Another thing to remember is weapon modifications should always be a give and take proposition. You want more range, you give something else up. Effective DPS should stay constant, how you apply it should be tunable so the player can eek the most performance out of a weapon using their best advantages, at the cost of accentuating their disadvantages. Rule of thumb should be if it is similar enough to use the same model, use a script instead. I would imagine higher tier weapons would still exist, but they can take more scripts, and to use another EVE concept, calibration points. I guess what I'm saying is roll rigs, ammo, scripts, and subsytems into one tight package for DUST. Furthermore, faction items (AUR purchases) can retain the minor penalty of less calibration in exchange for the lower fitting. The more it changes the weapon, the more calibration it costs, but the effective DPS should stay the same. I am careful to say effective, because if the accuracy goes lower, the raw DPS can fairly be higher, turning it into a more CQC focused weapon which costs damage on the approach, all evens out. Turning an SMG into a gun that can reach out and touch you would probably cost all of its calibration, while turning it into an assault or breach variant would be a moderate modification, and changing the sight would be minor. |
[Veteran_Templar Two]
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Posted - 2012.06.19 15:49:00 -
[48] - Quote
I edited the previous posts with more ideas and better balance (IMO)...give it a look.
Noc I have already balanced scripts/parts in a way I think is classical to FPS. Sill nothing of what I said must be considered a rule or good for everyone. What's DPS? |
[Veteran_Noc Tempre]
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Posted - 2012.06.19 16:15:00 -
[49] - Quote
Templar Two wrote:I edited the previous posts with more ideas and better balance (IMO)...give it a look.
Noc I have already balanced scripts/parts in a way I think is classical to FPS. Sill nothing of what I said must be considered a rule or good for everyone. What's DPS?
Damage per second. I am disagreeing that scripts should be used to make a weapon significantly more powerful or drastically change their role. The more classic and obvious upgrade path could be more palpable however.
It would be my preference to see "add X, lose Y and Z" style scripts. That way it is a conscious tradeoff to specialize your weapon for a role, and if you stretch it too far you might wonder why you didn't just go with the tool designed to work that way from the get go. Compare mirco-carbines and SMGs for example. At some point you have to wonder if the using the same AR-15 receiver is really the best way to get the performance you are looking for. |
[Veteran_Templar Two]
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Posted - 2012.06.19 16:22:00 -
[50] - Quote
^^^ What do you mean? Can you make and example with one of the parts/scripts I used?
EDIT I have already added some trade offs: there are parts/scripts that has "add X, lose Y and Z" Also there are scripts/parts that say "this can't be sued with that" |
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[Veteran_Noc Tempre]
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Posted - 2012.06.19 16:37:00 -
[51] - Quote
Here's an example, more to come later:
Basic Expanded Ammo Script: Requires Ammo Scripts I (requires weaponsmith I [electronics III, weaponry III]) Magazine +50% Reload Speed +100% Recoil +10% Calibration: 150
More ammo for those who forget to reload. This modification unbalances the weapon, making it more difficult to swap magazines and interfering with the recoil damps. Ammo Scripts V would take the penalties down to +50% and +5%.
If a weapon could take two scripts you would get stacking penalties on the positives, but not the negatives.
Basic Breach Modification Script: Requires Weaponsmith II (requires electronics III, weaponry III) Magazine -40% Damage +30% ROF - 50% Recoil +10% Calibration: 200
Reprogram the weapon for stronger shots. This modification requires a slower fire rate to allow the capacitors to reset from the higher loads. No skills diminish the penalties.
If a weapon could take two scripts you would get stacking penalties on the positives, but not the negatives. |
[Veteran_Templar Two]
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Posted - 2012.06.19 16:51:00 -
[52] - Quote
Noc Tempre wrote: Basic Expanded Ammo Script: Requires Ammo Scripts I (requires electronics III, weaponry III) Magazine +50% Reload Speed +100% Recoil +10% Calibration: 150
- There's no correlation between having a bigger mag and recoil penalty.
In real life recoil derives fro the explosion of bullets so it would come form from Damage scripts/parts not Magazine parts/script. Scripts/parts must consider that.
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[Veteran_Noc Tempre]
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Posted - 2012.06.19 16:57:00 -
[53] - Quote
Templar Two wrote:Noc Tempre wrote: Basic Expanded Ammo Script: Requires Ammo Scripts I (requires electronics III, weaponry III) Magazine +50% Reload Speed +100% Recoil +10% Calibration: 150
- There's no correlation between having a bigger mag and recoil penalty.
In real life recoil derives fro the explosion of bullets so it would come form from Damage scripts/parts not Magazine parts/script.
Remember reload speed positive affect is a penalty (takes more time). I'm not saying these are balanced, just giving you an idea of how such things would work. Scripts modify the blueprint, so you can get minor physical changes. This saves necessitating two systems. |
[Veteran_Templar Two]
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Posted - 2012.06.19 17:23:00 -
[54] - Quote
Noc Tempre wrote: Basic Breach Modification Script: Requires Weaponsmith II (requires electronics III, weaponry III) Magazine -40% Damage +30% ROF - 50% Recoil +10% Calibration: 200
We now get 25% damage with Skills but no penalty: you instead add penalties to the Skill CCP gave us. My Militia Damage instead simply gives us 25% more dame with no penalty. As you can see I mad so that damage boost no longer comes from Skills (which was silly) but comes from arts/scripts. By the way weapon proficiency dmg bonus should also be given by a script/part.
My Advanced Damage script/part instead gives us a different ammunition, no damage boost. -Each ammo type will have a damage output set by CCP: Mercury bullets for AR will might still deal 30hp (the damage Militia AR bullets do now) but have the capacity to penetrate objects. -Advanced Damage already has a trade off: higher recoil...I didn't set a percentage because that' CCP's job. -Also Advanced Damage can't be used with: Militia Damage, Advanced Magazine, Advanced Stabilization, Advanced Barrel & Prototype Damage.
Using a Weapon Fitting system like for Dropsusits or vehicles parts/scripts exclude each other since you can fit only one part/scrip in each slot. Better/different/racial weapons might have more slots, unique slots or unique scripts/parts so to give us more variety and more option, but the system would remain unchanged.
P.S. You have added skill requisites to sue parts/scripts, which is exactly what I don't want , BUT using Weaponry & Electronics makes sense. |
[Veteran_Noc Tempre]
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Posted - 2012.06.19 17:43:00 -
[55] - Quote
Look at the breach assault rifle. It trades ROF for damage. Same principle, just saying the breach would not exist as a separate gun. Scripts could be their own tree, like rigs in EVE. Weaponsmith ~ Jury Rigging. Keying off electronics and weaponry to train level 1 seems fair, but again completely open to interpretation. The percentages are just to get across the idea that penalties cannot be trivial compared to the benefits.
Basic Tactical Modification Script: Requires Weaponsmith II (requires electronics III, weaponry III) Zoom +50% Range +100% Firemode - set to semi-auto Damage -20% ROF -20% Calibration: 200
Reprogram the weapon for longer shots. This CPU cannot handle the automatic fire control with the extra long range calculations. No skills diminish the penalties.
If a weapon could take two scripts you would get stacking penalties on the positives, but not the negatives.
Basic Suppression Modification Script: Requires Acoustics Scripts I (requires weaponsmith I [electronics III, weaponry III]) Noise -70% Range -50% ROF -10% Calibration: 100
Reprogram the weapon for quieter operation. Using the different mechanisms to actively cancel each other limits the frequency the weapon can fire and the time spent accelerating the projectile. Acoustics V reduces the penalties to -25% range and -5% ROF.
If a weapon could take two scripts you would get stacking penalties on the positives, but not the negatives. |
[Veteran_Templar Two]
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Posted - 2012.06.19 18:10:00 -
[56] - Quote
All scripts & trade off values needs to be discussed with CCP and by the community, but you are making a clear point.
My only concern is that Scripts should not change too many attributes otherwise we loose variety. Scripts that re-purpose weapons entire are basically the tiers we have now: our goal with scripts/customization is to get away from that. |
[Veteran_Chao Wolf]
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Posted - 2012.06.19 19:40:00 -
[57] - Quote
1st we could keep the tier weapons and vehicles but the the main difference for the different tiers would be customizion example militia gear no customizion but the top tier say prototype gear would be fully customizable pros and cons
Pro being able to make ur gear what u want
Con say for weapons mod their CPU and pg requirements aquardinaly
2nd since ccp likes this to be skill based have skills for each teir of weapon or vehicles mod which would actually add a team role of say mechanic (the player that can make amazing weapons and vehicles) but the merc using it would still need a high enough lvl to use it say militia ar or advanced ar and so on pros and cons
Pro we still get our customizion ccp gets to keep things skill based
Con more time add to getting "maxed out" |
[Veteran_Noc Tempre]
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Posted - 2012.06.19 19:56:00 -
[58] - Quote
Chao Wolf wrote:1st we could keep the tier weapons and vehicles but the the main difference for the different tiers would be customizion example militia gear no customizion but the top tier say prototype gear would be fully customizable pros and cons
Pro being able to make ur gear what u want
Con say for weapons mod their CPU and pg requirements aquardinaly
2nd since ccp likes this to be skill based have skills for each teir of weapon or vehicles mod which would actually add a team role of say mechanic (the player that can make amazing weapons and vehicles) but the merc using it would still need a high enough lvl to use it say militia ar or advanced ar and so on pros and cons
Pro we still get our customizion ccp gets to keep things skill based
Con more time add to getting "maxed out"
I like the way you think. Just like a corp can rig ships for people who can't, you could have an armorer to tune weapons for the corp. More things to do besides shooting is win. I forgot to add that some scripts could use CPU/PG as advantages/penalties instead of all direct combat based. In fact that is a better way to handle skills reducing the drawbacks, only affecting the fitting penalties. Makes balancing easier for different skill levels. |
[Veteran_Moorian Flav]
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Posted - 2012.06.20 04:07:00 -
[59] - Quote
Moorian Flav wrote:To not interrupt with weapon related skills provided in the skill tree yet provide greater customization, weapon mods should be reserved for such things as scopes, sliencer/muzzel, extended mags, better coolant (to keep from overheating as easily), different rounds (depending on the type of gun to affect usage but not actual power), and possibly even attachments. In short, actual physical modifications to the weapon. If there are mods that greatly increase handling, accuracy, fire rate, or power then that would defeat the purpose of buying different tier weapons at all. The weapon mods should only be slight tweaks to performance but also change the weapon visually. I know some think that is stupid but slight tweaks mean a lot to some. Plus, several slight tweaks together may add to a very favorable result. To unlock weapon mods should require skills in the skill tree and sometimes (depending upon the mod) require more output from the dropsuit being used. Allowing more diverse weapons alone would solve the want for more diverse weapons in the short term but I think it would increase market activity to have an overall set of diverse mods to customize the current list of weapons.
I like my suggestion above better than scripts. Alot of people already think the game is very complicated and this would further that. What I suggested wouldn't cause as big a change to the UI, would add weapon customizations with slight tweaks, but not be so overpowerful to make the current weapon list mute as you could drastically change a weapon to replace another using scripts. |
[Veteran_Templar Two]
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Posted - 2012.06.20 06:56:00 -
[60] - Quote
Chao Wolf Advanced/prototype tiers now are simply Scripted version of Militia: if we keep tiers we don't get customization. Really I have spent hours for nothing if you din't read this.
Moorian Yes, I agree. I now understand how scripts works but are not exactly simple as mods in Crysis 2, Future Soldier, PlanetSide 2. Those type of customization are very easy to understand for any average FPS player but Scripts do the same but far more complicated to understand I spoke with a EVE and he told me that sadly UI in EVE makes things more complicated than they are. In this sense, and for a FPS, a less intricate UI is a better UI. |
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