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[Veteran_Baron Rittmeister]
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Posted - 2012.06.16 22:08:00 -
[1] - Quote
Now I know that dust has an amazing level of customization, which I absolutely love. My only issue is it only pertains to the loadout and none to the weapon. I know you're trying to do something different here, but when you look at popular games with lots of customization ( ie battlefield 3, Ghost Recon, even CoD) the weapons themselves have lots of fun and interesting options that make it more than just choosing a weapon. It doesn't have to be a deep system, I just thought it would be interesting to have a system where you can customize the weapon on top of your loadout. With your futuristic theme, you would have nearly limitless possibilities where you could go with this idea. Just a thought. |
[Veteran_Noah Om]
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Posted - 2012.06.16 22:16:00 -
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I agree, especially with different weapon scopes. The current assault rifle scope is difficult to use. I like the scope from the E3 2011 Video.
Also, I would like to see where they could go if they brought in a weapon customization feature similar to the new Tom Clancy's Ghost Recon game(on a side-note, I know this is not supposed to be a normal fps-I'm just stating a comparison). Maybe where you can practically take the model from the store and rebuild it from the ground-up? As someone else said on a similar post, they could put weapon customization in as a AUR purchase. I would definitely pay for that honestly. |
[Veteran_Baron Rittmeister]
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Posted - 2012.06.17 01:26:00 -
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thnx. Like has already been stated, I know it's supposed to be different from the typical shooter, that doesn't mean it can't have some similarities- especially if they're some of the most successful ones. All shooters have a way to silence the weapon and stay off the minimap, it would be awesome to have a futuristic way to do this along with all the other neat ways to enhance the weapon and make it feel personalized. |
[Veteran_Chao Wolf]
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Posted - 2012.06.17 01:40:00 -
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Agreed |
[Veteran_Templar Two]
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Posted - 2012.06.18 09:53:00 -
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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. |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.18 10:20:00 -
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In eve this would be a T3 ship. These ships have a massive custom build feature and would be awsome to see T3 guns make it into later builds some time down the road. I hope if they do do this they aint so easy to come by and are nice and expensive. |
[Veteran_Tuurn Wolfe]
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Posted - 2012.06.18 10:31:00 -
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The truth of this for me is that I'm extremely torn. I know that it seems like a simple thing to ask, but because of the current setup, it would be a big undertaking to add customizable weapons. The best way to accomplish this in my opinion is by adding different tons of different guns. Offer different variations of the same gun in the market. I know it seems tedious, but when considering the game as it is so far, it seems the best option.
Think of it this way- you have Gallente Assault Rifle ranked to level II (we should assume the skills will break down that much in the final release). You can use the Roden Hybrid Rifle as your best weapon. You buy 10 Roden Hybrid Rifle DMR Variants for your Scout loadout, which has a scope and deals 2 extra damage due to a longer barrel. You also buy 15 Roden Hybrid Rifle AC Variants which have no scope but higher RoF, for your Assault loadout.
Basically, as much fun as customizing weapons is, I know that it's just not going to happen in this game. The above solution is as close as I can come to in a proposal that gets the same effect on the battlefield without adding a whole new mechanic to the game.
Don't get me wrong, though. I would LOVE to see the system that you requested. This is just the next best thing and a little more likely for the devs to go for. |
[Veteran_Gacius Ikoa]
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Posted - 2012.06.18 10:33:00 -
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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 thing is that because this game has its roots firmly planted in EvE Online skills are law. I think the skills work very well. But at the same time I would like the ability to remove and replace the rifles sights. I hate red dot sights with a passion. Its Iron Sights or nothing for me.
The skills for increased range works and so does the Rapid Reload skill, because they are based on actionable skills. But I think the only way to increase weapon damage is to buy better guns.
Caldari State for life... |
[Veteran_Trevak Shi]
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Posted - 2012.06.18 11:54:00 -
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I know this particular thread has been going for some time and there are a number of opinions out there dependent upon the experience of he player and their preference.
The use of the skill trees to access better weapons I agree with their implementation due to the Dusters being in the EVE universe. Since this game is set in the far future, there is the plausibility factor that yes, the suit and your skills could determine and adjust your damage since most of the weapons are of a make and style that could be dependent upon ones ability to optimize the link between suit, player, and their gear. Yet in the same note, not to be able to optimize and kit your weapon seems very inhuman.
We as human beings, and these players in this universe are supposed to be "human, " we have a propensity to like to modify and tweak our gear to our specific needs. Now in the EVE universe, this is mainly done through one's fitting of their ship, and in the DUST side of life there it is done through the fitting of modules to your suit. Yet not everyone is going to only customize their interaction in the field with modifications to their suit, this would also happen with the weapons.
I can reasonable find that certain weapons would allow more or less levels of customization and as I have mentioned in other posts, could expand the player driven economy through the introduction of new combat hardened designs and their designers (i.e., what does a DUSTER do when they retire, that is if they do since they are immortal?). I can see additional grips for better and tighter disbursement patterns, better scopes, definitely silencers of some sort, changing of magazine sizes for better combat effectiveness, even changing the basic composition and make of the weapon to allow it to fit different roles (more maneuverability, better long range accuracy, etc.). This would in turn affect the overall drain and taxation of the weapon on the suit (i.e., the weapons could have their own slots and available configurations in relation to their make and model).
This would add issues of balancing to the weapons and an additional headache to CCP, yet this could add more dimension to the game and the community that is being brought into the EVE/DUST universe. This is something that can not be implemented over night and we have yet to really see the implementation of the racially based equipment, which I am sure CCP will do as it would coincide with their current incarnation and enactment of the EVE universe.
I try to keep in mind that this is still a work in progress, but it is nice of us to put together this "wish list" of sorts. What I would like to see is a party/squad pre-match lobby system before anything else along with a more active compass on the hud, not just on the mini-map, a way to know who the hell is talking on a match, and the possibility of a proximity detection for grenades. I guess we will have to wait and see. |
[Veteran_Templar Two]
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Posted - 2012.06.18 12:00:00 -
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What I propose is feasible, adds more variety and give players more freedom. You say Dust 514 follows the rules of EVE, well that's the problem: is that EVE is a "ship based" game, we here instead use guns...you can't apply the rules of ships to Guns. In EVE full customization of you ship would be a nightmare: customizing every part/component of your ship form the tiniest to the biggest is simply unfeasible. Guns are are simpler. The OP suggest customization like in Ghost Recon Future Soldier and we could have that exactly because of this simplicity.
Guns in Dust could be organized in slots: barrel, trigger, magazine, sight/scope, underbarrel, butt, bullet propulsion system (if you find a better name for this please tell me), stabilizer, selective fire mod. Instead than buying tiers/variations/pre-made weapons we would have to buy these parts to fit the slot of the gun. Do you want a more powerful Shotgun, well don't skill up to sue better tier, simply buy upgrades that give more damage: barrel & bullet propulsion system for example. Do you want a AR that fires in bursts: buy a fire selector mod. Tier variety would not disappear because we would have Militia/Advanced/Prototype version fo each barrel, scope, mod, etc... I want a super scope with 12X magnification: I buy Prototype Scopes. Also each upgrade should change the appearance of the weapon.
Really guys/gals ask yourself this: does a mercenary need a skill to use a better scope? The answer can only be NO!
Also we now have only 1 Gallente AR but what will when we get the Caldari, Amarr, Minmantar ones? Will we have 7 tiers of AR for each race, 7 variations that differs only in stats while the look is identical? Wouldn't be simple to have 1 racial version for each rifle that we can customize?! Also each race might have upgrades others don't have. I am not familial with the Races in EVE but the most technologically advanced race might have better bullet propulsion system(magnetic), another might have underbarrel attachments (grenade launchers), and so on.
It add surely complexity but in a good way. |
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[Veteran_Baron Rittmeister]
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Posted - 2012.06.18 12:47:00 -
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I like all the thoughts here and hope this will draw some of the devs attention. I know they have a lot of plans for expansion of ideas in the future, and I doubt any of this would be implemented by launch. I just feel if they see this then they could figure out how to roll it into the game at a later time when they're not under as much pressure to roll out a finished product within a deadline.
I feel two very good solutions have been given. One, adding a host of different racial weapons to each class ( an idea I hope they already have ). Why are the minmitar the only ones with smg's? The caldari with ar's? Shouldn't all the races have a variant of each weapon type? That would make sense to me. Two, say they did add a weapon customization screen. It would be an additional rotary menu like the dropsuit fitting just for the weapon. You click on the weapon, you're given the options: edit, replace, remove, restock, and customize. Click customize and it brings up the additional menu that looks and works very similar to dropsuit fitting. Then they add an additional tab to the market menu, weapon modules along with dropsuit modules.
It is feasible. Maybe not by launch, but I would think something definitely worth considering. |
[Veteran_Templar Two]
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Posted - 2012.06.18 13:31:00 -
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- Customization should also be applied to vehicles in the same way as for weapons:
-I want a more powerful tank, more damage = buy a better cannon. -I want better armor...we have that already ;) -I want faster tank = buy better engine.
- Customization (sadly) must be present at launch because you can let player use a system then change it after 2-3 moths..even worst after a year.
-Skills would need to be removed, luckily it would be only damage skills: damage skills will be replace with damage items. -Cost also should be changed: if I buy only a better scope for my Militia Sniepr Rfile then It won't cost as much buying a Prototype SR.
IMO we all must decide together because this is one request that will shape the face of Dust 514 forever for good or bad:
- Do we want customization for weapons/vehicles at lauch, and it means probably wait more for the release?
- Do we want to keep the system as it is now to eventually never see customization in Dust 514?
I know I repeat myself but ask yourself this:
Does a mercenary need a skill to use a better scope? Can a skill make bullets more devastating or it's more likely that you have bought more powerful bullets? Can a dropship be faster thanks to a skill, or more likely you have bought better engines? |
[Veteran_D-PARK]
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Posted - 2012.06.18 13:46:00 -
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EVE already has a mechanism for adjusting the capabilities of modules -- scripts.
I believe the fiction is that all these devices are programmable. Some devices (and by extension some weapons) can have slots for firmware modules that change the module's operating characteristics. These scripts usually come with an associated penalty -- faster rate of fire / less accuracy -- for example.
Weapons in DUST 514 could be managed the same way. Some weapon variants could have script slots and players could purchase scripts to customize their weapons. Scripts with better characteristics could have higher prices. If there is ever a manufacturing / research component to DUST 514 then specialized script production could become part of it.
Scrips also have the advantage of not requiring changes to the animation of the weapons. Right now, if there is a mechanism for making the weapon fire faster because of a player acquiring a skill the same mechanism can be employed if the weapon fires faster due to adding a script. I don't mean to minimize the changes that would need to be made to the weapon configuration back end or the fitting screen but at least the art pipeline would not have to be modified. |
[Veteran_Templar Two]
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Posted - 2012.06.18 13:51:00 -
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^^^ Damage, accuracy, fire rate, mag size, are all associated to something but CCP can be put them anywhere. With customization instead than having a Damage Bonus associate to a Skill it would be to associated to an item. CCP won't have to trash all his work and start from scratch.
We would need some new UI and weapon/vehicles models should be updated, though: if I buy a new cannon for my tank it probably should look slightly different, or a better engine for the dropship might result in a different afterburner color. |
[Veteran_Asno Masamang]
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Posted - 2012.06.18 15:05:00 -
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Greetings,
Baron Rittmeister wrote:Now I know that dust has an amazing level of customization, which I absolutely love. My only issue is it only pertains to the loadout and none to the weapon. While I really like the idea of customizing weapons, I really hope CCP decides against it. Optionally, if they do add it, they add it as scripts. My reasons are very simple; Your weapons / dropsuits / equipment are all built from basic blueprints at the time of deployment by the nanites inside the CRU. You already have a great deal of customization available at the dropsuit level. You want your AR to do more damage, customize your dropsuit to contain a modules for damage increase. Balance is absolutely required for this game. CCP works very very hard to keep things balanced as much as possible, but once you can start customizing at the level you are asking for the balance workload increases exponentially. Outside of the Minmatar, there is very little real customization within the EVE universe. The Caldari are too militaristic, the Amarr are too religeous, and the Gallente are too regimented. Only the Minmatar have the flexibility to do this level of customization, and they are too damn busy trying to keep stuff working to do it... Like keeping the showers running or keeping the "wingy bits" on their Maelstroms. Until you get to the subfactions anyway, but that is a whole other story. |
[Veteran_Templar Two]
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Posted - 2012.06.18 15:40:00 -
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^^^ It won't become harder for CCP to balance the game because all the things that gives you bonuses will remain, simply they would be under a different form. You will still get 25% more damage bust instead than getting form a skill it will come from something you can actually fit in your weapon.
Also imo EVE mechanics/rules should not always translate to Dust, especially if they keep us from having something that is more in tune with the FPS experience like in this case. I said it before: what works for ships might not work for guns. |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 15:52:00 -
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https://forums.dust514.com/default.aspx?g=posts&m=118567#post118567
The same threads keep popping up again and again. This is the most EVE-like solution that doesn't require yet another fitting menu. |
[Veteran_Templar Two]
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Posted - 2012.06.18 15:58:00 -
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Well I don't know exactly how scripts work but as long as they give the same results I am fine whit it. We simply used the FPS terminology here ;) |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 16:06:00 -
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Templar Two wrote:Well I don't know exactly how scripts work but as long as they give the same results I am fine whit it. We simply used the FPS terminology here ;)
Scripts are something you plug in to modify the function. So a script could increase zoom at the cost of automatic fire, or spool up the ROF at the expense of not reaching full speed (damage). This would make the current 4 assault rifles one, while opening up the possibility for more variations using the same system, or perhaps most intriguingly, combinations such as Tactical Breach. Ammo, optics, ROF, damage, range, fire mode, etc could all be tweaked and we wouldn't need the recursiveness of fitting a gun with attachments before selecting it in a dropsuit fit. |
[Veteran_Templar Two]
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Posted - 2012.06.18 16:24:00 -
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^^^ It makes sense: scripts are modifiers already combined with their trade-off...very piratical.
Just a thing or two; what about: mag size, underbarrel attachments, suppressors, ammo type...physical modification in short. I understand getting better ROF with scripts but how can a magazine contain more bullets of the same caliber if it doesn't change size? Or how can a AR fire grenades if it has no grenade launcher, or how can it be suppressed without suppressor? Also what about different kinds of ammunition; we would need to physically buy them because scripts can't change that, am I right?
What about vehicles: does scripts works for vehicles as well?
Customization also includes aesthetic changes (different reticules for weapons, new interior for vehicles, comouflages for weapons, light colors for vehicles, armor skins,etc...) and I know we have that already in the store, but still we don't know to which extent. Could we discuss that as well? |
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[Veteran_Noc Tempre]
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Posted - 2012.06.18 16:33:00 -
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Scripts refer to modifying the weapon's firmware. So it can be assumed that an extended mag script will automatically tell the nanomachines to create larger magazines. Remember, everything is just a box of nanobots until a few seconds before the soldiers spawn.
I think underbarrel attachments should feed ammo from the grenade slot (since those can't be refilled by nanomachines). Use a script to configure it with a built-in grenade launcher, and put the physical grenades into the grenade slot.
Changing ammo types can be scripts. Changing optics can be scripts. Changing aesthetics can be AUR exclusive scripts. Just remember that the scripts intervene before the manufacturing process, and carry the code for the necessary hardware changes as well. When it doubt, instead of a wizard did it - http://memegenerator.net/instance/21620881 |
[Veteran_Baron Rittmeister]
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Posted - 2012.06.18 16:33:00 -
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this debate is healthy. The more I read it though, the more I tend to feel that most of us are in agreement that we want more from the weapons. There is a pretty diverse list here, but think how stale it will feel after a few months or even a few years. I think out of all of this, even though I would want customized weapons the most, I think the best fit would be for there to be more weapons in each category that reflect different races. I could also say the same for the dropsuits- are the caldari the only people who use assault dropsuits? Shouldn't the gallente have an smg and the minmitar an ar? Yes it would require a little more artwork and possibly some more balancing if each racial type differs a little, but this is a big game and there should be a lot of choices within our choices ( ie I want to use an ar, but which one should I use ) to keep us enthralled in the game for years to come.
I just want my main point to be seen so even if we disagree on the method we at least agree on the objective. Should there be more options when it comes to weapons? Are you satisfied with what we have now? |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 16:35:00 -
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There are racial variants coming of all dropsuits. Caldari and Gallente have different versions of ARs, I imagine there is a projectile and laser version as well. SMG, AR, HMG, AV Cannon are all just roles and somewhat form factors. The races will all have their own solution to each task. |
[Veteran_Templar Two]
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Posted - 2012.06.18 16:47:00 -
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Changing aesthetics must be AUR exclusive. Anyway thanks Noc because at this point I WANT scripts in Dust 514, CCP should definitely bring them. It will really bring variety to amazing levels. |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 16:50:00 -
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The last bit that I find extremely important it eliminates P2W from the guns at least. If you have to burn a script slot to reduce fittings, extremely top end fits would have legitimate alternatives to AUR fit-saving exclusives.
If you like the idea, post in the original thread so more people can see it. Not trying to hijack, but one long thread in support of an OP gets more attention than dozens of small threads asking for vaguely the same thing in different ways. |
[Veteran_Baron Rittmeister]
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Posted - 2012.06.18 16:51:00 -
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I guess it's a minor thing, but I care about aesthetics. It looks silly to me for a guy in a caldari suit to be toting a minmitar smg or how these ar's might be from different races but all look exactly the same. Maybe they don't and someone could clarify cuz I'm an smg user. The smg's do look a lil different, but that's only in the paint job. |
[Veteran_Noc Tempre]
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Posted - 2012.06.18 16:54:00 -
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Baron Rittmeister wrote:I guess it's a minor thing, but I care about aesthetics. It looks silly to me for a guy in a caldari suit to be toting a minmitar smg or how these ar's might be from different races but all look exactly the same. Maybe they don't and someone could clarify cuz I'm an smg user. The smg's do look a lil different, but that's only in the paint job.
Currently there is only one racial variant of everything in game. Not at release though. For example, Caldari AR http://www.youtube.com/watch?v=NpJQjwKs6Kg&feature=plcp. Be patient they are coming. |
[Veteran_Templar Two]
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Posted - 2012.06.18 16:55:00 -
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I suppose there would be generic camo/skins as well as race specif ones: those would be un-buyable unless you belong to that race.
Noc we here have already 28 posts, it's better if we keep this one go...jsut for the sake of Numbers. I weill see to that Nova Knife gets the credit for the idea as well. |
[Veteran_The Plaid Oranguntan]
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Posted - 2012.06.18 16:58:00 -
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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 |
[Veteran_Templar Two]
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Posted - 2012.06.18 17:01:00 -
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^^^ The system won't change with scripts: instead then better weapon we would buy better scripts. It will change what what you buy but not what you get.
Do you want a better AR: buy advanced scripts and turn into an advanced AR. We would "loose" tiers/models for weapons/vehicles but we would get more customization/control for the player than ever. |
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[Veteran_Noc Tempre]
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Posted - 2012.06.18 17:03:00 -
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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 -
[41] - Quote
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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[Veteran_Chao Wolf]
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Posted - 2012.06.20 14:08:00 -
[61] - Quote
Yes right now they are and that's one of the things we would like to have changed let there actually be a good recent to want to pull out ur Proto gear |
[Veteran_Moorian Flav]
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Posted - 2012.06.20 21:20:00 -
[62] - Quote
Moorian Flav wrote: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.
Forgot to add that all of the weapon mods I have suggested would simply cost more ISK (besides SP reqs) as each mod would be a further cost to the particular weapon. Plus with the mods I am suggesting being slight tweaks to performance, they could be relatively cheap (besides skill investment) per mod but that cost could quickly add up; the same as most expenses in DUST. |
[Veteran_Templar Two]
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Posted - 2012.06.21 13:03:00 -
[63] - Quote
I have a list of parts, already balanced and already with Skill requisites, ready to post. Should I post it or it's an act of hubris towards CCP? |
[Veteran_briyan jenkins]
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Posted - 2012.06.21 13:16:00 -
[64] - Quote
Agreed |
[Veteran_Noc Tempre]
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Posted - 2012.06.21 15:05:00 -
[65] - Quote
Templar Two wrote:I have a list of parts, already balanced and already with Skill requisites, ready to post. Should I post it or it's an act of hubris towards CCP?
Post away. No fun theory crafting with the toys in the chest. |
[Veteran_Templar Two]
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Posted - 2012.06.21 16:07:00 -
[66] - Quote
Each weapon/vehicles still requires Skill to be unlocked/used but no more Advance/Prototype tiers: customization removes the need for that. I called the hypothetical Skill required to unlock/use parts Weapon Modifying (WM) and for Vehicle Modifier (VM)
TO = trade off WM = Weapon Modifier Skill VM = Vehicle Modifier Skill
PARTS
- Damage Enhancer.
Effect: increase the damage of the weapon. TO: none. WM: Lv 1 -Simply now the Part gives more damage instead than the Skill... Damage Skills now have no penalties whatsoever so the system is identical. Also this part has a level 1 WM requirement because ti will resolve the gap between newbies and veterans; now veterans get: 60% more damage from skills and mods+ access to more powerful weapons + access better armor + access to better vehicles.
- Fire Selector
Effect: changes how the weapon fires. TO: recoil changes. Types: -Full-auto: not available on SR & Forge Guns. -Semi-auto: can be applied to all weapons if the weapon manufacturer allows it. / WM: Lv 2 for Shotguns. -Bolt Action: for SR only. / WM: Lv 1 -3 Rounds Burst: for AR, SMG, Pistols, Shotguns. / WM: Level 3
- Special Ammo
Effect: can use special ammo. TO: small mag size & carry -33% ammo..not available for all weapons ??? WM: Lv 3 Types: -Mercury rounds: pass thorough objects, damage is the same of standard bullets. -Acid rounds/grenades: acid adds damage over time, lower basic damage than standard bullets. -Shock bullets/grenades: super effective against shields, useless against armor, disturb HUD.
Special ammo for vehicles: VM: Lv 3 -AA shells: very effective / TO: ineffective vs ground vehicles/troops. -AA lock-on missiles / TO: slow lock on. (exclusive to fighters) -AG rockets: rockets whit no lock-on designed to deal with land vehicles/troops /TO: Ineffective vs aircraft (exclusive to fighters) -Bombs (exclusive to fighters)
- Larger Magazine & Belts
TO: can't be used with Special Ammo or Underbarrel Attachments. WM: Lv 2 Mags: contains 33% more bullets Belts: carry 33% more ammo.
- Scopes & Sights
Effects: change the aspect of the sight or improve magnification. TO: none. WM: Lv 1 Types: -Scopes with various levels of magnification / WM: Lv 2 -Red dot sight: SMG, AR Shotguns -Holographic sight: not available for SR, Forge Guns, Gatling Guns. -Laser sigh: all weapons & removes aiming reticule. -Hybrid sight: Sight + 4x scope. WM: Lv 3
- Grips,Tripods,Stocks
Effect: reduce recoil. TO: none because these pieces should take the place of Accuracy Skills such as reduce sway. WM: Lv 2 Types: -Grips: are only for SMG & AR. -Tripods: only for SR & HMG. -Stocks: for shotguns and SMG.
- Barrel Attachment
Types: -Suppressors. / TO: reduces MER. / WM: Lv 2 -Flash Suppressor. / WM: Lv 2
- Underbarrel Attachments
TO: can't be used with Special bullets, you carry -50% ammo & have limited secondary ammo. Types: -Shotgun: only for AR / WM: Lv 2 -Grenade Launcher: only for AR / WM: Lv 3 -Flamethrower: only for AR. / WM: Lv: 4 -Healing/Repair ray, universal. ??? -Shock Launcher that fires Shock rounds, not for forge guns, HMG, gatling guns...the bigger the weapon the less secondary ammo. ???
Now I have made a small list, even a familiar one, BUT we could have dozens of parts not just these ones. Also I din't consider the unique racial parts that we could have so the possibilities are enormous. |
[Veteran_Moorian Flav]
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Posted - 2012.06.21 16:30:00 -
[67] - Quote
I like most of the above section but as said previously, 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. There's already a dropsuit module that increases weapon damage so I do not see the need for a damage enhancer on the weapon as well. Specific weapon handling should also be left to the design of the weapon itself to make the different tiers matter. I do like the actual weapon add-ons though such as scopes, round types, etc though. The exact implementation described I don't exactly agree with either as everything that can be purchased should be linked to a branch in the skill tree. An item should never replace a skill (the grips, tripods, stocks section suggested replacing accuracy skill). |
[Veteran_Templar Two]
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Posted - 2012.06.21 17:23:00 -
[68] - Quote
^^^ Actually I forgot to "copy & paste" the initial part of that post so the entire concept is incomplete. Now it's there: everything should make more sense now.
Getting a bonus form a Dmg Mod that you fit in a Dropsuit makes sense: that Mod/Part is physically there, is real.
Having a piece of paper, a entry in a menu, that says "you do 25% more damage & you are 25% more accurate" is frankly not believable. |
[Veteran_Templar Two]
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Posted - 2012.06.27 16:34:00 -
[69] - Quote
The more I play the more I feel we should have customization; it feels so unnatural to have pre-set look a like models of everything in a MMO FPS. Sure you can fit Dropsuit but the system is so limited for vehicles & weapons, we coudl have far more. Really this the single greatest missing feature of Dust 514.
Please guys we must discuss this because a FPS without weapon/vehicle customization Dust 514 will not be considered well by the FPS community. I don't want to make a list of game that have customization but believe me it's so popular nowadays that not having it will be a mistake. We must push for customization now or I fear we will never get it. |
[Veteran_Moorian Flav]
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Posted - 2012.06.27 17:29:00 -
[70] - Quote
I was hoping for a dev response by now as I also support weapon customization. I think there are alot of good ideas in this topic and hope CCP uses them. |
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Nomed Deeps
The Exemplars
91
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Posted - 2012.06.28 17:54:00 -
[71] - Quote
Quote: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.
+1 |
Eirnin Solista
Seituoda Taskforce Command Caldari State
34
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Posted - 2012.06.30 06:13:00 -
[72] - Quote
Tech 3 vechicles could be interesting, that fits the EVE theme, neh? |
[Veteran_Templar Two]
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Posted - 2012.07.01 06:59:00 -
[73] - Quote
^^^ I don't know how Tech 3 vehicles work but if customization were introduced it should not be restricted to few vehicles/weapons/dropships. |
Bjorn Shepherd
Crux Special Tasks Group Gallente Federation
7
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Posted - 2012.07.01 07:15:00 -
[74] - Quote
Forums Veteran wrote:I agree, especially with different weapon scopes. The current assault rifle scope is difficult to use. I like the scope from the E3 2011 Video.
Also, I would like to see where they could go if they brought in a weapon customization feature similar to the new Tom Clancy's Ghost Recon game(on a side-note, I know this is not supposed to be a normal fps-I'm just stating a comparison). Maybe where you can practically take the model from the store and rebuild it from the ground-up? As someone else said on a similar post, they could put weapon customization in as a AUR purchase. I would definitely pay for that honestly.
I really like the E3 2011 scope, but disagree on the Ghost recon style customization. The new Ghost Recon game blew, and overpowered combos arose that everyone used. If this happened in Dust, heads would (metaphorically) roll. the standard scope on the assault rifles is rather annoying, so maybe different looking scopes is a good idea, and different weapon skins. |
[Veteran_Templar Two]
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Posted - 2012.07.02 06:51:00 -
[75] - Quote
^^^ Future Soldier customization was excellently devised...sadly parts were not balanced well. Anyway there are dozens of games that delivered great customization (I will only name them when it will be inevitable) so there are better example than FS. |
[Veteran_Templar Two]
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Posted - 2012.07.05 14:00:00 -
[76] - Quote
CCP are you considering customization?
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Lastshot 556
Seituoda Taskforce Command Caldari State
4
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Posted - 2012.07.20 04:06:00 -
[77] - Quote
i like the idea of customizing weapons, gives people a reason not to call in the tanks for every round |
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