DIinkelFritz
The Eternal Noxium Imperium I Aim To Misbehave
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Posted - 2015.11.05 05:24:00 -
[1] - Quote
This discussion is on a change to how the suit fittings work in dust. I believe they would make a great, positive effect on the game and give additional revenue streams for CCP dust developers, who are already under tight budget constraints as it is.
First off, Make it so the game ladder, map and fittings are all selected from the select button menu. This frees up
the d-pad, with the acception for call down assets with the right button, for quick buttons.
Secondly: The side arm category and grenade category are switched into a utility category. This allows people who want to dual weild pistols or have different grenade sets. It also allows for more types of suits, perhaps one that focuses entirely on the use of side-arm weapons. It also allows those people who, like me, don't use grenades at all, but would rather use something like remote detanators, land mines or claymore type weapons. You can get really creative with it and make things like flame throwers, jet packs, riot shields, wrist rockets, stim packs and other useful active abilities and put them all under the utility section. It would definitely add more customization ability to dust and give dust a more immersive/diverse game play experience.
Other ideas for utilities... - Boosting suit shield and armor resistance for a duration, just like vehicles. - Boosting suit shield and armor regeneration for a duration, just like vehicles. - Cloaking.... - switching between ammo types....some weapons give way to such in their descriptions.. - Extra mag holders, silencers...?..., scope types..., - Switching weapon modes...(like from full auto assault rifle to 3 round burst-assault rifle) - Aim assist modules...for the noobs.. - Overheating weapons...for a duration - Boosting allies for a duration ...command modules per say - Gravity inducers.... for force pushing, fus ro da-ing, gravity hammering noobs off cliffs or out of
cover....or pulling into shotgun knify knife range. teehee. - Did someone say nova knives..=) because instead of how they are now, they could add to melee combat dmg instead, and can be switched to primary for a charged attack... muhahahahahaa. The more you charge, the more distance you travel to reach your target. It also takes your suits energy to dash to your opponent, just like it does to melee them in the face. (funny story. This is how this whole schpiel got started. I was just wondering how to implement nova knives into melee dmg)
Also, for utility items such as the jet pack, or armor hardeners, they're duration would be based upon the suits energy bar.
Suit augmentations are the other option that I would like to see in dust514. In dust, each suit has a bonus base off the type of suit and then a bonus based off of faction. An example would be the reload speed reduction and weapon type damage bonuses with commando suits. Well what if you don't want the reload speed and would prefer more weapon accuracy? What if you like the look of an Ammarrian heavy suit, and prefer the suit's fittings, but are a dedicated blaster type weapon enthusiast? With augmentations, you choose the bonus you get. This makes sense in the eve lore because in eve online, you inject certain implants that give specific bonuses. Each suit starts off with the standard augmentations, but you can pay to have permanant or semi perminant augmentations that allow you to change around those bonuses. All the bonuses stack with the skill level of the specific suit you are using. As an example, if you have the minmatar assault suit up to level 3, and then switch out the extra magazine size bonuses for projectile dmg bonus from the commando class (2% per level), then your custom augmented suit now gives a 6% bonus to projectile weapons. If the Devs happen to be listening, this would be a great money maker (because custom augments are not necessary and add flavor, they can therefore be sold in the aurum store).
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