Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Banjo Robertson
Random Gunz Rise Of Legion.
755
|
Posted - 2015.11.25 00:18:00 -
[1] - Quote
Some modules have stacking penalty for using multiple of the same type, but what about making a synergy bonus for using different types of modules?
The basic idea is that this would be some kind of bonus for using a variety of modules on your dropsuit, for every unique type of dropsuit module equipped, you gain some type of bonus either to the stats of the dropsuit itself or as a bonus to each dropsuit module equipped, the fewer duplicate modules the bigger the bonus.
To prevent some kind of abuse where you have 3 of one module and 1 each of other types, whichever modules you have more than 1 of do not gain a bonus. |
Ahkhomi Cypher
Opus Arcana
1
|
Posted - 2015.11.25 00:32:00 -
[2] - Quote
They'll need to even out the usefulness and count of high vs low slot mods before doing this.
Example Armor has reactive, ferro and regular plates to use while shields have only extenders to add more of that style of tank.
Tyrant King, Opus Arcana
|
korrah silain
True Illuminate
175
|
Posted - 2015.11.25 04:24:00 -
[3] - Quote
I love this idea! Like, adding all biotic modules increases the effectiveness of each by like...1-3%...jump height being a special exception...yeah I'm on board +1
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
Terry Webber
Mannar Focused Warfare Gallente Federation
908
|
Posted - 2015.11.25 06:06:00 -
[4] - Quote
I think you misread what Banjo wrote, korrah. He's proposing to have DIFFERENT modules in the same fitting to give bonuses to the suit, like having armor plates and shield extenders give a extra bonus to overall HP.
Inertial Booster Module
Vehicle Installation
|
korrah silain
True Illuminate
175
|
Posted - 2015.11.25 06:22:00 -
[5] - Quote
Terry Webber wrote:I think you misread what Banjo wrote, korrah. He's proposing to have DIFFERENT modules in the same fitting to give bonuses to the suit, like having armor plates and shield extenders give a extra bonus to overall HP. "The basic idea is that this would be some kind of bonus for using a variety of modules on your dropsuit, for every unique type of dropsuit module equipped, you gain some type of bonus either to the stats of the dropsuit itself or as a bonus to each dropsuit module equipped, the fewer duplicate modules the bigger the bonus." So using a kincat, and a cardiac reg. Wouldn't be different modules? I mean yeah he wasn't suggesting grouping them into groups along the lines of shield and armor and biotics, but realistically it would make more sense if they were grouped thusly. This would encourage the use of more than one type of module rather than stacking ferroscale plates or the like, which is the issue he was looking to solve, I think. So...how did I misread it by suggesting that (for example biotics would work synergistically with each other giving bonuses for using multiple module types within the same "family" eg. Shields have extenders, regulators, rechargers, and energizers, while armor has ferro, plates, reactive, and reppers. Equiping more types within those family(tier not withstanding as with current stacking penaltys) would make them work better together either on a per modual or over all basis. I simply used biotics as my jump off point because I like running fast.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
tritan abbattere
DBAG CORE
68
|
Posted - 2015.11.25 06:26:00 -
[6] - Quote
I disagree with this. Reason being if you have this kinda system then it will lower the number of effective loadouts. If someone wants to specialize in lots of armor let them its part of being able to customize. Stacking penalties all ready enforce the basic idea of diversity to the right balance.
Also this would add a problem in balancing. How do you balance synergies vrs non-synergies(focused loadouts). TF2 use to try synergy but in the end was removed.
I would prefer that we just get more modules that have different effects to increase diversity and allow more player made sub roles to come out of it. In the end synergizing should be done by thinking about how you can use your modules in combat to make you better in a role. synergize your suit with play styles you like.
I am the all mighty Tritan. Fear me for I am a MassHole
|
korrah silain
True Illuminate
175
|
Posted - 2015.11.25 06:39:00 -
[7] - Quote
tritan abbattere wrote:I disagree with this. Reason being if you have this kinda system then it will lower the number of effective loadouts. If someone wants to specialize in lots of armor let them its part of being able to customize. Stacking penalties all ready enforce the basic idea of diversity to the right balance.
Also this would add a problem in balancing. How do you balance synergies vrs non-synergies(focused loadouts). TF2 use to try synergy but in the end was removed.
I would prefer that we just get more modules that have different effects to increase diversity and allow more player made sub roles to come out of it. In the end synergizing should be done by thinking about how you can use your modules in combat to make you better in a role. synergize your suit with play styles you like. An excellent argument for the most part. Your balance point in particular rings true, although considering the context for it is in a game that I have often heard described as hopelessly unbalanced I'm not sure how applicible it is... My main objection is to the notion that this will lower the ammount of viable builds and that it would disallow things like armor stacking. Straight stacking would still be viable because it will allow for the one thing they were building for to be done more effectively than if they were not-that is to say armor stacking will still yield more armor than synergizing, and it will give a reason not to by making, say the three slot investment it takes to toss ewar onto the suit a noticeably worthwhile investment, or the three slots to add the mobility stack family.
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
tritan abbattere
DBAG CORE
68
|
Posted - 2015.11.25 06:48:00 -
[8] - Quote
korrah silain wrote:tritan abbattere wrote:I disagree with this. Reason being if you have this kinda system then it will lower the number of effective loadouts. If someone wants to specialize in lots of armor let them its part of being able to customize. Stacking penalties all ready enforce the basic idea of diversity to the right balance.
Also this would add a problem in balancing. How do you balance synergies vrs non-synergies(focused loadouts). TF2 use to try synergy but in the end was removed.
I would prefer that we just get more modules that have different effects to increase diversity and allow more player made sub roles to come out of it. In the end synergizing should be done by thinking about how you can use your modules in combat to make you better in a role. synergize your suit with play styles you like. An excellent argument for the most part. Your balance point in particular rings true, although considering the context for it is in a game that I have often heard described as hopelessly unbalanced I'm not sure how applicible it is... My main objection is to the notion that this will lower the ammount of viable builds and that it would disallow things like armor stacking. Straight stacking would still be viable because it will allow for the one thing they were building for to be done more effectively than if they were not-that is to say armor stacking will still yield more armor than synergizing, and it will give a reason not to by making, say the three slot investment it takes to toss ewar onto the suit a noticeably worthwhile investment, or the three slots to add the mobility stack family.
TF2 can never really balanced because most servers are modded and hosted by players. its more of a party game then being serious shooter but that being said the developers try to balance things as best as they can and that is why they removed it. otherwise yeah you are corrected because not as many people care about balance in that game as we do in dust.
Sorry if this was a little off topic.
I am the all mighty Tritan. Fear me for I am a MassHole
|
korrah silain
True Illuminate
175
|
Posted - 2015.11.25 06:56:00 -
[9] - Quote
tritan abbattere wrote:korrah silain wrote:tritan abbattere wrote:I disagree with this. Reason being if you have this kinda system then it will lower the number of effective loadouts. If someone wants to specialize in lots of armor let them its part of being able to customize. Stacking penalties all ready enforce the basic idea of diversity to the right balance.
Also this would add a problem in balancing. How do you balance synergies vrs non-synergies(focused loadouts). TF2 use to try synergy but in the end was removed.
I would prefer that we just get more modules that have different effects to increase diversity and allow more player made sub roles to come out of it. In the end synergizing should be done by thinking about how you can use your modules in combat to make you better in a role. synergize your suit with play styles you like. An excellent argument for the most part. Your balance point in particular rings true, although considering the context for it is in a game that I have often heard described as hopelessly unbalanced I'm not sure how applicible it is... My main objection is to the notion that this will lower the ammount of viable builds and that it would disallow things like armor stacking. Straight stacking would still be viable because it will allow for the one thing they were building for to be done more effectively than if they were not-that is to say armor stacking will still yield more armor than synergizing, and it will give a reason not to by making, say the three slot investment it takes to toss ewar onto the suit a noticeably worthwhile investment, or the three slots to add the mobility stack family. TF2 can never really balanced because most servers are modded and hosted by players. its more of a party game then being serious shooter but that being said the developers try to balance things as best as they can and that is why they removed it. otherwise yeah you are corrected because not as many people care about balance in that game as we do in dust. Sorry if this was a little off topic. Honestly I doubt any sense of balance will be achieved soley due to the existence of gear tiers...but whatre you gonna do?
you ever get to that point where you know you should sleep, but ya just...dont? yeah...me too.
|
Banjo Robertson
Random Gunz Rise Of Legion.
755
|
Posted - 2015.11.25 15:01:00 -
[10] - Quote
I don't see a synergy bonus as taking away the effectiveness of super-stacked builds where you rely on 3 or 4 of the same type of module on your suit, like 4 armor plates, or 3 kincats or 3 damage mods. But it does give a slight bonus to builds that use a variety of modules, wouldnt have to be a big bonus, maybe 5% at max for each module that gains the synergy bonus.
A single synergy damage mod would be better than a single non-synergy damage mod, but two damage mods would still be more effective than one synergy damage mod, and synergy bonus wouldn't be able to apply to two damage mods anyways so there wouldn't be the need to worry about min-maxing some kind of balance of 2 modules of the same type getting a synergy bonus. |
|
tritan abbattere
DBAG CORE
69
|
Posted - 2015.11.26 01:00:00 -
[11] - Quote
Banjo Robertson wrote:I don't see a synergy bonus as taking away the effectiveness of super-stacked builds where you rely on 3 or 4 of the same type of module on your suit, like 4 armor plates, or 3 kincats or 3 damage mods. But it does give a slight bonus to builds that use a variety of modules, wouldnt have to be a big bonus, maybe 5% at max for each module that gains the synergy bonus.
A single synergy damage mod would be better than a single non-synergy damage mod, but two damage mods would still be more effective than one synergy damage mod, and synergy bonus wouldn't be able to apply to two damage mods anyways so there wouldn't be the need to worry about min-maxing some kind of balance of 2 modules of the same type getting a synergy bonus.
Well Here Is my argument. Lets say shield extender and a damage mod get a synergy. They synergy is like having another weak module on your suit for free. By building suits around synergies I think they will become way more powerful then stacking modules to specialize. When you look at it like that it seems very broken.
I am the all mighty Tritan. Fear me for I am a MassHole
|
Banjo Robertson
Random Gunz Rise Of Legion.
758
|
Posted - 2015.11.26 19:38:00 -
[12] - Quote
tritan abbattere wrote:Banjo Robertson wrote:I don't see a synergy bonus as taking away the effectiveness of super-stacked builds where you rely on 3 or 4 of the same type of module on your suit, like 4 armor plates, or 3 kincats or 3 damage mods. But it does give a slight bonus to builds that use a variety of modules, wouldnt have to be a big bonus, maybe 5% at max for each module that gains the synergy bonus.
A single synergy damage mod would be better than a single non-synergy damage mod, but two damage mods would still be more effective than one synergy damage mod, and synergy bonus wouldn't be able to apply to two damage mods anyways so there wouldn't be the need to worry about min-maxing some kind of balance of 2 modules of the same type getting a synergy bonus. Well Here Is my argument. Lets say shield extender and a damage mod get a synergy. They synergy is like having another weak module on your suit for free. By building suits around synergies I think they will become way more powerful then stacking modules to specialize. When you look at it like that it seems very broken.
Any time you do stack multiple modules to specialize you do give up bonuses of being more of a generalist and getting many different modules. However stacking certain modules usually has a much better effect than being a generalist, especially modules that increase your damage, or increase your tanking buffer or recovery.
I just think this could be a nice way to promote modules that see little to no use, while allowing people to use fewer tank/damage modules without giving up too much?
|
Sbundo'D
Dead Meta Game
17
|
Posted - 2015.11.27 01:19:00 -
[13] - Quote
Ahkhomi Cypher wrote:They'll need to even out the usefulness and count of high vs low slot mods before doing this.
Example Armor has reactive, ferro and regular plates to use while shields have only extenders to add more of that style of tank.
The bonus could only apply to Armour plates, so technically any 1 of them would equal the extender in this proposal as it's already stated that it cannot stack past 1 module, and no matter what you do 1 ferro+ 1 reactive, is still 2 armour plates
It's not so much a high v low mod issue, it's that unlike armour there are no variants of shield extender.
good idea OP +1
Some random ideas of module synergy bonuses
- Kincat+DMG mod = Rof bonus - Shield energizer+regulator = Shield HP bonus? - Armour Plate+repair = passive rep bonus? - Prec Mod+Cardiac = inner Scan Ring distance increase? - Myofib+Kincat = GOD mode, oh wait.. this already works.. - PG+CPU upgrade = small bonus to all base stats
It's an interesting thought.. seeing as myofibs broke gameplay, what more could go wrong eh ?
Don't be a D1CK
|
|
|
|
Pages: 1 :: [one page] |