Avallo Kantor
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Posted - 2016.02.03 18:39:00 -
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Since it has been announced that there is going to be no 1.3, and DUST is going to be shut down in a scant few months... I think one of the last few constructive things we can do is start talking about what we think needs to be considered in the future iterations of this game.
To that end, I'd like to present Dust 2.0 ideas, where we can discuss and argue over what we would like to see in a dropsuit system designed from the ground up. What do you think needs to be kept, scrapped or changed? As many of us has put... a few too many... hours into this gave either through gameplay, forum warrioring, spreadsheeting, and through third party formats I feel we should have a good insight as to what needs to be done in the future.
To that end, my own idea:
The dropsuit is the core design of DUST, and should be a heavy factor of any new version of DUST. I believe a dropsuit needs to vary by race and suit design, giving a large number of base suit models that can be further modified.
The dropsuit needs to have a few key components: Weapon slots, Module slots, Equipment / ability slots, powercore slot, frame slot, and skin slot.
The dropusuit itself is in essence a skeleton with some base stats and graphics attached to it. (aka how it looks, and base stats) it has no PG or CPU natively, and no fitting bonuses. It provides a certain amount of health, movement ability, and other base statistics. [Mechanically speaking, the dropsuit is tied to the equivalent in game models, and as such we want it to be as detached from as many fitting choices as possible to ensure the fewest number of models for the most amount of customization)
The frame slot is what gives a dropsuit it's role and slot layout. It is what determines a Caldari Medium is a logistics, or assault frame for instance. It can also allow for same slot layout / roles to have slightly different role bonuses, or the same role bonus to have a slightly different slot layout.
The powercore slot is what gives a dropsuit it's fitting capacity Powercores in this iteration of DUST would provide CPU, and PG.
The modules work as they do now, by and large, and can be put into the same slots as now.
Weapons: A weapon should be customizable (through it's own fitting ability) and then added to a dropsuit.
Equipment / abilities: Equipment / abilities are effects that can help impact the battlefield in sizeable ways that are beyond what a module could provide. As a simple distinction Equipment is deployable, and abilities are internal to the suit (such as a cloak or jetpack)
How would you design the dropsuit from the ground up?
"Mind Blown" - CCP Rattati
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Avallo Kantor
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Posted - 2016.02.03 19:23:00 -
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Thaddeus Reynolds wrote:Avallo Kantor wrote:Aero Yassavi wrote:I'm almost positive the powercore system will be there.
I really hope aesthetically we get different designs per class, not just size. Amarr Sentinel and Amarr Commando should be different, for example. Well how do you think they should be different? [Edit:] Oh Visual look. I see what you mean. That makes sense. I think it's important to talk about this now, especially while we still have a venue and voice (through CPM) to help talk about development before CCP is too set in stone. Do you think it should function like the scout suit, where scouts have inherent role bonuses (-90% to cloaks) that make them only able to fit them? Perhaps something like EVE where only certain frames can equip certain equipment? I could imagine Sentinels being given some special equipment (and can't use normal equipment) that would help them fortify a location. It might be necessary, but it is worth noting that any ship in eve can fit a Cloaking Device, the Covert Operations Cloaks are the ones locked by ship class...the major difference being that CovOps cloaks allow you to warp while cloaked, while regular cloaks only allow sub-light. One thing I would like to see is the bonus be based on the suit itself, rather than the skill book itself...to allow for things like pirate suits with different bonuses, and slight variations within suit classes.
That is why I was suggesting the frame part of the initial concept, where that would house the bonuses to the suit. (likely with +x% per level of a corresponding skill)
As to the equipment, some ships in EVE are allowed special access to modules that others do not have (Such as the tactical destroyers and their group jump drive module) So we might be able to have a mixture of unique to role modules, and "significantly easier to fit" to role modules.
"Mind Blown" - CCP Rattati
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