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Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 08:57:00 -
[1] - Quote
Fox Gaden wrote:I would like to see Proficiency in NOVA be based on use of an item, as in gaining proficiency through practice. Proficiency should be a 5 tiered bonus on an item that is leveled up through using that item.
Proficiency level would be based on: - Total Damage done with a weapon type or subtype. (Would be a multiple of the weapon's DPS to normalize it.) - Total number of deployments of a type of equipment (Or possibly total number of times your equipment is used. eg. total number of spawns from your Uplinks.)
The bonus should be moderate so that it does not cause too much of a disparity between new players and vets, but still large enough to reward specialization. (Say 3% damage for weapons, 3% faster spawn times on uplinks, etc.)
The level-up requirements for each tier of Proficiency should be exponential as with Skill tiers in DUST. Eg. Say the damage requirement to reach Proficiency level 1 was 100 times the weapon's DPS (~100 seconds of damage) then the requirement to get from Proficiency 1 to Proficiency 2 would be double that (200 times the DPS or ~200 seconds of damage).
So with these numbers (which may be way too low*): - Proficiency 1: 100 seconds of damage (100 seconds of damage total.) - Proficiency 2: 200 seconds of damage (300 seconds of damage total.) - Proficiency 3: 400 seconds of damage (700 seconds of damage total.) - Proficiency 4: 800 seconds of damage (1500 seconds of damage total.) - Proficiency 5: 1600 seconds of damage (3100 seconds of damage total.)
* I am not sure how much game time it takes to inflict 100 seconds of damage with a weapon, so maybe Proficiency 1 should require 500 or 1000 seconds of damage. Some testing would be required, and then it would have to be determined how long they want it to take for an average player to level up.
If you are confused over what I mean by seconds of damage, imagine a weapon does 300 dps. 100 x 300 = 30,000. So by the time your total damage with that weapon reaches 30,000 you can assume that you have spent 100 seconds with the trigger depressed and a target in your cross hairs.
This would reward players for specializing and inhibit flavor of the month chasing, as there will likely be a new flavor of the month before the people who switched weapons last month get to Proficiency 5.
Can I add just one thing - NOT using something for a period of time should result in the proficiency dropping. Anything based on practice degenerates with lack of practice. So it should be that if you use something enough to get its proficiency to 5, if you subsequently stop using it as much, your proficiency should drop, similar to something like standings, which can drop if you don't keep at them.
This would make "proficiency" actually mean something. |
Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 09:00:00 -
[2] - Quote
Avallo Kantor wrote:As a general design principle an important thing to keep in mind is perceived mobility between play styles. This is to say, that players feel there is a low cost to switching playstyles compared to the costs of staying the course, or quitting the game.
EVE and DUST do this relatively well as it is perceived that if one trains up in the skills needed for a switch in play style (different ship, weapon system, or tanking style for example) all they need to do is plan out and train toward this new playstyle. Other games, generally have some form of obtaining gear / switching skill sets so that players can easily choose a new style if they wish.
Adding proficiency as a function of use increases the cost of switching playstyles in a way that can not be mitigated except by switching playstyles, causing a dip in performance. Having no way to mitigate the cost of switching except by switching means that players are less likely to switch playstyles (Guns in this case) which may seem like a positive to stop Flavor of the Month chasers, but it can be a net negative for the playerbase as a whole, because more people will become less willing to switch playstyles due to the proficiency disparity between their weapon systems. This can cause people to stick with a playstyle they do not enjoy, or switch and feel "cheated" out of performance they could have otherwise gained through more mitigatable switching costs.
This can cause, over time, players to choose to simply drop a game over switching playstyles as the perceived cost of switching becomes higher than the cost of just quitting.
Generally, games that have individual progressions per playstyle also have a way of making those new play styles play at lower tiers. (Making a new character in an MMO starts you at 1, or switching suits in Warframe puts you in content that suit can better handle.) In PvP games, or PvP focused games this becomes an issue because there is not really a way to bring the challenge down due to the challenge being in the form of other players. Yes, I understand everything you say and agree with what you say would be problems with it.
However, I actually support the idea of proficiency precisely because of these perceived "problems". |
Alena Asakura
Rogue Clones Yulai Federation
914
|
Posted - 2016.04.29 09:05:00 -
[3] - Quote
Pokey Dravon wrote:The only glaring issue that I think needs to be carefully assessed that if skilling up is caused by doing damage....we should really address how to avoid the issue of boosting and people sitting in the corner of the ship shooting each other and skilling up while ignoring the rest of the game. You dont want to encourage behavior that will take people out of the battle because they would rather go skill up in a more efficient way. Extremely important point. Perhaps it should be based on the number of DIFFERENT targets that are hit, as well as the amount of damage over a given amount of time.
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Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:01:00 -
[4] - Quote
Fox Gaden wrote:Alena Asakura wrote: Can I add just one thing - NOT using something for a period of time should result in the proficiency dropping. Anything based on practice degenerates with lack of practice. So it should be that if you use something enough to get its proficiency to 5, if you subsequently stop using it as much, your proficiency should drop, similar to something like standings, which can drop if you don't keep at them.
This would make "proficiency" actually mean something.
Interesting. Without endorsing, nor rejecting the idea without further thought, I will point out that you get good as something you once were good at much much faster than you get good at something you have never tried before. So there should also be some sort of recency thing. Perhaps you lose proficiency much slower than you gain it? |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:01:00 -
[5] - Quote
Delete. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:05:00 -
[6] - Quote
Fox Gaden wrote:Avallo Kantor wrote: Unlocking specializations / variants is generally a better way to go about things than use-base power progression, especially if those specializations / variants are more or less "side-grades"
One thing to keep in mind though is that if variants of a weapon differ too greatly from each other, then players may feel they are being forced to play through content they do not wish to so that they can get to content they actually want.
As an example the Scrambler Rifle has a variant weapon in the Assault Scrambler Rifle, but I feel it can be justified in saying that these two weapons do not play quite the same as each other. So then you run into the problem with your unlock method as listed that a player will have to play through the Scrambler Rifle before unlocking the ASR, which may prove to be anti-fun to a player. As a general rule, you want to avoid players feeling like they have to play through undesirable content to get a desired outcome. (As a corollary to this, don't put valuable content behind annoying content because players will still do it, then hate your game) This, in time, can cause player drop off or players not expanding because desired variants are locked behind undesired weapon bases.
Now as a counterpoint you might say that it means we just need to be smarter about which weapons unlock which variants. As you propose above using Assault or Breach or Tactical to unlock variants in the AR, RR, SR etc. This does not eliminate the problem as described above due to the simple assumption that these weapons vary in some meaningful way. (Otherwise why have seperate weapons?) This variance, to player taste, may make one weapon distasteful but another weapon enjoyable even if the weapons were deemed variants of one another. (SR v ASR, or BAR v BRR)
Ideally the unlocked variants are of a more subtle approach than feel of the weapon such as Variant A having More Ammo per clip / Less Ammo total, or Variant B having less PG fitting, but more CPU fitting. These variants allow for tactical flexibility while retaining the core features that drew a player to that weapon type to begin with.
Weapons (including the Assault, Breach, Tactical, Burst variants of them) should be readily available to players without having to first invest in weapons they may not like. Although at the same time, your point remains strong that opening the flood gates from the word "Go" has it's own host of issues and problems.
Ok, let me lay out my understanding of the principals behind the weapons in DUST/NOVA in order to explain why I don't think there is as much dissidence between my suggestion and your concerns as there might otherwise be. At least within the Rifles of DUST the types of rifles are covered by the base models of the different racial rifles: The base model Plasma Rifle is an Assault Rifle. The base model Combat Rifle is a Burst Rifle. The base model Rail Rifle is a Breach Rifle. The base model Scrambler Rifle is a Tactical Rifle. Now, these rifle types have things they are good at, and things they are not good at. In DUST you had to commit skill points to Optimization and Proficiency to get the most out of one of these racial variants, but what if you are skilled into the Rail Rifle and find yourself in a close quarters map? That is where the variants came in. The Assault Rail Rifle was supposed to give people specializing in the Rail Rifle a close quarters option that still took advantage of the skill points they had allocated to Rail Rifles. In NOVA I am suggesting leveling Proficiency through using the weapon rather than allotting skill points, but the same principal applies. If you are not overly committed to Rail Rifles, then you can just switch to the base Plasma Rifle for close quarter rifle work. Now the specialty weapons such as the Shotgun, Swarm Launcher, Mass Driver, etc. do not vary as greatly in their variant versions as the rifles did. In those cases a Breach Shotgun or an Assault Mass Driver were just minor tweaks to the behavior of the base model. Therefor, while I feel your point is valid, I think the system addresses many of your concerns. What's this "Breach Rifle" cr@p? I"ve never heard of such a thing. There's a breach variant of the Assault Rifle and various others, but the Rail Rifle is the base model of the Rail Rifles. The variants are just either faster (Assault variant) or just more powerful.
"Breach" variants of faster firing base weapons like the AR or CR were created as an answer to the RR being natively a better weapon for long range, just as the Assault variant of the RR was created to improve CQC use of the RR. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:11:00 -
[7] - Quote
Fox Gaden wrote:True Adamance wrote:Did anyone ever think about unlocking say for example T2 ammunition types or something rather similar for weapons through the proficiency skill rather than having flat damage increases?
I'll try to compose my thoughts on this matter but CCP Rattati did mention that he wanted to introduce modular weapons fittings and such. Perhaps increasing your proficiency opens up the use of these T2 ammunition types which offer only minute differences but are still worth getting if you plan on using weapons in specific ways.
T2 might excel in certain roles light increasing optimal range or modifying a damage profile more significantly but would also come with more notable draw backs for players who use them like increased spool up times, faster heat build up, or slower reloads. I totally support a choice in ammunition types. Rail or Projectile: - Solid shot = Longer range, lower damage. - Explosive (or hollow tip) shot = Short range (because the rounds are lighter with less kinetic energy), higher damage ( because the round explodes or fractures on impact). - EMP burst = EMP charge detonates on impact. Low armor damage, high shield damage. Laser: (Keeping the reduced damage both inside and outside of the optimal range.) - Short Rang focal length lenses. - Mid Range focal length lenses. - Long Range focal length lenses. - Hyper focus crystals = Higher damage at optimal range, but greater damage fall-off. Different Laser lens types could be indicated by the color of the laser beam. Different projectile ammunition could be indicated by slight variations in the sound of the weapon firing and bullet impact. Unfortunately, your suggestions for the RRs wouldn't work.
According to the technology of rain guns, they only give kinetic and thermal damage. Also the nature of the charge is such that you don't get a choice of solid shots, explosive or EMP. You just get whatever isotope is in the charge, and that gives you the range and damage.
The T2 variants however are interesting, at least if you look at the EvE versions. One for extreme short range, like a blaster, and one for extreme long range, almost like a mini missile. These would be good to see explored. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:25:00 -
[8] - Quote
Fox Gaden wrote:Shamarskii Simon wrote:Double post.. I have been getting a lot of post lag, and have been having to exercise a lot of patience as I keep thinking that I must have hit cancel when my post does not appear. I have managed to restrain myself from double posting so far, but I have come close a number of times this week. Me too. Right in this thread actually.... |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:32:00 -
[9] - Quote
Shamarskii Simon wrote:Fox Gaden wrote:Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then. Ah... Why not walk with your ammo? Take two ammo types, divide total ammo by two types. Why do you oppose "live swapping?" I understand if it's like I have the freedom to reach way out and now I can punish closely without worry For a start, live swapping wouldn't work where the ammo type required a different rifle. Hybrid (therma/kinetic) ammo is used on blasters (ARs) and railguns (RRs and SRs). Projectile/explosive is used on artillery (CRs). EM is used on lasers (ScRs).
Swapping as needed between these four damage types would require changing the rifle. Even changing from thermal/kinetic to kinetic/thermal would require changing from an AR or variant to an RR or variant. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:34:00 -
[10] - Quote
Pokey Dravon wrote:I agree. I could see it being something more like a swappable mod for the gun rather than something you swap on the fly. Besides, we are all just going to use Antimatter anyways ;) Unfortunately, due to the different ammos only working on the different rifles, you have to swap out the rifle. |
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Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:36:00 -
[11] - Quote
Fox Gaden wrote:Shamarskii Simon wrote:Fox Gaden wrote:Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then. Ah... Why not walk with your ammo? Take two ammo types, divide total ammo by two types. Why do you oppose "live swapping?" I understand if it's like I have the freedom to reach way out and now I can punish closely without worry I don't support "live swapping" because with several types of ammo you could keep your setup optimized for every possible situation. I like there to still be a tactical planning aspect that forces you to predict what fit will be needed, and force you to commit to it. I am fine with swapping at respawn, or at a supply depot. Edit: Thinking about it a bit more, live swapping might be workable considering that there is already a set amount of ammo you can carry, so splitting that up between two ammo types would give you a proportionally smaller supply of each. So if you carry one mag of long range ammo, that would mean you have one less mag of your normal ammo available. If combined with the extra menu interface time and reload time, which would make it not quite so "on the fly", then there might still be sufficient tactical ramifications to your decisions. I still don't favor the "live swap" approach on grounds that it makes all fits to homogeneous, but it might be workable. Agreed on the first part. The second (edit) won't work because you can't just change ammo types. You have to change the actual rifle. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:53:00 -
[12] - Quote
Scheneighnay McBob wrote:Always thought of proficiency was just in there for CCP to say "it takes a really long time to max everything" Yep. In EvE it's the same - you have to train the basic skill, then you have to train the specialisation for T2 variants/ammo. Then there are skills that increase your ability to do all sorts of related things. The training never ceases. You never run out of training to do and you rarely get to say you've trained it all.
I can see a whole heap of extra skills that can improve on everything.
- Operation (reduces kick)
- Specialisation (T2 ammo and weapons)
- Proficiency (increases armour damage)
- Sharpshooter (decreases spread)
- Aiming proficiency (increases autoaim accuracy and range)
- Target movement prediction (increases autoaim accuracy)
Some of these would probably not be that popular, but just throwing them out there for discussion. My point is, there is a plethora of skills that could be applied to every single rifle or ammo type. There doesn't have to ever be a point where you run out of skills to get better at using your weapon of choice. |
Alena Asakura
Rogue Clones Yulai Federation
924
|
Posted - 2016.05.01 11:58:00 -
[13] - Quote
byte modal wrote:Happy Violentime wrote:Absolutely rubbish.
Weapons should not do more damage the more you use them, that's just pathetic and one of many reasons why player retention in Dust was so bad.
In one of the interviews Hilmar gave he said he wanted more realism, well guess what, a real gun will do just as much damage if fired by a 4 year old kid or a 40 year old combat veteran.
Novas not even lit and you're already looking at ways to get advantages over new players.
You're a ******* disgrace. Thems some hellified conclusions yer drawin there. It wasn't weapons profenciencies that had retention low. Had some proper form of player division been in place you would have newbs vs newbs and vets vs vets. In a proper environment, proficiencies work fine. Still there were MANY reasons players didn't stick it out. No one is looking to create a vet dominance over new players. This thread was an idea of what will probably be of a few hundred before these forums are closed (read: a single, isolated concept based on reasonable assumptions). I personally believe one of those assumptions is that player progression in NOVA is in place and balanced for this proficiency suggestion to have a place to exist to begin with. Even as just a discussion point. I kind of thought that would be a given. Perhaps i expect too much of posters. Re: your realism reference, our entire species is based on gaining proficiency through repetitive practice. If not to survive, then to get a job. Or a raise in that job. Or a higher grade on a midterm final. Or practicing a guitar to cover a favorite song. And, yes, even in shooting a gun. The entire premise here is of proficiency. Or a high degree of competency or skill; expertise. While a four year old may be able to pull a trigger, the power of that gun has nothing to do with proficiency. The power is the same. The kid going toe to toe with a 40 year old combat sniper veteran will die before he's able to lift the rifle. That's reality. But we're talking about video games. Proficiency in weapon systems has no place in a video game. Oh. P.S. why so srs? But, but ... In EvE, that's exactly what they do!! A noob can go to nullsec from day one and get slaughtered by the nullsec denizens. But if they stay in hisec, they're safe. The way to make things better for noobs is to have some sort of grading system so that you don't have noobs having to deal with vets UNLESS THEY WANT TO.... |
Alena Asakura
Rogue Clones Yulai Federation
931
|
Posted - 2016.05.02 21:13:00 -
[14] - Quote
byte modal wrote:Alena Asakura wrote:byte modal wrote:Happy Violentime wrote:Absolutely rubbish.
Weapons should not do more damage the more you use them, that's just pathetic and one of many reasons why player retention in Dust was so bad.
In one of the interviews Hilmar gave he said he wanted more realism, well guess what, a real gun will do just as much damage if fired by a 4 year old kid or a 40 year old combat veteran.
Novas not even lit and you're already looking at ways to get advantages over new players.
You're a ******* disgrace. Thems some hellified conclusions yer drawin there. It wasn't weapons profenciencies that had retention low. Had some proper form of player division been in place you would have newbs vs newbs and vets vs vets. In a proper environment, proficiencies work fine. Still there were MANY reasons players didn't stick it out. No one is looking to create a vet dominance over new players. This thread was an idea of what will probably be of a few hundred before these forums are closed (read: a single, isolated concept based on reasonable assumptions). I personally believe one of those assumptions is that player progression in NOVA is in place and balanced for this proficiency suggestion to have a place to exist to begin with. Even as just a discussion point. I kind of thought that would be a given. Perhaps i expect too much of posters. Re: your realism reference, our entire species is based on gaining proficiency through repetitive practice. If not to survive, then to get a job. Or a raise in that job. Or a higher grade on a midterm final. Or practicing a guitar to cover a favorite song. And, yes, even in shooting a gun. The entire premise here is of proficiency. Or a high degree of competency or skill; expertise. While a four year old may be able to pull a trigger, the power of that gun has nothing to do with proficiency. The power is the same. The kid going toe to toe with a 40 year old combat sniper veteran will die before he's able to lift the rifle. That's reality. But we're talking about video games. Proficiency in weapon systems has no place in a video game. Oh. P.S. why so srs? But, but ... In EvE, that's exactly what they do!! A noob can go to nullsec from day one and get slaughtered by the nullsec denizens. But if they stay in hisec, they're safe. The way to make things better for noobs is to have some sort of grading system so that you don't have noobs having to deal with vets UNLESS THEY WANT TO.... Oh don't get me wrong! I am ALL for an EVE clone with boots. I want sec space and optional access as a newb even if it means i die. I want SLOWED skill points based on time rather than action and money. I would even enjoy ammo types (or a simplified version) within the confines that you mentioned. I would love sandbox roles even for production carebears. I love getting dirty in 3d shooters but have always been partial to the calming effect of mining and mission running after a stressful day at work. It's like that black market hypno VR game from Star Trek: TNG. The one that brainwashed the crew? Yeah. Like that except EVE doesn't make me want to chase teenage couples around or make random weirdly inappropriate sounds as if I'm getting a blowjob. No. I usually just listen to the soundtrack and chill, when i play EVE. Oh. Spoiler alert? I guess. lol I personally LOVE the EvE music... I will turn it up and play it loud when I want to just sit and think, sitting in station doing nothing. I can't have it playing when I'm out of station, because it's too distracting.... |
Alena Asakura
Rogue Clones Yulai Federation
932
|
Posted - 2016.05.02 21:21:00 -
[15] - Quote
Pokey Dravon wrote:Alena Asakura wrote:Pokey Dravon wrote:I agree. I could see it being something more like a swappable mod for the gun rather than something you swap on the fly. Besides, we are all just going to use Antimatter anyways ;) Unfortunately, due to the different ammos only working on the different rifles, you have to swap out the rifle. Something you will learn very quickly is that Rattati really doesn't care if something is done a certain way in EVE. If it makes sense to him in an FPS setting, he will do it regardless of how EVE does it. I'm not saying either of us is right or wrong, I'm just saying that "Because EVE does it this way" is typically not a valid argument in Rattatis eyes unless there is other reasons to back it up. And therein, Rattati wrecks it for me. There is a REASON that rail guns and blasters only use hybrid ammo, which only does kinetic and thermal damage. It's the nature of the guns. Blasters only fire a superheated plasma derived from what's inside the casing of the hybrid ammo, while railguns fire the whole thing and allow the kinetic energy to create the plasma on impact. What you're saying is that Rattati would be willing to throw out ALL the science that's built into that, just to suit being able to put a different ammo type in a rail or assault rifle.
I have long considered a lot of the things that Rattati apparently did to Dust (I wasn't here at the time, I think) to be ludicrous and extremely ill advised. Interestingly, many of these things are what Dusters actually like about Dust.
Count me out. If you throw the rules out you can do anything and it's the idea that you can do anything you like that destroys structure in a game and leads inexorably to FOTM, which I personally loath. I'll look at the Nova Alpha/Beta, if I'm invited, but I'll be dropping it like a hot potato if I sense any of this sort of thing in it. |
Alena Asakura
Rogue Clones Yulai Federation
932
|
Posted - 2016.05.02 21:28:00 -
[16] - Quote
Fox Gaden wrote:Alena Asakura wrote: What's this "Breach Rifle" cr@p? I"ve never heard of such a thing. There's a breach variant of the Assault Rifle and various others, but the Rail Rifle is the base model of the Rail Rifles. The variants are just either faster (Assault variant) or just more powerful.
"Breach" variants of faster firing base weapons like the AR or CR were created as an answer to the RR being natively a better weapon for long range, just as the Assault variant of the RR was created to improve CQC use of the RR.
As you yourself explain, the Breach versions of other rifles were there to compete with the Rail Rifle. Essentially the Rail Rifle filled the "Breach" role among the racial rifles. I was calling it the Breach Rail Rifle for clarity, to remind people that the base Rail Rifle had the characteristics common to the Breach rifle variants. In DUST only the Plasma Rifle carried its variant name (Assault Rifle) at the base version. Interestingly I see it the other way around. The Assault Rifle was the close range rifle that the RR could never be. To compensate for that, they introduced a shorter range (not "short range" per se) variant, the Assault Rail Rifle. It's all a matter of how you look at things. The RR existed before there were any "Breach" anything. It came first. Breach variants were the long range answer to RR for closer range rifles, same as Assault variants were the shorter range answer to the AR for longer range rifles. |
Alena Asakura
Rogue Clones Yulai Federation
933
|
Posted - 2016.05.02 21:35:00 -
[17] - Quote
Fox Gaden wrote:Alena Asakura wrote:Fox Gaden wrote:True Adamance wrote:Did anyone ever think about unlocking say for example T2 ammunition types or something rather similar for weapons through the proficiency skill rather than having flat damage increases?
I'll try to compose my thoughts on this matter but CCP Rattati did mention that he wanted to introduce modular weapons fittings and such. Perhaps increasing your proficiency opens up the use of these T2 ammunition types which offer only minute differences but are still worth getting if you plan on using weapons in specific ways.
T2 might excel in certain roles light increasing optimal range or modifying a damage profile more significantly but would also come with more notable draw backs for players who use them like increased spool up times, faster heat build up, or slower reloads. I totally support a choice in ammunition types. Rail or Projectile: - Solid shot = Longer range, lower damage. - Explosive (or hollow tip) shot = Short range (because the rounds are lighter with less kinetic energy), higher damage ( because the round explodes or fractures on impact). - EMP burst = EMP charge detonates on impact. Low armor damage, high shield damage. Laser: (Keeping the reduced damage both inside and outside of the optimal range.) - Short Rang focal length lenses. - Mid Range focal length lenses. - Long Range focal length lenses. - Hyper focus crystals = Higher damage at optimal range, but greater damage fall-off. Different Laser lens types could be indicated by the color of the laser beam. Different projectile ammunition could be indicated by slight variations in the sound of the weapon firing and bullet impact. Unfortunately, your suggestions for the RRs wouldn't work. According to the technology of rain guns, they only give kinetic and thermal damage. Also the nature of the charge is such that you don't get a choice of solid shots, explosive or EMP. You just get whatever isotope is in the charge, and that gives you the range and damage. The T2 variants however are interesting, at least if you look at the EvE versions. One for extreme short range, like a blaster, and one for extreme long range, almost like a mini missile. These would be good to see explored. You also missed out the other hybrid gun class - blasters, which are the Gallente variant, if you like. They use the same charges, but in a completely different way, and are far shorter range, but very powerful. The T2 variants are similar to those of rail charges, with similar long and short range roles. In short the four gun types in the EvE universe are:
- Caldari - Hybrid/Rail - unspecialised T1 hybrid charges with specialised T2 variants for rail guns. Damage types Kinetic/Thermal
- Gallente - Hybrid/Blaster - unspecialised T1 hybrid charges with specialised T2 variants for blasters. Damage types Thermal/Kinetic
- MInmatar - Projectile/Explosive
- Amarr - Laser/EM
If you want to use explosive or EM damage types, use the appropriate weapons. A rail gun propels the round up the barrel using magnetism. You can put an explosive in an iron shell and fire it out of a rail gun. What do you think Antimatter ammunition is in EVE? It is just Antimatter held in containment within the round, which is released when the round it destroyed by the kinetic impact. Rail damage is restricted to Kinetic (Primary) and thermal (Secondary) in EVE for game balance reasons. NOVA may or may not (probably not) use the same damage type balance as EVE. (Dust mainly used Shield and Armor damage with a little Explosive to represent AOE, rather than EVE's Kinetic, Thermal, Explosive, and EMP damage types.)
I left out plasma weapons because I could not think of any good examples off the top of my head. However, cooler plasma would be more coherent, allowing the round to maintain cohesion over a longer distance, but would contain less thermal energy and would therefore do less damage. Hotter plasma would do more damage, but would dissipate more quickly, giving it a much sorter range. Go ahead and throw out all the rules behind all this. It will lead to everyone just doing anything they want and FOTM. And I won't be there. I will vote with my feet.
Yes, of course you're correct when you say you can put anything inside the hybrid ammo. But the reality of it is, the way it's fired, its kinetic and thermal effects will far outweigh the explosive or EM effects. The guns in Dust use the same technologies as EvE because, well, they do. What you're suggesting is that magically, Dusters will start using technologies that EvE DOESN'T use, mainly because it wouldn't work.
But even supposing it did, you're still throwing out the rulebooks and that to me just doesn't fly. I'm not interested in playing any game where all the limitations built into the game are removed in favour of anyone just being able to do anything they like. The richness of a game comes from all the DIFFERENCES. If there are none or very few, because you've let everyone do whatever they want, and FOTM has relegated everything else to history, then it becomes just boring and ridiculous. Sort of they way Dust was tending when they announced it was closing. |
Alena Asakura
Rogue Clones Yulai Federation
933
|
Posted - 2016.05.02 21:38:00 -
[18] - Quote
Fox Gaden wrote:Alena Asakura wrote:Shamarskii Simon wrote:Fox Gaden wrote:Shamarskii Simon wrote: Eve names for ammo variants... Cause I would run around with an infrared and multi-frequency Crystal... Hate getting caught close range...
I agree on using EVE names for ammo where appropriate. I do not favor being able to live swap in game without the use of a supply depot, but you could have a Commando (are they called Vanguard now?) with two laser rifles, one setup for close quarters and the other setup for long range. Might see more Amarr Commandos/Vanguards around then. Ah... Why not walk with your ammo? Take two ammo types, divide total ammo by two types. Why do you oppose "live swapping?" I understand if it's like I have the freedom to reach way out and now I can punish closely without worry For a start, live swapping wouldn't work where the ammo type required a different rifle. Hybrid (therma/kinetic) ammo is used on blasters (ARs) and railguns (RRs and SRs). Projectile/explosive is used on artillery (CRs). EM is used on lasers (ScRs). Swapping as needed between these four damage types would require changing the rifle. Even changing from thermal/kinetic to kinetic/thermal would require changing from an AR or variant to an RR or variant. If they decide to use the same damage type balance as they used in EVE, then you have a point. If they do, then those restrictions to damage will apply. But there is no guarantee that they will use the same damage type balance. DUST did not. Lore wise, if you make a small Flux grenade and mount it at the front of a casing of explosive powder, then you have EMP projectile ammo. If you put a miniature flux grenade in an iron case you have EMP rail ammo. Good points. But read my other replies. If this is truly the way they intend to go with Nova, I'll be playing EvE instead. |
Alena Asakura
Rogue Clones Yulai Federation
933
|
Posted - 2016.05.02 21:44:00 -
[19] - Quote
Fox Gaden wrote:Another theme has popped up in this thread, and that is the segregation of new players for OP stomping vets.
Current thread themes: - Proficiency earned through practice with the item. - Different Ammo types effecting the characteristics of a weapon. - Segregation of new players from Vets.
Regarding the New Player experience, in DUST I would have liked to have seen it segregated so that High Sec matches would have had a meta level cap, with new players only getting access to Low Sec matches (which would have had no meta level cap) when they created a fit above a certain meta level. But I don't think there is going to be as much of a gear discrepancy in NOVA between new players and Vets. It looks like new players with have Vet level gear, they will just be very limited in gear variety.
So, what would be the best way to setup a High Sec (~safer), Low Sec (not safe), Null Sec (Wild West/ lawless/anything goes) dynamic in an FPS game like NOVA? Or at least, how would you suggest setting up a New Player friendly area and an anything goes Vet area?
I would suggest it should be the other way around. Hisec should only be accessible BELOW a certain skill cap. Note, perhaps not a meta cap. Put a vet in a MLT fit and he's going to just wipe the floor with noobs. But restricting vets to only nullsec might be a bit unreasonable.
Losec and Nullsec would be accessible to noobs, if they were silly enough to go there. Losec would be restricted to experienced and seasoned players via the same skill or meta cap. Vets would not be allowed even in losec, according to the skill cap. Via the meta cap, of course everyone could play anywhere, at their own risk. |
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