Joel II X
Bacon with a bottle of Quafe
10844
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Posted - 2017.05.15 21:35:00 -
[1] - Quote
It'll certainly hurt racial diversify, that's for sure. As a tradeoff, it'll be easier to balance between classes, maybe. Reason for this having all of one class have different slot layouts, but all the same Power Core (PC) meter.
For argument's sake, let's compare Caldari and Gallente Assaults. Caldari favor shields, tanking, and ECM (jamming) for EWAR. The Gallente favor Repair, light armor tanking, and RSD (dampening-ish). Both very different, right? Now, let's give the Calass a 4/2 and Galass 2/4, but both have the same PC (for balancing). Because they have the same limitations, both should be able to do what the other one could. Dual tanking is one of these problems, but because they have different slots, the degrees at which one can do the other varies.
If they keep the CPU/PG mechanic, you can encourage players to play to their race's strengths. Give Caldari a high CPU count and low-mid PG count, while the Gallente has mid on both. Give Shield Extenders a high CPU cost with low PG costs, and give Armor Repair low-mid costs on both CPU/PG, while giving Armor Plates low CPU, but high PG.
To balance out the Matari/Amarr, just give the Minnies 3/3 with medium on both, and Amarr 1/5 with low CPU/high PG. this way the Matari can still dual tank as in eve, and the Amarr become the armor tankers like in Eve.
Anywho, you get the point: it allows for a more strategic way of making builds around these limitations. Don't fix it if it ain't broken.
Also, an idea I had some time ago was removing CPU/PG requirements from weapons to simplify the build making while lowering the amounts of CPU/PG of the suits to compensate, I'll leave that for another thread.
Scouts United
Gk.0s & Quafes all day.
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Joel II X
Bacon with a bottle of Quafe
10850
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Posted - 2017.05.17 02:59:00 -
[2] - Quote
byte modal wrote:On my phone so will try to be quick. You bring up a great point: NPE. More specifically, the efficiency of educating new players---highlighting connections between this or that. I'd go a step farther to point out how awkward the graphic user interface was. Fonts were small. PG and CPU meters were unclear as to wtf they were and how they either affected loadouts or WERE AFFECTED BY loadouts and skill points. I think a combination of lack of education and generally poor interface design is where the weak link rests.
Fix those two elements, and I wonder if the understanding of PG/CPU becomes easier... as would many things, I imagine.
Is the idea of capacitor still floating around? Dust definitely had a lack of explanations for things, but I feel like the PC crowd is a bit more capable of grasping concepts than the console crowd in the F2P market and as a whole. You don't necessarily need a PvE example of how to fit a Dropsuit (how would that even work, anyways?) assuming we go back using our MQs, there should be an assistant hologram that can walk around the room and give the players a tour the first time they spawn in. Once they get to the fitting screen, just explain that the CPU and PG of a suit are the limiters of what you can fit.
Scouts United
Gk.0s & Quafes all day.
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