DUST Fiend
19213
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Posted - 2017.05.22 06:04:00 -
[2] - Quote
Pokey Dravon wrote:Please bear in mind that this is simply an expansion of an idea that was presented by the developer and should be considered a starting point for a discussion and not a finalized concept. #TriggerWarning
First off I just want to ask, how will this all actually work in game? Will it actually be intuitive to be going into a menu to use your active modules whenever you need them? I feel like that would make things a bit cluttered and cause for easy frustrating mistakes. Perhaps hotkeys? Also what visual indicators will be present as tracking this stuff is harder in first person. Having multiple active modules with different cap drains could be especially overwhelming to newer players who frequently find themselves struggling simply to aim at and track a hostile, let alone tracking the duration of all active modules, that is assuming they remember to activate them as they're being shot at.
I'm 100% on board integrating cap into the game simply because it's a better foundation for vehicles whether or not they ever return. If they come back without cap. ... .. . .............. . Just saying that using cap as a way to ease new players in....yea...not really buyin that particular bit. It's definitely gonna take getting used to as most FPS games have abilities that generally do something right away and go onto a cooldown. Which I 100% do not want.
This brings to mind another type of module which should exist amongst your ABC of Capacity. The D, if you will; Burst Modules. These are basically Heal X instantly, lose Y Cap instantly. Provide X% shield resistance (vs type if that comes into the game..but...simplification because thinking is hard #cry ) for 5 seconds, drain Y capacity etc etc.
- Emp grenades that deal Cap damage / reduce cap recharge / increase cap drain for set time?
What actual limit will there be for fitting suits if not PG / CPU? (if there are modules to up cap capacity what keeps you from continuously adding these then something that drains less or the same cap? Will all classes share the same module layout for their respective suits. If we do away with tiers too, what sense of progression is there past unlocks? How fast can we unlock things? How many things can we unlock at once? How long will it take to unlock everything, and what's left when you unlock everything? What does it actually take to unlock something? How does this make sense within the lore of the universe? (genuine question, I love lore just a lore noob) Once you unlock a module, do you access all versions of that module? If everything is balanced against the same cap scale (more benefit, more cap cost basically) how would one determine which is "better" for ISK balancing, or would all modules share the same cost? Will we even still have ISK if everything is unlocked and sidegrades?
I know I'm fairly stupid among the thinking folk, but honestly this is all fairly confusing lol. I feel like it was just me who enjoyed storing up big piles of SP so I could come back and try something new. If things are on an unlock basis, what protects the casual player who has little time to actively unlock the whole skill tree vs try hards who have it all unlocked in a week? How does this gap differ from the original proto / SP gap? In reverse I suppose, if the idea is to put MLT modules on your suit till you unlock that modules skill then you have access to all variants of that module, how long really would it take to unlock everything? Also if unlocks require anything more than passive participation, how does this not directly target and harm the scrub who can barely get his **** together to hack Delta? At least before, there was a passive SP gain as well as the bonus pool, these both helped the new and casual bro.
I guess I need more details. If it's not broke don't fix it, SP system seemed fine to me. I'm just an obnoxious scrub though so *shrugs*
Rage flavored bitter berry
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