Absolon Gainne
Subdreddit Test Alliance Please Ignore
11
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Posted - 2012.07.20 01:17:00 -
[1] - Quote
Ok so after playing the beta for a while (both before the E3 build and after), I have a bunch of comments / things that I would like to change in the beta.
1) Not really that important, but please change the starfield/nebula that is displayed before the character selection screen to be less twinkly, and more like the pre-E3 build, where the stars barely twinkled at all. This is more of a personal thing, but it is something that i would like changed so that it is a bit easier on the eyes.
2) More importantly, change the default Militia fits so that they work like the pre-E3 build. As in, one should recieve not only the fit itself, but also the Militia components that make up the fit. This would make the fits customisable again, where you can buy non-Militia stuff and directly put them into the fits (if they fit into the dropsuit's PG and CPU capacity). This was honestly a great, simple, and logical feature of the old build. I'm not sure why it was removed, but it would really be a good thing to re-add.
3) Vehicles. Specifically, the over-abundance of tanks and dropships thanks to the new milita fits for those vehicle-classes. I think that, to preserve the importance of tanks and dropships, the militia fits for HAVs and Dropships should have the same requirements as the base non-Militia versions of their respective classes. Doing this would simultaneously cut down tank/dropship users to those people who are actually serious about it (people who are willing to invest the time and skills in them) and would ensure that dedicated tankers/ dropship pilots would always have something to fall back on. A possible implementation for this would be giving out those militia fits only after you have skilled for tanks/dropships. Again, this would make HAVs and Dropships rarer again, and would instill a sense of value to them.
Leading off this point and returning to my second, all the basic militia fits should have the actual components as well as the actual hull, so that you can customise the starter fits and make new ones based off them. The components and hull for the Militia HAVs and for the Militia Dropship should only be given when the prerequisite skills are trained (as mentioned earlier), while the components and the hull for the Militia LAV should be given immediatley.
4-ish) This is more of a feature request, but it would be really cool to have IFVs/APCs to carry around troops on the ground. Ideally they would be able to carry 6-8 passengers, plus one driver/gunner and one secondary gunner. The IFVs would have much more protection and more firepower than the smaller LAVs, but would also be a bit slower and less manueverable. Conversely, the IFVs would be less armored/shielded than the larger HAVs, as well as having significantly less firepower, but they would also be significantly faster and a lot more manueverable than the HAVs. The only difficulties that I can see happening is implementing the firepower for the IFVs, since it might be necessary to seed a "Medium" turret and all the necessary supporting items. However, a work-around to this would be allowing the IFV to have 3 small turrets, with two of them mounted together and working in tandem for the driver (for uniformity and balancing, it would be probably best to force both the turrets to be the same type), with a third small turret mounted behind and slightly above the dual-turrets for the gunner. IFVs would be really cool to have in my opinion, and would actually add valuable tactics to the game, such as fast ground deployments to avoid anti-air, aided by LAV infantry suppression and HAV anti-vehicle support.
TL;DR - Less twinkles, more Militia customisation, less over-proliferation of good vehicles, and add IFVs.
Edit: Anyone, feel free to comment and tell me what you think, hopefully this stays on the front page long enough for a dev to notice it. |