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Verios 44
Tal-Romon Legion Amarr Empire
10
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Posted - 2012.08.30 12:48:00 -
[1] - Quote
I like the idea of subssytems for weapon platforms. I would suggest adding skills for them like the subsystem skills in EVE.
for assault rifles for example
Assault Rifle Barrel Subsystems Assault Rifle Under Rack Subsystems and so on |
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Verios 44
Tal-Romon Legion Amarr Empire
10
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Posted - 2012.08.30 14:13:00 -
[2] - Quote
should some modifications efect stability or weight of the weapon?
for example, you add a optic that allows faster ADS with less range. Would that module effect the weight of the weapon or only accuracy and range?
In relating to the skills that will effect these modifications, I believe they should give bonuses that lessen the negative aspects of modifying a weapon. |
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Verios 44
Tal-Romon Legion Amarr Empire
10
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Posted - 2012.08.30 21:11:00 -
[3] - Quote
Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth.
I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills?
Such as would the skills have a impact on overal modification preformance or give less of their negative effect? |
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Verios 44
Tal-Romon Legion Amarr Empire
10
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Posted - 2012.08.30 21:40:00 -
[4] - Quote
Ranger SnakeBlood wrote:Verios 44 wrote:Ranger SnakeBlood wrote:+1 for a system simular to ghost recons gunsmith that system was the best weapon customization system i ever saw in a game it was entirly based on trade offs which ment no matter the set up it was always going to be balanced between same guns with different set ups, this is also the system that has the most depth which in my opinion is the reason why it suits dust best.
Also had a thought that could be included to the gunsmith style of customization and that is borderlands levels of insanity like seriously that game has shotguns that shoot emp rockets!! mabye to make insane stuff like this ridiculously expensive too provide some balance to a serious balancing issue that would occur if this sort of thing was put in.
I think if we go with a gunsmith style of system then all the weapon variants with exception of the base of the weapon having variants becomes obsolete so for example the burst,breach and tactical AR would suddenly lose there place in the world as a standard AR could be modified with simple enough modification to handle exactly like them.
Another thing i would propose would be that instead of the different parts requiring PG/CPU req make the base of the gun have fixed PG/CPU reqs that increases as you get more advanced weapon bases/frames not sure of proper word which can be modified more with higher end equipment and parts, the reasoning for the fixed power grid would be that guns would always be balanced if all parts had a trade off for a improvement for example higher rof more recoil, higher damage more recoil, bigger magazines longer reload and makes gun heavier therefore harder to use so on so forth. I like the idea of a balancing system. How do you think the skills required to mod weapons work? I mean which perks would you give through the skills? Such as would the skills have a impact on overal modification preformance or give less of their negative effect? Skill to modify weapons probably weaponry and or mechanical/engineering as for the advantages of the skills if it increased the positive effect it should also increase the negative in my opinion but i think the stats of the positives and negatives of modifications should be standard set to remain balanced as for what the skills should increase perhaps if you could not switch out certain parts of the gun until you have enough skills or the higher the skill the better equipment you can put on NOTE when i say better equipment i mean still balanced for example if a standard high pressure gas system to increase rof has 10% bonus to ROF anda 10% increase to recoil to balence it then a high end mabye T2 high preasuse gas system should do 20% bonus to ROF with a 20% increase to recoil rather than 20% to 10% ratio this could lead to long term balancing issues and or nessesery l33t set ups that make other fits fail is a aspect of this system i would rather avoid if at all possible
That sounds like a winning solution to me. It kindof reminds me of T2 ships and or weapons in EVE. You get bonuses in one area but negatives in another to balance it out. |
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