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Mobius Wyvern
BetaMax.
1216
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Posted - 2012.09.04 06:41:00 -
[1] - Quote
Looking at the new equalized HP for dropsuits, I had an idea.
Take the current Type I, Type A, and vk.0 dropsuits, give them a name across the levels, and make them into a series, then start a new series under a different manufacturer based on the Type II.
Basically, think of it like packages when buying a car. Whether you buy the car itself or a bigger package with more options, the car remains the same for the most part. So have each of the higher meta-level suits have subtle visual differences, but otherwise have the same construction.
From this, you get an explanation of the new HP values, and a means of getting multiple in-game assets out of one art asset, thus reducing the total quantity of art assets needed.
Needless to day, I really like the idea of the HP adjustment. If nothing else, it seems more in line with these suit variants as meta levels as they are in EVE, as opposed to taking a T1-T2 leap over each level as before.
Thoughts? |
kalahari ilkeston
Tronhadar Free Guard Minmatar Republic
51
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Posted - 2012.09.04 06:49:00 -
[2] - Quote
+1 need more suit variant with actual variation in stats |
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.09.04 06:51:00 -
[3] - Quote
kalahari ilkeston wrote:+1 need more suit variant with actual variation in stats Basically, the idea would be that you would get a full set of suits based on the Type II of each current suit class, giving two completely different options of performance with a set of upgrades you can skill up for.
EDIT: Thanks for the move I guess, whichever GM that was. |
Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.04 10:56:00 -
[4] - Quote
going by way of EVE ship design...
caldari like shields, amarr like armor gallente like armor as well but some of their ships are shield heavy (iirc...i is EVE nub having only played it for a few months....) andndndndndn...minmatar like everyone...except amarr... so their ships are both shield and armor capable..
shields ships tend to have alot of high power slots, and armor ships like low power slots.
so when we finally see faction variants for suits, we may well see heavies shield tanking and scouts armor tanking!
noticeably this could only occur when the full range of modules are available, mainly armor and shield resist modules, but also shield repping equipment.
alot of people will probably HATE this change, as skilling up into faction specific dropsuits is going to be a skill sink.
But it will mean that there are meaningful fittings set ups, among which there will be optimal suit/weapon configurations, and that tiers will also become more meaningful-given the change towards higher tiers having more slots...
this of course is all speculation and conjecture, but **quivers slightly** THE POSSIBILITIES!!! OH MYGOD THE POSSIBILITIES!!!
EDIT: oh, and after that ecstatic ejaculation, i remembered that i should point out that:
each ship has bonuses, that you may think of as skill lvl bonuses, except that these bonuses are affected by certain skills and are not skills themselves. Ship XX might have a bonus to missile damage of y, per skill level in that particular ship type.
In DUST terms, if such comes to pass....
having lvl 3 in minmatar assault suits might grant a bonus per skill lvl of +5% damage with scrambler pistol(?)-when wearing minmatar assault suit type1... an advanced suit might have a bonus for Mass Drivers whilst another advanced minmatar suit might have a bonus for reducing AR cpu needs....
hope that is all clear... that when faction suits hit properly, there should/might be a plethora of options, and that skills in various faction suits will become very important and long term investments. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.04 16:05:00 -
[5] - Quote
Billi Gene wrote:going by way of EVE ship design... caldari like shields, amarr like armor gallente like armor as well but some of their ships are shield heavy (iirc...i is EVE nub having only played it for a few months....) andndndndndn...minmatar like everyone...except amarr... so their ships are both shield and armor capable.. shields ships tend to have alot of high power slots, and armor ships like low power slots. so when we finally see faction variants for suits, we may well see heavies shield tanking and scouts armor tanking! noticeably this could only occur when the full range of modules are available, mainly armor and shield resist modules, but also shield repping equipment. alot of people will probably HATE this change, as skilling up into faction specific dropsuits is going to be a skill sink. But it will mean that there are meaningful fittings set ups, among which there will be optimal suit/weapon configurations, and that tiers will also become more meaningful-given the change towards higher tiers having more slots... this of course is all speculation and conjecture, but **quivers slightly** THE POSSIBILITIES!!! OH MYGOD THE POSSIBILITIES!!!EDIT: oh, and after that ecstatic ejaculation, i remembered that i should point out that: each ship has bonuses, that you may think of as skill lvl bonuses, except that these bonuses are affected by certain skills and are not skills themselves. Ship XX might have a bonus to missile damage of y, per skill level in that particular ship type. In DUST terms, if such comes to pass.... having lvl 3 in minmatar assault suits might grant a bonus per skill lvl of +5% damage with scrambler pistol(?)-when wearing minmatar assault suit type1... an advanced suit might have a bonus for Mass Drivers whilst another advanced minmatar suit might have a bonus for reducing AR cpu needs.... hope that is all clear... that when faction suits hit properly, there should/might be a plethora of options, and that skills in various faction suits will become very important and long term investments. Just as they are with ships in EVE. One thing to note, at least, is that the current plasma weapons we use are just referred to as Assault Rifles, which along with the naming of some of the other market categories, may suggest that you learn skills by weapons classification, rather than type. So, say, you have Assault Rifle Operation IV, and you want to try out a laser rifle. Such a system would allow you to do just that because despite the different firing mechanism, its still an Assault Rifle. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.04 16:41:00 -
[6] - Quote
Grenader varient suits of all the suits.. :D
more things go BOOM, and prep'd for any tank, with av and flux grenades would be awesome. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.04 17:06:00 -
[7] - Quote
RolyatDerTeufel wrote:Grenader varient suits of all the suits.. :D
more things go BOOM, and prep'd for any tank, with av and flux grenades would be awesome. Well, I'm not sure about that but with each suit progression being a series, you could put in an Assault suit that was good at that, or something. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.09.04 17:09:00 -
[8] - Quote
Mobius Wyvern wrote:RolyatDerTeufel wrote:Grenader varient suits of all the suits.. :D
more things go BOOM, and prep'd for any tank, with av and flux grenades would be awesome. Well, I'm not sure about that but with each suit progression being a series, you could put in an Assault suit that was good at that, or something.
I could see scout / assault grenader varients. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.09.04 17:15:00 -
[9] - Quote
Hmm I'm not so sure. I like the idea of it but currently I'd pick a type2 suit over a protosuit. I AM picking them over advanced. What would be there to stop it just being good suits / less good suits. Everyone will pick the good suit over the less good suit. The whole deal with high grade high level suits is their cost is astronomical. It also meant there were different skill progressions. I got done out because I got advanced suits. Nvm. Essentially it's a good idea but CCP need to be careful. On a basic level there's shield/armour and hybrid. 3 easy suit families.
I think CCP are trying to find out what modules are overly effective. Or maybe what the most common builds are to decide on an appropriate passive bonus. From there I think we could see some cool possibilities. |
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