Laz Ulian Sol
Pink Fluffy Bounty Hunterz RISE of LEGION
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Posted - 2012.09.18 13:49:00 -
[1] - Quote
This game is nowhere near as complex as I would like it.
There was an old PS2 game I absolutely adored that had a somewhat similar fitting system but also tied in weight limits. Since we can't really mention other games or game companies by name I'll just say it was a mech game, with 3 on the end and had the subtitle that begins with "S" and rhymes with "ilent Line." (I'm sure that was vague enough)
Anyways, like I said it's not complex at all, if anything it's quite straightforward and at the moment there are easy to see necessities for fitting into the usual roles. I bet I could explain the basic skill and ISK system in a few points I'll count them.
1. SP and ISK are both used for leveling skills, a book is bought first before you can apply SP to it. In order to earn SP and ISK you need to play in battles. The better your performance in a battle the more you will make.
2. Skills allow for the access to bigger and better items on the market, items in the market you are not qualified for via skill books will show with a red X. Items you are qualified for have a green check. Not only do skills allow access, many of them slightly make fitting and/or gameplay better.
3. Fitting, fitting is the act of designing and outfitting suits and vehicles for use in the battlefield. When creating a new dropsuit you can fit items into their respective categories of the suit as long as you have enough CPU and PG. These CPU and PG values are clearly marked on all modules, weapons, and equipment. If you go over your limit it will become an invalid fit and requires you to remove a piece or something that is pushing it over the limit.
4. Usually the best mentality for fitting is to start with a base, that being a blank dropsuit or vehicle chassis. Then to attach parts that you would like to use from there keeping in mind the CPU and PG usage; however they are not hard limits as there are skills that improve these values as well as modules that specifically increase these amounts.
5. When looking at items to fit, press triangle to learn about the attributes and prerequisites of that item. It will allow you to plan ahead to what you have left on suits. Modules are divided into High slot and Low slot versions, it's good to know how many of these high and low slots you have on your base suit/chassis. Weapons fit into the weapon slots and are also divided into different categories: Large and Small for vehicles; heavy, light, and sidearm for suits. Grenades are only used on dropsuits as well as equipment.
6. Everything else is experimentation.
You could say "But Laz what about learning the controls and how you can turn off active modules in vehicles early and all that stuff?" That's supposed to come from experimentation and trying things out of common sense. I'd hope people aren't limited to taking things at face value and always trying things. I learn new stuff all the time and I've been playing for months.
I should mention when I first played the only thing that annoyed me was that the orange highlighted default items you get on starter fits didn't actually exist outside of the suit and were somehow attached to the suit. Everything else I figured out logically because it's all so obvious when you just look at things, read about their attributes and prerequisites, and take a look at the skill trees.
I mean, there's a lot of points for logical reasoning to take over... When you buy an item and it shows up red in your item list and results in an invalid fit when trying to use it you'd have to start wondering why it's doing that.
When you see a bunch of red X's on "advanced" and "prototype" labeled equipment yet the "basic" stuff has green checkmarks and you don't ask yourself why, that's mostly your fault for not trying to figure out why.
Overall, the big reason I don't see things as complex yet is because we don't have a lot of options yet. When we finally get to a point where we have to sit there on the fitting window looking at 20-99(maybe even hundreds) of completely different modules for a half hour to decide which we want more then we might be complex enough. Also, I don't mean simple things like survivability I mean minor things like better speed, better sight range; better resistance to weapon A, B, C, D, E, F, G...Z; better vehicle support; better infantry support; better ways to stay stationary; better ways to keep moving; ways to take more hits; ways to take more objectives; and so on and so on. It's getting closer and closer to that kind of complexity.
So yeah, I disagree. Lol |