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Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.24 18:11:00 -
[1] - Quote
Whatif suits were more like basic frameworks for "fits" and modules gave the fit the majority of your stats, making what you put on more important than what suit you grab? For example currently have around 350 hp and one extender or plate gives 60. Well even with that means 2 of either only gives around 23% of your over all health I think it should provide 50% of your over all stats this would call for all suits to get a decrease in stats and modules to get a buff.
What this would do is mean what's on the suit is more important than the suit, so module will no longer be extra boost they be important and required to accomplish their purpose. This would change people from focusing on what suit and more on what modules they fit. Which IMO would be better for a game that focuses on customization and fits like dust.
But what's the community opinion on this idea? |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.24 18:12:00 -
[2] - Quote
I am all for the modules playing a bigger role. It would actually make higher tier suits worth it again after the HP nerf.
100 hp for shield extenders 200 hp for armor plates 20 hp/s for armor reps
Just throwing out ballpark numbers. It would make fits more interesting and varied. |
Villore Isu
Algintal Core Gallente Federation
115
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Posted - 2012.10.24 18:47:00 -
[3] - Quote
Agreed, module effects (with a couple of exceptions) should be more 'exaggerated' |
Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.10.24 19:45:00 -
[4] - Quote
defensive modules in particular. Maybe shield extenders, shield rechargers, armour plates, and armour repairers should work by percentage like the damage mods do. |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.24 19:51:00 -
[5] - Quote
Guns however shouldnt be included in a buff to modules |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.24 19:56:00 -
[6] - Quote
Ten-Sidhe wrote:defensive modules in particular. Maybe shield extenders, shield rechargers, armour plates, and armour repairers should work by percentage like the damage mods do.
That could work much better for some stuff, rather than exaggerate the stats have them effect in percentage of course larger percentage than CCP usual 5 to 10%. Most stuff like dampeners should be exaggerated. Mods that affect weapons shouldn't be changef though(stacking penalty could be toned down some, more so on low tiers) |
Free Healing
L.O.T.I.S. Legacy Rising
234
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Posted - 2012.10.24 21:11:00 -
[7] - Quote
Ten-Sidhe wrote:defensive modules in particular. Maybe shield extenders, shield rechargers, armour plates, and armour repairers should work by percentage like the damage mods do.
I don't know about that since it would be unfair if your suits base Armor was much higher than everyone else. Thinking of heavies primarly since 5% more armor for them is alot more than 5% for everyone else. Maybe that's what you were going for though. |
Ima Leet
Imperfects Negative-Feedback
321
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Posted - 2012.10.24 21:18:00 -
[8] - Quote
imo they already did this. before the different suits gave you different Shield and Armor stats. now all suits from Militia to Proto have the same basic Shield and Armor stats. they did this to make modules more important. the only thing that changes from suit to suit is the amount of slots and the PG/CPU, you get more the better the suit is.
tbh i wish they would make the suits the way they used to, i enjoyed buying an upgraded suit that actually had more Shield and Armor, now the only reason to upgrade is for more slots... |
Forlorn Destrier
ZionTCD Legacy Rising
914
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Posted - 2012.10.24 21:39:00 -
[9] - Quote
I like each suit having a role. A Drake is far different than a Hurricane, even though they are both battle cruisers. They are the same class but can fill different functions based on what the bonuses for the ship are. This is what I want in Dust as well. Just my opinion. |
Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2012.10.24 21:55:00 -
[10] - Quote
This would be a lot like the T3 ships in EVE, Strategic Cruisers. You add your choice of usually 3 different subsystems in 5 categories. Each subsystem gives you a different amount of low, medium and high slots as well as other bonuses to armor, drone damage, ship speed etc...
A simplified version might be really awesome, actually. I don't know what plans CCP actually has for more options down the road but it's starting to shape up to be a game where there is a certain, specific way to fit your suit that works and that's what everyone does with very little room for unique and varied fits.
That being said, now is a bad time to totally rework the suits and CCP needs to get the rest of it fixed first. I'm still not sure if this is a good game or not because so much of the gameplay at the moment is dealing with the bugs and glitches. Think I'm gonna like it though. |
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Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.25 01:42:00 -
[11] - Quote
Free Healing wrote:Ten-Sidhe wrote:defensive modules in particular. Maybe shield extenders, shield rechargers, armour plates, and armour repairers should work by percentage like the damage mods do. I don't know about that since it would be unfair if your suits base Armor was much higher than everyone else. Thinking of heavies primarly since 5% more armor for them is alot more than 5% for everyone else. Maybe that's what you were going for though.
Well he didn't say anything about scaling the suits back so I guessing he agrees with that which would mean a different set up think of it like this a suit has 100 HP and extenders provide 20 hp well what's the point of extenders right. In my original idea it would be 80 suit HP 40 for the extenders, what he is saying I think is 80 hp 50%would have one extender for each would give the same amount 120 HP.
The difference my way would support low HP suits like the scout and logi, his way would support the Hi HP suits.
Ima Leet wrote:imo they already did this. before the different suits gave you different Shield and Armor stats. now all suits from Militia to Proto have the same basic Shield and Armor stats. they did this to make modules more important. the only thing that changes from suit to suit is the amount of slots and the PG/CPU, you get more the better the suit is.
tbh i wish they would make the suits the way they used to, i enjoyed buying an upgraded suit that actually had more Shield and Armor, now the only reason to upgrade is for more slots...
Which is one place where this would shine, if suits capability's were tied more so with module fits rather than base stats the higher tier stuff would be better once again because it could fit more of modules.
Forlorn Destrier wrote:I like each suit having a role. A Drake is far different than a Hurricane, even though they are both battle cruisers. They are the same class but can fill different functions based on what the bonuses for the ship are. This is what I want in Dust as well. Just my opinion.
Well if suits ever get bonus like eve ships then suits would fit modules that line up with thier suit, if the suits bonuses and layout doesnt fit then they can find a suit that does what they want. At first this would breack down different suits, but once we get a larger number of modules and suit bonuses in different suits would be used based on how they compared to out suits in terms of Cpu/pg slot layout base stats and bonus thats were varition in suits would come in and it would allow for more customization and hybrid fitting |
Ops Fox
ZionTCD Legacy Rising
197
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Posted - 2012.10.25 01:46:00 -
[12] - Quote
Altina McAlterson wrote:This would be a lot like the T3 ships in EVE, Strategic Cruisers. You add your choice of usually 3 different subsystems in 5 categories. Each subsystem gives you a different amount of low, medium and high slots as well as other bonuses to armor, drone damage, ship speed etc...
A simplified version might be really awesome, actually. I don't know what plans CCP actually has for more options down the road but it's starting to shape up to be a game where there is a certain, specific way to fit your suit that works and that's what everyone does with very little room for unique and varied fits.
That being said, now is a bad time to totally rework the suits and CCP needs to get the rest of it fixed first. I'm still not sure if this is a good game or not because so much of the gameplay at the moment is dealing with the bugs and glitches. Think I'm gonna like it though.
Isnt the alot and modules the simple version of tech 3?
I think that my having suit fits be more module centric would cuase a greater varity to appear becuase difference in modules would have deeper effects than just a perk or bonus like they are now.
I agree let them fix other issue first before they even look at balancing, thats why im just bouncing this around as a idea and brianstorming. |
Altina McAlterson
TRUE TEA BAGGERS
362
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Posted - 2012.10.25 03:49:00 -
[13] - Quote
Ops Fox wrote:Isnt the alot and modules the simple version of tech 3?
I think that my having suit fits be more module centric would cuase a greater varity to appear becuase difference in modules would have deeper effects than just a perk or bonus like they are now.
I agree let them fix other issue first before they even look at balancing, thats why im just bouncing this around as a idea and brianstorming.
No. The suits are not modular and the slot count is fixed. If they were like the strategic cruisers you could change the slot count/pg/cpu/armor/shields/whatever by using different subsystems. |
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