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Thread Statistics | Show CCP posts - 1 post(s) |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.14 05:52:00 -
[1] - Quote
CCP Wolfman wrote:Hi guys,
Just thought IGÇÖd let you know that we do have plans to add some of the functionality youGÇÖre discussing here in future updates. Exactly which ones will remain shrouded in mystery for now. Some of the functionality is associated with equipment items (which are used very much like active modules) and also with some weapons.
Thanks for the cool ideas!
Cheers
CCP Wolfman
Good news, thanks for the heads up |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.18 08:29:00 -
[2] - Quote
This is for down the road when we have more than one type of planet. Compensator Module Temporarily compensates for the extremes of non-terran environments allowing its user to move as if under terrestrial norms.
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.12 23:28:00 -
[3] - Quote
I have a thread on a related theme regarding a new type of Proto Repair Tool. Anyone interested please take a look.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.12 23:53:00 -
[4] - Quote
Zekain Kade wrote:Fu=ck no, this is the bullshit that ruined Halo, I would drop this game instantly if this showed up here.
CCP wrote: [REQUEST/IDEAS] Active dropsuit modules ("superpowers") Update: The design team has a similar list and devs will be be responding to the thread discussing this here.
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.14 01:05:00 -
[5] - Quote
J'Jor's Heir wrote:I don't think thy should be regarded as super powers but rather short bursts of an ability a passive module gets, at a higher intensity but with the drawback of activation and a cool down time. That's a pretty accurate description really. |
Cross Atu
Conspiratus Immortalis
790
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Posted - 2013.03.11 17:35:00 -
[6] - Quote
trollsroyce wrote:Definitely a pursuable line of design.
CPU and PG requirements of such modules should be carefully considered, and implementing the modules could take place with a general module rebalance initiative.
One possible way to implement them would be to have them take an equipment slot (as the interface mechanic is already tied to there). In this case, the balancing should be considered from the point of view of equipment slot layout on suits.
Another possible expansion would be to tie the active modules to suits with module bonus from SP, e.g. Assault V = 37,5% more active shield hardener strenght.
Combining the two, some ideas for active module dropsuit perks: - logistics suit could have Repairer+Injector bonus (these should be one tool!) - assault Shield / Armor Hardener bonus (module that reduces damage taken, damage type specific) - heavy "Stance Solidifier" bonus (module that reduces sway from hits taken, long duration active) - scout Personal Cloaking Device duration bonus
Good general thinking IMO, the CPU/PG are going to be the key element regardless of other aspects. Tho for slot layout I'd suggest that be tied to function of the module itself to maintain proper balance. If Mod adds to dps then it's a high slot, if it gives better armor EHP then it's a low slot, etc.
This way not only is there a requirement for fitting the active mod but use of said mods is less likely to become broken via unintended consequences of multi-stacking the active mods with passive mods which contribute to the same overall effect (damage, defense, what have you).
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
792
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Posted - 2013.03.11 18:34:00 -
[7] - Quote
trollsroyce wrote:The philosophy behind using equip slots would be to use module slots to build the frame of fitting: damage, armor, shield, radar. On that you'd put the active speciality.
Not saying it's better than EVE style trade offs on mid and lowslots, but it feels the most natural way to me after some thinking (passive slot, passive slot, important active slot).
A fitting line of thought would be "passive fit built to boost an active mod tactic, dualtank and gank variants of it". Low and mid could have equip slot boosting mods e.g. Repair augmentor...
I think I see where you're going with that, and it does make a fair amount of intuitive sense. My concerns with linking active mods to equipment alone are as follows.
1) That it would preclude certain active mods from consideration (due to given fitting combinations allowing for game balance to be broken). Tho this could be mitigated (perhaps dealt with completely) via the use of stacking penalties applied to mods that contribute to the same stat.
2) That it would inflate the value of the equipment slot itself thus skewing balance between the dropsuit classes causing Logi suits to gain undo power/effectiveness due to their high number of equipment slots (this is the larger concern of the two as rendering the value of 3/4 of the dropsuits semi-obsolete would be detrimental to the overall game). CPU/PG balancing could somewhat counter how far a Logi suit could stack active mods but Logi's already have some of the best CPU/PG out there due to their support role so if all active mods were bound to equipment slots this would still leave the other suits lagging behind.
Please let me know if I've overlooked/misunderstood something in your proposal.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
796
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Posted - 2013.03.12 19:35:00 -
[8] - Quote
trollsroyce wrote:The design of specific dropsuits is subordinate to big choices like active mod introduction, so judging them should not be done on current suits. The logi example is good though in that the suit has too big of an inherent advantage in fitting for active mod introduction.
Actually, this topic needs even more publicity NOW as CCP is designing the racial suit lines. The new suit balance needs to take active gear into account beforehand.
I tend to look at balance within a paradigm of "does the new introduction extend what it present without breaking it" as new features/items that break current game functions have game wide balance implication essentially generating extra work as each new release then requires another full game balance sweep. So while I agree active mod introduction is a bigger issue than a specific dropsuit I do think that current game state (which includes certain dropsuits) is a greater issue than introduction of a new feature (be that active mods or something else).
Active mods need to be phased in very carefully, as (depending on the mod and implementation) they could heavily favor a given suit or play style. Equipment only active mods would favor Logi, mods that "feed" off of shields would favor the Scout due to fast regen. Mods that grant short bursts of high mobility would favor Heavies as they overturn a fundamental limitation of the class. Speaking of Heavies they don't really have equipment slot access so an equip slot centric active mod implementation would preclude their use by Heavy players game wide.
I wholeheartedly agree that as CCP moves toward the introduction of racial suit lines and gear variations keeping the implications of active mods in mind is vital for future balance.
thanks for the continuing discussion o7 Cross o7 |
Cross Atu
Conspiratus Immortalis
809
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Posted - 2013.03.13 19:09:00 -
[9] - Quote
trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" +1 |
Cross Atu
Conspiratus Immortalis
822
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Posted - 2013.03.14 02:44:00 -
[10] - Quote
RINON114 wrote:trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" Do you propose a new slot in fitting?
That's an interesting idea and may be a very viable way to address active mod balance in general. I am not sure what the coding side would require but adding "active slots" to the dropsuit lines could be very promising depending on how it was rolled out.
0.02 ISK Cross |
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Cross Atu
Conspiratus Immortalis
823
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Posted - 2013.03.14 03:45:00 -
[11] - Quote
RINON114 wrote: I think the easiest way to implement this would be to make these modules as an existing fitting slot. Whether that is the best solution is open for debate but my own view is one of two options:
- Option one: Boosters fit into current slots depending on what they are. "Berserk Pill" could be an equipment slot as it would require "ammo" to use. Other boosters could be some kind of injector or pack that can be used on other peopl or yourself (if you've ever played Brink you may know what I mean). Shield boosters would take up high slots and work as they do in EVE and armour reps would do the same. Access to these would be through the weapon wheel.
- Option two: Boosters as "superpowers" work as the current in-game "Augmentations". These would have a limited time use and would fit into the two categories of active and passive boosters (which are already in the game). They would work similarly to how they work in option one, being selected from the in-battle weapon wheel.
Option one is my current general frontrunner for the implementation of active mod in general (tho having a specific active mod slot is still an interesting concept to me it's by no means something I'm 'married to')
Option two is an intriguing concept that may open up some interesting options, either a wider AUR market for CCP or some ISK market options for those without AUR to make use of the augmentation slots (perhaps additions of both kinds?)
0.02 ISK Cross |
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