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Thread Statistics | Show CCP posts - 1 post(s) |
RINON114
B.S.A.A.
36
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Posted - 2013.03.13 07:26:00 -
[1] - Quote
Technical-Support wrote:cool lets add the same gimmick found in every other game to make DUST even worse. Active modules like this exist in EVE already. They exist on vehicles now.
Instead of being sarcastic and trying to be funny, why don't you tell us why you feel they are a gimmick and also why you disagree with these "gimmicks" being any good. |
RINON114
B.S.A.A.
36
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Posted - 2013.03.13 09:33:00 -
[2] - Quote
ChromeBreaker wrote:BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec I like it, sounds cool. Would these be modules then or boosters like the passive/active SP boosters? It would be cool to see some more boosters there for both ISK and Aurum so we can have 24 hours of passive whatever, for a price of course.
Also might I suggest if boosters worked as I have described then active ones would simply appear on the weapon wheel, the same way they do on LAV's. |
RINON114
B.S.A.A.
36
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Posted - 2013.03.13 11:50:00 -
[3] - Quote
ChromeBreaker wrote:RINON114 wrote:ChromeBreaker wrote:BOOSTERS!!
Injection of nanodrugadrenalineviagrasupersyrum.... something
1 use per clone gives a increase to a specific stat ( speed, recharge, dmg, strength, resists ) and then a crash/side effects to one or more other stats for a restricted time.
You cant resupply them, different variants and strengths. Prices respectively high .
Eg. Quafe Zero booster A-class: 25% boost to top speed, 25% penalty to stamina recharge rate. Lasts 30sec I like it, sounds cool. Would these be modules then or boosters like the passive/active SP boosters? It would be cool to see some more boosters there for both ISK and Aurum so we can have 24 hours of passive whatever, for a price of course. Also might I suggest if boosters worked as I have described then active ones would simply appear on the weapon wheel, the same way they do on LAV's. Sorry didnt make this too clear. Think of them like grenades. You select them, pull out the pin, and then bite a chunk out of your gun and run though a wall. This is like how boosters work in EVE, forgot Dust had their own lol. Could work like you get boosters now, or bought like a mod... id lean towards the mod style I like the idea of having these as the current type of boosters we have now in Dust, just add some extra slots. OR the passive booster could be exactly that and be a passive skill that's enabled all the time for a certain time period. ISK versions would degrade very quickly, whereas Aurum versions would degrade slowly.
I do also like the idea for these just to be modules or boosters like in EVE, I just think more options for boosters (the Dust version) can only be a good thing for CCP. |
RINON114
B.S.A.A.
37
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Posted - 2013.03.14 02:20:00 -
[4] - Quote
trollsroyce wrote:Boosters could well be an active module with one use per supply. "Berserk Pill" Do you propose a new slot in fitting? |
RINON114
B.S.A.A.
39
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Posted - 2013.03.14 03:40:00 -
[5] - Quote
Cross Atu wrote: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 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. |
RINON114
B.S.A.A.
39
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Posted - 2013.03.14 05:31:00 -
[6] - Quote
Cross Atu wrote: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 My thinking exactly. The Aurum market can definitely do with more options as personally I don't think I could justify paying real money to just lose something in battle, but I could easily justify spending money on something that is a little more permanent than an accidental death in skirmish, and I'm certain that I'm not alone here.
As for the idea of these "infantry jumper" modules: they need work and I'm not sure this is the discussion for them but my 0.02 isk is that the range is, well, ludicrously ridiculous as well as the cooldown. Maybe a jump of 10 meters and a cooldown of 60-180 seconds would be far more reasonable.
Back to the topic, I think both option one and two could work combined. We get more permanent stats as augmentations that give small boosts over long periods of time AND we have active boosters which give huge boosts and are used up in battle as either equipment or a new fitting slot. |
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