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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
trollsroyce
Seraphim Initiative. CRONOS.
200
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Posted - 2013.03.11 12:58:00 -
[1] - Quote
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 |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.11 17:54:00 -
[2] - Quote
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... |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.11 19:21:00 -
[3] - Quote
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. |
trollsroyce
Seraphim Initiative. CRONOS.
201
|
Posted - 2013.03.12 21:53:00 -
[4] - Quote
Cheers, good topic.
I have a very idealist approach and look at iterating the big picture along specific choices; hard to come through with the overall picture oft |
trollsroyce
Seraphim Initiative. CRONOS.
202
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Posted - 2013.03.13 11:40:00 -
[5] - Quote
Boosters could well be an active module with one use per supply. "Berserk Pill" |
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