Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2012.12.10 00:47:00 -
[1] - Quote
After reading some posts on how the proto heavy suit sucks because it costs too much and/or doesn't give enought benefit over a standard suit, etc.... it got me thinking.
What if each class of suit had a passive bonus. For example, scouts got a 5% speed bonus for every tier level. Standard keeps current speed, advanced goes up 5%, proto goes up 10% over base speed. Maybe heavies get an HP bonus. Perhaps 10% bonus per level. (advanced has 10% and proto has 20% over standard stats) Maybe Logi gets a bonus to equipment. (injectors get a 10% health bonus, nanohives offer 10% more ammo, per level, etc) Assault, not sure, we can figure that out.
I just threw some numbers out there. We can discuss the numbers, as I realize that if their TOO high... proto suits go back to being god-like, like they were in early builds. Just curious as to people's thoughts. IMO, the suits need more differentiation from eachother. Both in terms of class, and meta level. |
Zekain Kade
BetaMax.
931
|
Posted - 2012.12.10 01:05:00 -
[2] - Quote
proto suits would dominate just like they did in replication. If you didn't have a proto suit, you lost. |
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2012.12.10 01:14:00 -
[3] - Quote
Zekain Kade wrote:proto suits would dominate just like they did in replication. If you didn't have a proto suit, you lost. I'd bet that's exactly what CCP -don't- wanna do. What you say is more like an MMORPG with FPS elements, but they want an MMOFPS with RPG elements.... |
Reimus Klinsman
BetaMax.
319
|
Posted - 2012.12.10 01:16:00 -
[4] - Quote
I'm expecting it to eventually have that aspect of Eve. It will add some flavor to the game and currently the higher level suits don't really offer too much. |
Mikel Dracionas
L.O.T.I.S. Legacy Rising
14
|
Posted - 2012.12.10 01:22:00 -
[5] - Quote
There should be some difference between the suit tiers prototype are supposed to be tough to kill hence why the take millions of sp and hundreds of thousands of isk
|
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2012.12.10 01:36:00 -
[6] - Quote
Well we cant judge it in current state as all that there is to put onto the advanced and protos extra slots are like damage modes or hp bufs like sheild extenders, until we get properly valid alternitives such as Webbers, cloacking devices, sencor boosters worth using, resistance amps, maybe even some vision mods like termal imaging or magnetic imaging,
As it stands the proto suits have a massive health bonus simply because it can fit better sheilds and armour and damage mods so why would it need any base increase? |
MItt R0mney
Doomheim
58
|
Posted - 2012.12.10 01:53:00 -
[7] - Quote
Perhaps instead of a passive overall health increase for the heavy, they could get a passive explosive/splash damage resistance buff per tier. |
Mavado V Noriega
SyNergy Gaming
2282
|
Posted - 2012.12.10 02:02:00 -
[8] - Quote
Mikel Dracionas wrote:There should be some difference between the suit tiers prototype are supposed to be tough to kill hence why the take millions of sp and hundreds of thousands of isk
proto suits are tough to kill in the right hands u get alot more cpu and pg and mod slots over standard and militia gear if ppl know how to fit suits it wont be a problem |
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2012.12.10 02:08:00 -
[9] - Quote
Zekain Kade wrote:proto suits would dominate just like they did in replication. If you didn't have a proto suit, you lost.
You're right, last build was rediculous. But last build, ALL suits had more HP, etc. And the differences were BIG.
I'm talking about making the increases smaller, and the buffs would only be in one or two areas... not necessarily in HP.
Ex. Scout is supposed to be fast. Arguably that is it's biggest asset. Scout would get a 5% speed bonus per tier. Heavy's asset is it's HP. It would get a 10% HP bonus per tier. Logi has more CPU and PG and equipment slots. Perhaps increase it gets a passive bonus to it's equipment, or maybe just more CPU and PG. Assault is the swiss army knife. It has decent speed, decent HP, decent number of High/Low slots. It can do a little of everything. I'd argue the Assault should get no buff. I say this, because the assault is currently the strongest suit... it doesn't need a buff, since it's large number of slots give it plenty of versatility to gank/tank/support/etc. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.10 02:09:00 -
[10] - Quote
Aren't they already like that? |
|
Fargen Icehole
SyNergy Gaming
67
|
Posted - 2012.12.10 02:16:00 -
[11] - Quote
Scheneighnay McBob wrote:Aren't they already like that?
Right now, the only difference between a standard and proto suit, is cpu/pg and number of slots. This would add another bonus to higher tier suits. This bonus would be in the area that is the suits forte. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2012.12.10 02:21:00 -
[12] - Quote
Fargen Icehole wrote:Scheneighnay McBob wrote:Aren't they already like that? Right now, the only difference between a standard and proto suit, is cpu/pg and number of slots. This would add another bonus to higher tier suits. This bonus would be in the area that is the suits forte. I'm pretty sure that at least proto scouts have a lower scan profile/other scan thingy and higher scan radius than any other scouts. Haven't looked at other suits as far as that goes, however. |
Oede Usaema
Osmon Surveillance Caldari State
19
|
Posted - 2012.12.10 12:20:00 -
[13] - Quote
SP disparity has been the single biggest issue in the game since the very beginning. I don't like skills that don't have a passive stat modifier on them, primarily because I think you should always get something from putting SP in, but at the same time it's clear that there's an obvious and very damaging imbalance between a new player and an old player.
Personally, the only way I can see this game actually balancing out is by removing all Skill dependent stat modifiers entirely, adding in items that compensate for the skills that only provide stat modifiers (like the fabled weapon customisation for the heavy/light/sidearm weapon upgrade skills) and make everything entirely dependent on how much ISK someone is willing to slap on the table.
High SP characters, with all the stat bonuses that you end up accruing through skills, combined with the hard stat increases of the items they unlock, essentially doubles the gap between a new player and (to a certain extent) allows the reward without the risk, which isn't going to be a viable model when the reality of your game is a very standard FPS affair (and seems to concentrate on standard-FPS-affair statistics and play styles).
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |