Takron Nistrom
ROGUE SPADES
83
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Posted - 2013.01.16 22:20:00 -
[1] - Quote
I know this has been discussed a ton of times but I want to put in my 2 cents. I come from Eve and I've played for years but one thing I've noticed in Dust that it doesn't have, compared to Eve, is suit bonuses. I know what some Dusters will say, ''This isn't Eve.'' and I totally agree. I don't want this to be Eve but the suit abilities give you a reason to pick different suits for different cases, not just which one has more HP or Loadouts. This may be a plan for the future or it may need more discussing, so I hope my opinion matters.
First of all, in Eve most ships have at least 2 bonuses, a role bonus which is static and an active ability which is based on a skill. In this case either Dropsuit Command or the racial dropsuit skill, respectively. Right now I know that the Logi suits have a hacking bonus but I think those ideas could be expanded for other suits. A logi suit that has reduced fitting for reppers and a skill dependent %heal increase per level I think would be a good start.
My second point, Racial diversity. In Eve each race has a preferred weapon type. Caldari are missiles with a light blaster emphasis and ECM, Gallente are blasters with a light missile emphasis and heavy drone use with webbifiers and warp scram(Prevents Escape), Minmatar have the artilliary and light missile emphasis with webs, and Amarr have energy weapons and energy vampires. I hoped we might see this more somewhat but this ties into my first point because I know each weapon, at least currently, isnt very racially damage spacific but more role based. With that said, each role is quite different and that is where I think the bonuses would lie, not in the actual damage. Seeing as the only Amarr suit currently is the heavy, they're not going to be sporting a laser rifle unless there were bonuses to promote such uses.
My last point, preventing some OP. If we were to impliment some bonus system, I feel too that it will help balance some items that may be or become overpowered. When it becomes aparent that an items use has no bearing on what type of suit you use it with, it becomes overused. If an items effectiveness is based on the type of suit that weilds it, it makes item choice more dependent on the situation, not only whether it is good or not. These types of tactical dcisions I feel will really help define roles on the field and make Dust a far more diverse game. Rather than what kills fastest and what holds the most.
Thank You for reading it all. :-) |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.17 00:30:00 -
[2] - Quote
Ok good post, but the idea needs to be refined. as long as the game is tiered i believe the standard suits at each tier should share a bonus but the variant suits go into the specialist areas.
Like the heavy VK.1 is a shield tank suit (and it's amarr, so that in itself is weird) but it shouldn't get the bonus a VK.0 does. because the VK.0 is armor tank.
Amarr heavy Role Bonus: +5% Armor EHP per level of Dropsuit Command
+5% resistance to damage per level of Amarr heavy Dropsuit. (amarr are retardatanked by nature)
Gallente heavy Role Bonus: +5% armor EHP per level of Dropsuit command
+3% damage and +5% range to to heavy Hybrid weapons per level of Gallente heavy Dropsuit
Caldari Heavy Role Bonus: +5% Shield EHP per level of Dropsuit Command
+3% damage and 5% blast radius to all missile heavy weapons and turrets Per level of Caldari heavy Dropsuit
Minmatar heavy Role Bonus: +5% increase to walking/sprinting speed
+3% damage to all projectile weapons and +3% increase to all walking/run speed.
This would be an example here of potential dropsuit bonuses, as well as giving a reason to level up dropsuit command. this is very basic overall and likely not balanced for DUST well, but it gets the point across.
BTW all minmatar equipment should be speed tanked. |