Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 23:26:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote:PLEASE READ ENTIRE POST BEFORE COMMENTING There needs to be militia variants for all weapon types. All dropsuit and weapon types need to be represented in limited (non-infinite) starter fits. Here is why. People need to be able to test weapons with militia variants in order to make informed decisions as to whether or not to invest skill points into them. There are militia dropsuits for every type, but the selection of militia weapons is very small. The starter fit system can also be tweaked to allow for more variety of dropsuits and weapons to try out; this would make experience of more dropsuits and weapons much more accessible, and broaden the horizons of new players beyond the favored assault dropsuit + assault rifle combo. I will outline ways to implement this in a balanced way. When players choose their starter role (Enforcer, Arbiter, Artificer, & Sentinel) they get only one free unlimited starter fit based on their chosen roles. This is the only thing that really needs to be unlimited.
All weapons need to have militia grade version. Militia infantry items can be double in price, or nerfed a bit if needed to balance this change.
All starter fits besides the starter role fit should be made of a limited set of militia items, and should not be infinite. This will help teach players how items are lost in death, and the importance of restocking.
Limited starter fits should be expanded so that all dropsuits, equipment, and weapons are represented. This would allow new players unfamiliar with the market to try out and understand the great variety that Dust has to offer from the very beginning. Here are some examples of what the expanded and more various finite militia starter fits could look like:
> assault - assault rifle + scrambler pistol + nanohive [20] > assault - swarm launcher + flaylock pistol (SOONGäó) + stasis webifier (SOONGäó) [20] > assault - laser rifle + flaylock pistol (SOONGäó) + active scanner (off market for fixing) [20] > scout - shotgun + nova knives + drop uplink [20] > scout - sniper rifle + scrambler pistol + nanohive [20] > logistics - scrambler rifle (SOONGäó) + nanite injector + repair tool [20] > logistics - mystery Caldari rifle (SOONGäó) + remote explosives + nanohive [20] > logistics - mass driver + nanohive + nanite injector [20] > Heavy - heavy machine gun + flaylock pistol (SOONGäó) [20] > Heavy - forge gun + scrambler pistol [20] > Heavy - plasma cannon (SOONGäó) + scrambler pistol [20] > crusader (SOONGäó) - slots currently unknown [20] > pilot (SOONGäó) - slots currently unknown [20] The overwhelming majority of players are AR users, many of them have never even bothered trying another light weapon other than the sniper rifle. This is a problem for getting reliable feedback; how can someone have a good understanding of whether or not a weapon is overpowered if they themselves have never used it and don't understand its drawbacks? If you want to get more reliable feedback for balancing, then you need to let new players have access to all weapon types from the very start, they need to experience a weapon from both ends to have a reliable opinion on the weapon. Having all weapon types represented in the starter fits would g let players be better testers
Thank you for reading. The only issue is that this isn't a good idea for a game that uses an economic system like this one will.
I actually want to see your idea implemented as a VR training system like many of us have requested, with all equipment available to be experimented with for free in an environment that provides no SP or ISK, just to allow players to get a feel for what they want to spec into. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 23:57:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Mobius Wyvern wrote:KAGEHOSHI Horned Wolf wrote:PLEASE READ ENTIRE POST BEFORE COMMENTING There needs to be militia variants for all weapon types. All dropsuit and weapon types need to be represented in limited (non-infinite) starter fits. Here is why. People need to be able to test weapons with militia variants in order to make informed decisions as to whether or not to invest skill points into them. There are militia dropsuits for every type, but the selection of militia weapons is very small. The starter fit system can also be tweaked to allow for more variety of dropsuits and weapons to try out; this would make experience of more dropsuits and weapons much more accessible, and broaden the horizons of new players beyond the favored assault dropsuit + assault rifle combo. I will outline ways to implement this in a balanced way. When players choose their starter role (Enforcer, Arbiter, Artificer, & Sentinel) they get only one free unlimited starter fit based on their chosen roles. This is the only thing that really needs to be unlimited.
All weapons need to have militia grade version. Militia infantry items can be double in price, or nerfed a bit if needed to balance this change.
All starter fits besides the starter role fit should be made of a limited set of militia items, and should not be infinite. This will help teach players how items are lost in death, and the importance of restocking.
Limited starter fits should be expanded so that all dropsuits, equipment, and weapons are represented. This would allow new players unfamiliar with the market to try out and understand the great variety that Dust has to offer from the very beginning. Here are some examples of what the expanded and more various finite militia starter fits could look like:
> assault - assault rifle + scrambler pistol + nanohive [20] > assault - swarm launcher + flaylock pistol (SOONGäó) + stasis webifier (SOONGäó) [20] > assault - laser rifle + flaylock pistol (SOONGäó) + active scanner (off market for fixing) [20] > scout - shotgun + nova knives + drop uplink [20] > scout - sniper rifle + scrambler pistol + nanohive [20] > logistics - scrambler rifle (SOONGäó) + nanite injector + repair tool [20] > logistics - mystery Caldari rifle (SOONGäó) + remote explosives + nanohive [20] > logistics - mass driver + nanohive + nanite injector [20] > Heavy - heavy machine gun + flaylock pistol (SOONGäó) [20] > Heavy - forge gun + scrambler pistol [20] > Heavy - plasma cannon (SOONGäó) + scrambler pistol [20] > crusader (SOONGäó) - slots currently unknown [20] > pilot (SOONGäó) - slots currently unknown [20] The overwhelming majority of players are AR users, many of them have never even bothered trying another light weapon other than the sniper rifle. This is a problem for getting reliable feedback; how can someone have a good understanding of whether or not a weapon is overpowered if they themselves have never used it and don't understand its drawbacks? If you want to get more reliable feedback for balancing, then you need to let new players have access to all weapon types from the very start, they need to experience a weapon from both ends to have a reliable opinion on the weapon. Having all weapon types represented in the starter fits would g let players be better testers
Thank you for reading. The only issue is that this isn't a good idea for a game that uses an economic system like this one will. I actually want to see your idea implemented as a VR training system like many of us have requested, with all equipment available to be experimented with for free in an environment that provides no SP or ISK, just to allow players to get a feel for what they want to spec into. Its not unlimited, they would still have to restock and pay for things, so how would it be bad economically for the game? That VR training with all items thing sounds pretty awesome also, I would definitely support that. Seems to me to be an easier and safer way to handle such an experience, as opposed to continuing the balancing act of making gear that's extremely cheap but still won't get you gunned down constantly. |