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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.26 13:41:00 -
[1] - Quote
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. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
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Posted - 2013.01.26 13:58:00 -
[2] - Quote
Not more milita stuff since milita stuff is as good as basic
Take the milita forge gun 1200 damage and can easily destroy a gunlogi because ive done it
Milita weapons basically stop players from skilling up into the proper varients because they are very good as they are, espc with AV no need to skill up past basic or if your super lazy stick with milita and just hammer away at it and you will get it anyways
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thesupertman
Better Hide R Die
15
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Posted - 2013.01.26 14:03:00 -
[3] - Quote
I think this would defeat the purpose of buying guns. Maybe i would only like this idea if ccp added more guns that you need to buy with ISK and AUR. For example, they should start you out with the shotgun, and there are other shotguns ( pump action, fully atto) that you have to buyin the marketplace. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2013.01.26 14:05:00 -
[4] - Quote
Takahiro Kashuken wrote:Not more milita stuff since milita stuff is as good as basic
Take the milita forge gun 1200 damage and can easily destroy a gunlogi because ive done it
Milita weapons basically stop players from skilling up into the proper varients because they are very good as they are, espc with AV no need to skill up past basic or if your super lazy stick with milita and just hammer away at it and you will get it anyways
Actually no, militia weapons do generally have the same damage as standard, but they have higher fitting requirements, and frequently less ammo per magazine. Militia laser rifles, mass drivers, etc could have smaller clip size, less total ammo, and higher fitting requirements (like all militia items) to motivate players to skill up to standard and above. If that isn't enough, being killed by advanced and prototype users will do the trick. I don't see why its ok for some weapons to have militia variants while its not ok for others.
Players get militia ARs and SMGs, but you still see people running around with GEK ARs and Toxin SMGs. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 14:11:00 -
[5] - Quote
thesupertman wrote:I think this would defeat the purpose of buying guns. Maybe i would only like this idea if ccp added more guns that you need to buy with ISK and AUR. For example, they should start you out with the shotgun, and there are other shotguns ( pump action, fully atto) that you have to buyin the marketplace.
Above militia grade, there is standard grade, advanced grade, and prototype grade. Some guns even have rare officer grade that you get from salvage. These already existing superior grades already exist. Most weapons (including shotguns) already have variants in their standard/advanced/prototype grade to motivate you to skill up. Shotguns have the specialist (less ammo, but less PG/CPU usage) and breach (less spread, more range, more damage, 2 round clip) variants for example. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.26 22:27:00 -
[6] - Quote
Anymore reasons to hate this idea? |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.26 22:36:00 -
[7] - Quote
Let's see... so long as it's not BPO vehicles, I think we're OK. (man, the E3 build was a painful one balance-wise)
Also, the militia LR would have to overheat somewhat faster - otherwise the already-problematic QQ will be in biblical proportions, drowning anybody who stopped to get their tear vial out. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
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Posted - 2013.01.26 23:58:00 -
[8] - Quote
I totally agree with your post bro, BUT
I personally think the militia items are just too much like the rest of the equipment, allowing for no real reason to advance and being able to have any class type that is nearly as good as advanced in that category, shouldn't be an option.
I'd rather see your idea, but starter fits be just that, starter with no comparison to skilled weapons except for the fact, it could give you a better idea of what role you want to play and where to put that sp to become useful on the battlefield. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 00:08:00 -
[9] - Quote
Zat Earthshatter wrote:Let's see... so long as it's not BPO vehicles, I think we're OK. (man, the E3 build was a painful one balance-wise)
Also, the militia LR would have to overheat somewhat faster - otherwise the already-problematic QQ will be in biblical proportions, drowning anybody who stopped to get their tear vial out.
Rumor has it that they're being nerfed, supposedly confirmed on IRC |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.01.27 01:43:00 -
[10] - Quote
I was going against the idea but I now support it, millita versions of each suit, gun and vehicle should exist.
militia gear should also be less effective than tech 1 to actually encourage people to skill into it.
The current setup where everyone gets starter fits that are free and infinite is good. But olny a few weapons should be able to be BPO milita, such as swarm launcher, AR and sniper and other basics, special stuff should be paid for.
Skilling is expensive and lengthy, and it is good to be able to test something before going all into it.
Though, millita versions exist for most items so I don't realy see any need for change, other than stats. Starter fits are free, and only the bare bone basics should come at no cost. If you want to try anything out, pay the isk for a item that requires no skills. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 01:51:00 -
[11] - Quote
Patoman Radiant wrote:I lean towards a no, with the missile launcher, sniper, and AR all players start with, they can handle any threat including and up to tanks and dropships (that people buy for quite a pretty penny of isk)
millita gear should also be less effective than tech 1.
Being able to handle any threat is not the point of this request, please read the original post. |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.01.27 02:59:00 -
[12] - Quote
KAGEHOSHI Horned Wolf wrote:Patoman Radiant wrote:I lean towards a no, with the missile launcher, sniper, and AR all players start with, they can handle any threat including and up to tanks and dropships (that people buy for quite a pretty penny of isk)
millita gear should also be less effective than tech 1. Being able to handle any threat is not the point of this request, please read the original post.
I still think all millita gear should not be free only the suits we have currently, pay to play, its still cheaper than stuff that actually requires SP investment, half price is good. You can experiment (but not keep forever) with just about anything with a portion of the proceeds of one match with free millita gear, or a fraction if you are using anything other than the dropships or HAV. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.27 11:34:00 -
[13] - Quote
Patoman Radiant wrote:KAGEHOSHI Horned Wolf wrote:Patoman Radiant wrote:I lean towards a no, with the missile launcher, sniper, and AR all players start with, they can handle any threat including and up to tanks and dropships (that people buy for quite a pretty penny of isk)
millita gear should also be less effective than tech 1. Being able to handle any threat is not the point of this request, please read the original post. I still think all millita gear should not be free only the suits we have currently, pay to play, its still cheaper than stuff that actually requires SP investment, half price is good. You can experiment (but not keep forever) with just about anything with a portion of the proceeds of one match with free millita gear, or a fraction if you are using anything other than the dropships or HAV.
I would be ok with all but one (at least 1 must be unlimited in case of poverty) starter fit being BPC that run out (like 50-100 each) as long as all suits and guns are represented in these fits. |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.01.27 13:30:00 -
[14] - Quote
KAGEHOSHI Horned Wolf wrote:Takahiro Kashuken wrote:Not more milita stuff since milita stuff is as good as basic
Take the milita forge gun 1200 damage and can easily destroy a gunlogi because ive done it
Milita weapons basically stop players from skilling up into the proper varients because they are very good as they are, espc with AV no need to skill up past basic or if your super lazy stick with milita and just hammer away at it and you will get it anyways
Actually no, militia weapons do generally have the same damage as standard, but they have higher fitting requirements, and frequently less ammo per magazine. Militia laser rifles, mass drivers, etc could have smaller clip size, less total ammo, and higher fitting requirements (like all militia items) to motivate players to skill up to standard and above. If that isn't enough, being killed by advanced and prototype users will do the trick. I don't see why its ok for some weapons to have militia variants while its not ok for others. Players get militia ARs and SMGs, but you still see people running around with GEK ARs and Toxin SMGs.
If it was me we would have no milita items except maybe the AR
Even tho they have higher fitting requirements they are so close to basic you do not have to lvl up if you really dont want to, Toxin isnt milita its from the merc pack |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.28 03:40:00 -
[15] - Quote
Any more thoughts? |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.01.28 04:18:00 -
[16] - Quote
shameless bump, totally agree +1 |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2013.01.28 06:03:00 -
[17] - Quote
Having start with 50-100 of each of militia fits or different weapons and dropsuits as starter fits is a good idea. A lot of the new players I've met don't even know thats there's more than just sniper rifles, pistols, assault rifles, and swarm launchers. The one's that do think they're just AUR items.
Having something like what you stated in the OP would be great for the health of this game. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.28 18:50:00 -
[18] - Quote
Players should be able to try out more things to make informed decisions, and generally get a sense of what the game has to offer before committing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.29 22:35:00 -
[19] - Quote
Totally redone the original post |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.29 22:45:00 -
[20] - Quote
KAGEHOSHI Horned Wolf wrote:Totally redone the original post
redux of post looks phenomenal.
I agree that one starter fit should be unlimited.
I am not drawn to militia gear, personally and usually burn 140,000 ISK in a match due to people realizing that an MH-82 HMG is a dire thread that needs to be killed fast. but it's worth the cost because the advanced gear is just more awesome. throw in a logibro and you see exactly how powerful you can bee with a little SP gain and friends.
I also agree that there needs to be militia fits for everything.
And if you can kill a gunnlogi solo with a militia forge it means the gunnlogi was a trashfit or the pilot was a MORON.
More likely it means your target was softened up by other forge guns or swarms. if this is not the case, and you didn't die twenty times doing it means the gunnlogi was ********
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Bojo The Mighty
Bojo's School of the Trades
435
|
Posted - 2013.01.29 22:50:00 -
[21] - Quote
I don't know how good of an idea this is.
It's great that it benefits newbies and let's them understand the bearings and uses of suits.
But giving the newbies that much headway kind of obscures the point that they should use their own devices to discover what works because no one is exactly alike. The 4 basics are just the tips of the tree. Where on from then is up to the player.
Incorporating more branches to the tree at the very start may shorten the life of discovery is all that I'm saying. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 00:24:00 -
[22] - Quote
Bojo The Mighty wrote:I don't know how good of an idea this is.
It's great that it benefits newbies and let's them understand the bearings and uses of suits.
But giving the newbies that much headway kind of obscures the point that they should use their own devices to discover what works because no one is exactly alike. The 4 basics are just the tips of the tree. Where on from then is up to the player.
Incorporating more branches to the tree at the very start may shorten the life of discovery is all that I'm saying.
You make a very good point, but I think its worth it; its just militia stuff after all, and those suits can't really fit much. There would still be a lot of opportunity for players to experiment with their fittings once they skill up to get higher tier suits with more slots and PG/CPU. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.30 00:44:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:Bojo The Mighty wrote:I don't know how good of an idea this is.
It's great that it benefits newbies and let's them understand the bearings and uses of suits.
But giving the newbies that much headway kind of obscures the point that they should use their own devices to discover what works because no one is exactly alike. The 4 basics are just the tips of the tree. Where on from then is up to the player.
Incorporating more branches to the tree at the very start may shorten the life of discovery is all that I'm saying. You make a very good point, but I think its worth it; its just militia stuff after all, and those suits can't really fit much. There would still be a lot of opportunity for players to experiment with their fittings once they skill up to get higher tier suits with more slots and PG/CPU.
it's entirely possible that if you jam a militia laser into a militia suit given the higher requirements you might not have room for anything but the laser. |
WHz DS9899
Doomheim
136
|
Posted - 2013.01.30 02:55:00 -
[24] - Quote
(before you reply back, yes I read the entire thread) This seems like a good idea on paper, but if you think about i, this idea starts to have problems. You see, this would mean if the bluedots figure out how to restock, they would never ave to change their kit out. They would just keep on restocking those kits, and never have to skill up. The only way to fix this is to nerf militia items, like how they nerfed militia vehicles (and just about every other part of the vehicles). They need to learn that it's a necessity to get out of militia stuff, otherwise the most used gun and kit will be the starter AR kit. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 03:03:00 -
[25] - Quote
WHz DS9899 wrote:(before you reply back, yes I read the entire thread) This seems like a good idea on paper, but if you think about i, this idea starts to have problems. You see, this would mean if the bluedots figure out how to restock, they would never ave to change their kit out. They would just keep on restocking those kits, and never have to skill up. The only way to fix this is to nerf militia items, like how they nerfed militia vehicles (and just about every other part of the vehicles). They need to learn that it's a necessity to get out of militia stuff, otherwise the most used gun and kit will be the starter AR kit.
Being killed by advanced and and prototype users have a way of motivating people to skill up for better stuff. I wouldn't mind a militia nerf for infantry gear if that's necessary. These fittings would still be just as crappy as the current starter fits, the only difference is that there would be more variety, and items would be finite. At least they would actually have to restock, unlike how it is now with our current unlimited fits. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 08:51:00 -
[26] - Quote
Any more thoughts? |
Django Quik
R.I.f.t
220
|
Posted - 2013.01.30 11:02:00 -
[27] - Quote
I'm not totally against this idea but think if something like this were implemented it would have to be limited in some more overarching manner - maybe you can only use militia gear (including BPOs) when below 1 million SP (or maybe higher, would need balancing). Or perhaps there could be special training zones for militia gear but can not be used in normal pub matches. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.30 16:15:00 -
[28] - Quote
Django Quik wrote:I'm not totally against this idea but think if something like this were implemented it would have to be limited in some more overarching manner - maybe you can only use militia gear (including BPOs) when below 1 million SP (or maybe higher, would need balancing). Or perhaps there could be special training zones for militia gear but can not be used in normal pub matches.
This seems totally fair. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 13:10:00 -
[29] - Quote
pew pew |
BOZ MR
BurgezzE.T.F Orion Empire
15
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Posted - 2013.02.01 15:12:00 -
[30] - Quote
I agree that there should be militia equipmemts of all kind but not unlimited. By saying not unlimited I want to say that new users should get 20 of all pre-determined classes like Kagehoshi said but they should not be able to restock them and had to upgrade to normal ones with SP if they want to continue the militia class they like. There should be only one exception to this rule and that should be the class they choose at first, while starting a new character. |
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