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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.01 17:09:00 -
[31] - 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.
It's also important not to forget skills, Yes militia weapons allow you to use the gear without skills, but they do not give the buffs provided by skills and things like higher accuracy, better RoF, more damage, better range, etc. should not be ignored. Yes a player who's spec'ed their character into AV can use the militia Forge to take out an above militia vehicle chassis but that doesn't mean it was A) an above militia fitting (low meta mods on a mid meta frame still = a low meta fit) or that B) it was the weapon alone (AV player skill + AV character skills = greater impact than the gun alone).
This same reasoning applies across the boards, player skill, and character SP investment, as well as the other elements of the fitting (both that of the user and the target) all play a role, overlooking any aspect of the above doesn't provide for the proper context to evaluate what's occurring.
0.02 ISK Cross
EDIT: Let's keep our terminology clear, Starter fits may function in a similar way to Militia BPOs but they are NOT the same item. Starter fits are provided to new players free of charge from CCP. Militia BPOs are purchased with AUR (i.e. use of real cash). Treating the two as if their identical is both inaccurate and problematic. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 19:52:00 -
[32] - Quote
Cross Atu wrote: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. It's also important not to forget skills, Yes militia weapons allow you to use the gear without skills, but they do not give the buffs provided by skills and things like higher accuracy, better RoF, more damage, better range, etc. should not be ignored. Yes a player who's spec'ed their character into AV can use the militia Forge to take out an above militia vehicle chassis but that doesn't mean it was A) an above militia fitting (low meta mods on a mid meta frame still = a low meta fit) or that B) it was the weapon alone (AV player skill + AV character skills = greater impact than the gun alone). This same reasoning applies across the boards, player skill, and character SP investment, as well as the other elements of the fitting (both that of the user and the target) all play a role, overlooking any aspect of the above doesn't provide for the proper context to evaluate what's occurring. 0.02 ISK Cross EDIT: Let's keep our terminology clear, Starter fits may function in a similar way to Militia BPOs but they are NOT the same item. Starter fits are provided to new players free of charge from CCP. Militia BPOs are purchased with AUR (i.e. use of real cash). Treating the two as if their identical is both inaccurate and problematic.
I'm sorry but your wording kind of confuses me. Are you saying that if you have say... weaponry level 5 (giving a 10% damage bonus total), and you use a militia AR, you will not receive the 10% damage boost? |
knight of 6
ZionTCD Legacy Rising
66
|
Posted - 2013.02.01 20:56:00 -
[33] - Quote
Quote:> 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]
+ 1 for limited starter fits with a single unlimited option
but add up all the suits you names and it = 260 drop suits
i think this list could be cut down a bit without sacrificing too much.
> assault - swarm launcher + flaylock pistol (SOONGäó) + stasis webifier (SOONGäó) [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 - mass driver + nanohive + nanite injector [20] > Heavy - heavy machine gun + flaylock pistol (SOONGäó) [20] > Heavy - forge gun + scrambler pistol [20] > crusader (SOONGäó) - slots currently unknown [20] > pilot (SOONGäó) - slots currently unknown [20]
i assume plas launcher will be like a forge but with no warm up time and slower so it got cut. i assumed the scrambler rifle will be like the laser rifle long range high damage so i cut the laser and the 2nd logistic just looked like an assault class (nothing special that would need to be "tried")
if any of my assumptions prove to wrong then they are welcome to rejoin the list. it isn't set in stone. |
kyan west
D3ath D3alers RISE of LEGION
8
|
Posted - 2013.02.01 22:08:00 -
[34] - Quote
Last thing we need is some troll running around in a heavy suit that costs 2000 isk with a HMG |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.01 22:17:00 -
[35] - Quote
kyan west wrote:Last thing we need is some troll running around in a heavy suit that costs 2000 isk with a HMG
I'm not sure I get your point.
Heavy + HMGs are balanced, just fight them outside their range. What does that have to do with trolls? Are you saying you are against expanding starter fits and making them limited because you don't want to see more heavies? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.06 21:13:00 -
[36] - Quote
Even if the starter fit changes don't happen, the militia weapon additions should. There needs to be a way to test weapons before investment of SP without having to create entirely new characters. |
Raze galder
Royal Uhlans Amarr Empire
28
|
Posted - 2013.02.06 21:37:00 -
[37] - Quote
I feel militia fits should be worse then standard not the same with more requirements and also bring back the suit hp buffs from standard to proto not as drastic as it was but a slight buff for each tier but also increase the speed slightly as well. It would force them to use a higher fit when they realize they can't easily kill a higher tiered suit unless they team up to take him down. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.09 22:46:00 -
[38] - Quote
More militia guns! More militia starter fit variety! Limited starter fits! |
Vermaak Doe
SVER True Blood Unclaimed.
389
|
Posted - 2013.02.09 23:01:00 -
[39] - Quote
More militia guns, I think we can live with the current starter fit. |
Rachoi
HavoK Core
17
|
Posted - 2013.02.09 23:21:00 -
[40] - Quote
Breakin Stuff wrote: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 ********
agreed, to a point.
yes, militia for everything would be good for people to test things out, but you should only be able to buy and have 50 of them at most at a time. still let people play around with stuff, but make sure there is good incentive to skill up.
and yes.... heh, most higher gear is just that awesome, even just Adv. HMG, FG,MD, AR.... all massivley improved once you hit proto |
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 04:19:00 -
[41] - 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.
Respectfully sir you are incorrect. The meta level of the items matters (with a few improper exceptions, I'm looking at you equipment tree ) and folks choosing to stay only in militia gear are choosing to handicap themselves from the word go.
Besides which the scenario you describe is already in game in the sense that players can already do that with most, and the most common, aspects of the game. The Assault suit and the Assault Rifle are more common than other options and are available in militia (both BPO and BPC). Adding a more rarefied option (such as the laser, mass driver, or forge) doesn't alter the present condition of the game in this respect it simply levels the playing field when it comes to new players being able to try and learn a more unusual weapon/fit thus increasing game diversity.
In addition to the above, a player choosing not to skill up is vastly hindering their own effectiveness on the field (well ok the laser rifle tree currently is not properly applying it's mechanical bonuses, but bugs aside). Put a character with a meta zero (i.e. militia level) mass driver up against someone rocking a freedom, boundless or core and they'll lose (unless they've already trained superior player skills with the mass driver but that's true for everything and not a balance concern). Even comparing those two militia mass drivers side by side the player will skills will have 25% more damage, 25% more splash, faster reload time, more total ammo and some extra CPU with which to fit another/better mod to help them. Assuming equal player skills with the weapon in question a player with invested SP will triumph over one without.
So a player with only a meta 0 weapon and no SP support pitted against someone with higher meta gear and proper SP investment... well let's just say I'd take those odds
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 16:33:00 -
[42] - Quote
bump |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 21:20:00 -
[43] - Quote
Like Cross Atu eloquently points out, not advancing beyond militia would be doing oneself a disservice. This won't bee a balance issue, no need to fear militia. |
2-Ton Twenty-One
Imperfects Negative-Feedback
235
|
Posted - 2013.02.10 22:00:00 -
[44] - Quote
No players should be given 100 of each weapon and drop suit in militia fits. preset so they can see how they are to be used. your idea is good but do not make it unlimited use |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.10 22:06:00 -
[45] - Quote
2-Ton Twenty-One wrote:No players should be given 100 of each weapon and drop suit in militia fits. preset so they can see how they are to be used. your idea is good but do not make it unlimited use I specifically said they should limited. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 23:00:00 -
[46] - Quote
Snippet in question
KAGEHOSHI Horned Wolf wrote: Limited starter fits should be expanded so that all dropsuits, equipment, and weapons are represented.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.11 18:27:00 -
[47] - Quote
Would still very much like |
Kaathe
Osmon Surveillance Caldari State
41
|
Posted - 2013.02.11 18:41:00 -
[48] - Quote
Quote: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.
This will help a lot.
also bump |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.12 19:14:00 -
[49] - Quote
Still would like |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 22:18:00 -
[50] - Quote
militia pew pew pew! |
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 23:26:00 -
[51] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.18 23:36:00 -
[52] - Quote
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. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 23:57:00 -
[53] - 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. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
413
|
Posted - 2013.02.20 06:26:00 -
[54] - Quote
I support this. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.22 05:17:00 -
[55] - Quote
militia pew pew! |
Ty 'SweetCheeks' Borg
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.02.22 13:38:00 -
[56] - Quote
I support this idea totally. What we have at the minute doesn't instigate progression or give any sort of risk versus reward. This system woud make people both specialise more and realise that there's a risk in this game.
At present we have unlimited, slightly nerfed versions of nearly every weapon in game. Couple this with the fact that these unlimited starter fits can be edited and why would anybody bother to spec into any suits or weapons?.
Currently if the player isn't bothered about dying he can throw himself at people an infinite amount of times with zero risk other than his K/D. During this he would most probably kill STD,ADV and PRO guys with zero investment or risk. That to me is a very broken mechanic imo.
The same players can still proceed to skill up, specialise and upgrade damage/dispersion and such only compounding the issue.
I see no reason to have any more than one unlimited use fitting quite frankly, so this is quite a good option compared to what we have now. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3106
|
Posted - 2013.03.05 20:12:00 -
[57] - Quote
More informed decisions! |
Thrillhouse Van Houten
Expert Intervention Caldari State
16
|
Posted - 2013.03.06 03:34:00 -
[58] - Quote
The true starter fits (unlimited militia BPOs in all slots) should be for the chosen class of the player. That would be the "oh crap" fit in the unlikely but incredibly horrific circumstances that a player run entirely out of ISK. Fits made up completely of militia parts are incredibly cheap. Even the worst performance in a public ambush will still net you a good chunk of ISK (unless you define "worst" as 35 deaths...in which case you should just quit playing Dust).
I like the OPs idea of starting with militia fits of all shapes and sizes. Once you use them up, though, you are on your own to hop on the market and buy them yourself.
I like the idea that every single weapon is represented with a small number of militia fits so new players can give everything a try before deciding that they don't like it. The current system forces any player wanting to try mass drivers and laser rifles to pay SP for levels into those skills. There is no reason for that. Militia variants of either of those things could exist with reduced stats, clips, cooling, AoE, RoF or any combination thereof. Why not?
As far as militia variants being nearly as strong as their standard counter-parts...that might be a little too true, at least of weapons. It seems like many militia modules are either significantly more crappy or use an abundance more CPU/PG. Militia weapons don't need a "nerf" in the classic sense but could use a little tweaking to encourage the purchase of both standard level weapons and the skills needed to use them.
The VR suite idea has merit, but they would still have to leave some kind of cheap gear on the market in case people run out of money. I think it'd be better to just have a "limited engagement ambush/skirmish" for people between 500k SP and 1mil SP or 1.25mil or something. Lower SP and ISK rewards but better chance to perform against other new people of relative skill levels. New people would still gain money and skills while playing (and not be penalized for being new) and vets wouldn't be tempted to hop into VR to "try new things" on nights where they get bored and terrorize newbies since we all know it would happen |
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