Chaffe97
R.I.f.t
4
|
Posted - 2013.02.12 00:30:00 -
[1] - Quote
So yesterday I created a topic suggesting the idea that the amount of damage a player recieves could be based on the angle from which he or she is being hit from. The problem is, I used the case of heavies as my primary example and worded the subject title poorly (possible "fix" to heavies). The outcome was more of a mild argument on whether or not heavies needed a change than a discussion on the idea I presented; I felt that I didn't really get a lot of input on the desired subject, but this was my fault.
To the point, I got the idea that perhaps the dynamics of the game and the way dropsuits are played could be refined further by a system that based the amount of damage a player recieved off the angle of the recieving fire. I will explain for each class.
Assualt- So the assualt class as I've observed is played as a type of everyone's man. This dropsuit is fairly agile and quick, but durable enough to charge an objective or defend. Because of their fairly simple playstyle, I thought that for 180 degrees in front, the player would recieve a slight boost to damage protection, perhaps a 7 to 15% decrease. In turn, 180 degrees behind, the player would have an increase in damage recieved at the same percentage.
Heavy- This dropsuit is a tank and as such should be very hard to take down because of their high hp. Usually I see heavies being played as a defender or second line in an advance (probably due to slower speed). Anyways, they typically try to keep fire focused on them, but at the same time keeping all enemies in front of them. If you approach a heavy head on, you should be dead. My idea is this; at 180 degrees in front, the player recieves less damage (maybe 20 to 25%), making it even harder than now to kill a heavy from the front. At 20 degrees to each side, the player recieves damage as normal. But at the last 140 degrees in the back, the player recieves damage at an increased rate of perhaps 30 to 40%.
Scout- The scout playstyle is either hit and run or strike from afar. Typically they try to strike without the enemy knowing, and in 1v1 fights they most likely lose. So the change should try to encourage this playstyle. At 160 degrees behind the player, they recieve damage at a lesser rate (15%?) and at 20 degrees to each side the damage would be normal. From the front, a scout would recieve damage at a slight increased rate, maybe 5%. They're already so weak that most head on confrontations are already deadly.
Logistics- Last, for the logistics, the system needs to reflect their purpose in support and help them become immune to the tactic of flanking. I was thinking that for 110 degrees on each side, they recieved a boost to damage protection (20%). From there, they could recieve a lesser amount of damage protection 70 degrees in the back, maybe 5%. For the last 70 degrees in front, they recieved damage at a higher amount, thinking around 15%.
The angles and damage percentages are obviously subject to change at better judgement; my aim is just to see what everyone's idea is on the basic concept. My hope in the change is that it would encourage better playing of distinct roles as different dropsuits, and in turn better teamplay. |