The-Last-Ninja
FIND CARL CORP
38
|
Posted - 2013.03.04 12:20:00 -
[1] - Quote
Gunner Niv wrote:People are never going to agree over the SP cap and ways to stop SP farming like AFK players etc, so why not remove SP all together?
My idea is the same as most others who have talked of similar and that's that you start off with the basic weapons in game and play to unlock new versions by using the item.
Lets say you have assault rifle level 1, to get to level 2 you need say 100 points, an assist using the AR gives say 0.5 points, a kill gives 1 point and a headshot gives 1.5.
Cardio modules etc, every use gives 0.5 points, using for longer duration gives 1 point. each time.
The current system is like a soldier joining the army, training to do first aid but deciding he wants to turn that skill into marksmanship, or he's trained as an explosives expert but decides he wants to use his skills to become a tank driver..... It wouldn't happen like that in life so why allow it in game?
Fact is, you use a gun often, you become better at it over time. If you drive a tank, you become better over time.
You do not however drive a tank for 10yrs and suddenly become awesome at sniping as a result.
I've been asking simply to get what I earn, this is a fairer more balanced way to progress.
Using this method it means you can keep boosters as the active ones give a 0.5 bonus to every action performed in game, passive boosters are applied to a skill and stay on that skill until you either change it or the skill hits max (lvl5). Passive would give say 0.5 points every 1.5 or 2 seconds instead of the current 1 SP. This eliminates people simply buying passive boosters for free points when they're out doing whatever, they'll still need to work to earn most of the unlocks (upgrades)
I kinda like this idea. I thought of a similar one a very long time ago, my idea wasn't specifically for DUST, just for a tactical shooter with skill tree advancements.
My idea was basically like this:
Reload X amount of times with a certain gun and you'll have become more familiar with reloading that gun, and this would unlock a new reload animation that is slightly faster than the previous one. For example with a Kalashnikov rifle, the default reload animation would be grabbing the magazine and using your thumb to hit the mag release, then grabbing a fresh mag to load. The more proficient reload animation would be grabbing a fresh mag and using it to hit the mag release and immediately load the new one in.
People would also have to qualify for certain roles. America's Army training stuff is the best example of what I mean. People wanting to be a Scout would have to complete sniper school. Qualify through flight school to become a dropsuit pilot or tank operator. Etc.
Really though, I'm more for equal playing fields and barebones stuff. I don't really like it when games give players advantages in equipment/stats just because they played longer. But when it comes down to what kind of game DUST is, I feel like this would have been a better approach for mastering skills. It would also be a good tutorial system and ensure people know what they're doing when they take a certain role.
With your idea, I'm thinking they could lump in all the upgrades for that certain gun. Like, Lvl2 AR has faster reload speed, Lvl3 is Reduction to kick and bullet dispersion, Lvl4 is increased effective range, Lvl5 starts back at faster reload speed and goes on until each is maxed out. |