Quill Killian
Better Hide R Die
137
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Posted - 2013.04.10 07:35:00 -
[1] - Quote
Everyone:
My primary role in Dust 514 is as a logistics trooper GÇö-áI keep my team supplied with nanohives, strategic spawn points and carry nanite injectors and repair tools in order to bring them back from the dead, or to usher them away from death's doorstep.
Yet, I find that when I am repairing my teammates' armor, I usually earn points roughly half to two-thirds of the time. The remainder of the time, I earn zero war points. I find this to be an inequitable solution to an exploit abused by a select few during the closed-beta phase of Dust 514 (namely, the continual repairing of damaged vehicles), because it's the equivalent of telling a front-line shock trooper that, hey, you got three kills but you're only going to get war points for two of them (120 instead of 180).
I humbly offer my solution to this problem: Why not code in a limit to the number of times a clone, vehicle and/or installation can be repaired? As an example, let's take your typical assault trooper: Let's give that clone a three-repair limit per clone. In other words, that clone could lose 99 percent of his/her armor three times, and have it fully repaired each time, with full war points awarded to the logistics trooper(s) who are doing their jobs. This system could have some variables built into it GÇö for example, maybe a scout could be repaired four times, due to their typically low armor; an assault or logistics trooper three times; and a heavy trooper two times (due to their [usually] large armor reserve.
Such a system would eliminate the current "cool down" period that seems to last roughly one minute between repairs, while also encouraging clones to use care when charging headlong into a firefight (since they could be repaired only two to four times, depending on their class). It could also be applied to vehicles and installations GÇö perhaps with a one-repair limit to installations and LAVs, and a two-repair limit to tanks and dropships. To repeat myself, perhaps, such a system would, in my opinion, ensure that logistics troopers (or, heck, any class that's toting around a repair tool) earn their full and proper points without exploiting the system. (And, yes, I'm sure some "entreprenurial" types out there might find a way to exploit the new system, but that's simply what other players and developers would have to watch for and adjust accordingly.)
On a related note, if a trooper, installation or vehicle had an armor-repair module equipped, it *wouldn't* be negated by the repair limit. In other words, even if an assault trooper had been fully repaired three times by logistics personnel, his/her armor could still be regenerated before *and* after the repair limit had been reached for that clone.
I know this post is somewhat wordy, and these thoughts are spur of the moment ... but, well, it's something to consider, isn't it fellow Dust 514 players/testers and CCP programmers?
And, heck, if you've got other ideas GÇö or better ideas GÇö post them here! |