Azri Sarum
DUST University Ivy League
1
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Posted - 2013.05.12 21:17:00 -
[1] - Quote
I agree that the current system is convoluted, devoid of early specializations, and lacking clear upgrade paths. Both Iron Wolf Saber and Kesi Raae Kaae seem to be going in the right direction imo.
I think two concepts of the current system clash with the excellent system that has been developed in EVE. First is that roles are locked to single frames. It turns the frames into classes, removing choice. If you want to be logistics then you get the medium frame, its play style, and you better like it. It doesn't matter if a light logistics might be awesome, able to get to a downed ally faster, your locked from this path.
Second is the different tiers of dropsuits. An advanced dropsuit will always be better than a milita dropsuit, and a proto will always be better than the advanced. It is essentially the tiers of ships eve used to have. You know, the one they said was a bad idea and are trying to get rid of. People would move from the low tier to the high and never look back, leaving the low tiers as just filler, with no roll, no purpose.
Each suit needs to have a purpose.
It might help to break things down slightly farther, in order to build them back up properly
Frames (responsible for base stats, health, speed, general characteristics, think ship size in eve, frig, cruiser, etc. They provide one skill based bonuses that is flavored racially) Light, Medium, Heavy
Roles (responsible for a second base bonus, modifications to base stats, might not show up for every frame size) Scout, Logistics, Pilot, Assault, Combat, Point Defense?, EWar? etc
Progression might look something like this for a given role:
Light Logistics -> Medium Logistics -> Heavy Logistics
But you're making tradeoffs along the way. Medium might rep more than light, but will be slower, Heavy even more so. You get to choose which is the right suit for the situation, and for your playstyle. Want to support vehicles where you need to rep more, go heavy. Need to keep up with your squad in fast paced hit and run tactics, light. Need a mix of speed and durability, medium.
Skills could look something like this (and dropsuit command would actually give a bonus, none of this filler skill that only unlocks things)
Amarr Light Frame (requires dropsuit command 1) -> Amarr medium frame (requires light frame 4, dropsuit command 3) -> Amarr heavy frame (requires medium frame 3, dropsuit command 4)
So at this point we have clearly defined roles, and a mechanism that gives you multiple play styles for a given role. We have bonuses from your race and from your role, no more suits without bonuses. This should put the T1 dropsuits in good shape, both to be diverse, but also giving each one purpose.
Tech 2, the specialization tier would work like it does in EVE. You require say, Dropsuit Electronics 5 to unlock the logistics skill. Then you take your light logistics suit, and use the Tech 2 bonuses based on logistics to improve part of its gameplay. Perhaps a T2 light logistics gets a 20% per level rep range bonus, and a 5% per level rep amount bonus. Include some minor stat improvements, perhaps an additional equipment and now you have a T2 suit, that is not insanely better than a starter light frame, but has some distinct advantages. Give the T2 heavy a heavy rep weapon that does aoe healing and now you can get some exciting variation within a role.
Militia suits end up just like the regular frames but with locked bonuses. For example a militia medium logistics might have its bonus locked at level 2. You can hop in it, get an idea of how it plays, use it cheaply, but you're lacking a potential 3 ranks of your skill. Seems like a fair tradeoff for free.
Aurum gear could follow a similar path. The medium aurum suit would have fixed bonuses at level 5. You're not pay to win since you're not getting something a regular player couldn't, but your getting bonuses beyond your current skill level, giving you the strength of an older player.
Thoughts?
TLDR - make DUST more like EVE, its had a decade to figure this stuff out.
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Azri Sarum
DUST University Ivy League
3
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Posted - 2013.05.13 05:22:00 -
[2] - Quote
PT SD wrote: No wonder, sorry bro stay on your boat. Because, you no nothing of Land Operations. But, back to my other question. Why are you doing/discussing game balance, this was not in the job description?
The job of the CPM is to facilitate communication between us the players and ccp. Iron Wolf started this thread asking a question about an important topic (dropsuits), seeing if the existing dropsuit system could be improved. He is doing his job by taking a topic, initiating a conversation about it, resulting in hopefully insight by ccp into the system and where we would like it to go.
Even if we don't come up with a better solution we will have discussed the current implementation, its pro's and cons, along with potential changes. It will hopefully give ccp feedback on our thoughts on where we are at, and give insight on where to go.
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Azri Sarum
DUST University Ivy League
3
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Posted - 2013.05.13 06:18:00 -
[3] - Quote
Hunter Junko wrote:+1 to the idea. somehow i think a simplified system such as this brings a subtle form of depth, but thats just me.
while i do have concerns about some of the propositions, i can understand the decision removing the light weapon slot and replacing it with a sidearm so that the logi can focus on his role.
in my honest opinion, the job of a logistics operator would be a pure support role. not with mass drivers or assault rifles , not in terms of providing covering fire towards the enemy , but with distribution of priority in maintaining squad-level efficiency.
why would i support this?
Because i can relate; before uprising, my logistics fit had alot of equipment, but because i had that much equipment, i was concerned that using my Gek- rifle would hinder by ability to do my job and i found using a pistol forced me to focus on my squad's health. (Assault pistols for the win) i was so focused on my job being a logi as a result, i was constantly favored among my former corp as quote: " a World-class Logi"
Move the repair tool from equipment to a light weapon slot? It would cause a logi to really commit to focusing on logistics. Would the repair tool in its current form be strong enough to justify that kind of change?
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