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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
696
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Posted - 2013.05.11 23:32:00 -
[1] - Quote
So, as a logistics I've been noticing an issue. (well aside from the radial menu) Now that squad sizes have increased from 4 to 6 and the influx of more armor tanking suits, having two tiers of repair tools that used a single repair beam is making things difficult. So, what I propose is lowering the dual beam property tools from prototype to advanced tier and giving prototypes triple beams. That way it'll be easier to perform the much more needed medical role at the advanced level and there will be even more incentive to use upper tier reppers than just the militia and standard tiers. If any adjustments need to be made to compensate, I suggest increasing the CPU/PG requirements and or price of the items themselves. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
697
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Posted - 2013.05.12 00:27:00 -
[2] - Quote
bump... |
RECON BY FIRE
Internal Error. Negative-Feedback
145
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Posted - 2013.05.12 00:54:00 -
[3] - Quote
I don't think they need any sort of higher CPU/PG or ISK requirements, just make them similar to current models. Its an awesome idea. The way Id like to see it play out is the proto single rep does the 105 hp/s and the triprep could do something like 35 to 40 hp/s to three targets. That would give it more HP healed in total, but its broken up in thirds across three different targets. Healing only one or two targets would not increase the repair output. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
698
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Posted - 2013.05.12 01:15:00 -
[4] - Quote
RECON BY FIRE wrote:I don't think they need any sort of higher CPU/PG or ISK requirements, just make them similar to current models. Its an awesome idea. The way Id like to see it play out is the proto single rep does the 105 hp/s and the triprep could do something like 35 to 40 hp/s to three targets. That would give it more HP healed in total, but its broken up in thirds across three different targets. Healing only one or two targets would not increase the repair output. That actually sounds better. I was thinking of what we would have to give up in order for this to happen and all I could come up with is CPU/PG or price. I like your idea better. Makes it less OP too. |
RECON BY FIRE
Internal Error. Negative-Feedback
145
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Posted - 2013.05.12 01:40:00 -
[5] - Quote
Cosgar wrote:RECON BY FIRE wrote:I don't think they need any sort of higher CPU/PG or ISK requirements, just make them similar to current models. Its an awesome idea. The way Id like to see it play out is the proto single rep does the 105 hp/s and the triprep could do something like 35 to 40 hp/s to three targets. That would give it more HP healed in total, but its broken up in thirds across three different targets. Healing only one or two targets would not increase the repair output. That actually sounds better. I was thinking of what we would have to give up in order for this to happen and all I could come up with is CPU/PG or price. I like your idea better. Makes it less OP too.
I personally don't like using CPU/PG or ISK as balancing factors. Players will find a way to make OP items fit together with each other, and ISK will never affect well funded or really good players who don't die often. |
Taz7617
Kirkinen Risk Control Caldari State
0
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Posted - 2013.05.12 02:51:00 -
[6] - Quote
+1 to the idea above about it being split, but maybe letting it increase a little bit to be repairing less targets..
balancing factor, allow proto repair tool to rep up to 3 targets, but have it's repair amount be a 'repairs UP TO 105/sec, TOTAL.. ie repping 1 = 105, 2 = 52 each, and 3= 34 each.. if you have multiple targets to rep, you can, but you're not going to rep them as fast.. actually, even causing the repair amount to drop by as much as 5% for each additional suit wouldn't be crazy bad.. |
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