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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
953
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Posted - 2013.05.16 05:36:00 -
[1] - Quote
Vyzion Eyri wrote:Enough to get the fitting you desire. If this game is balanced properly, someone with 1 million SP should be able to kill another person at 5 million SP IF the person with 1 million SP knows the exact conditions in which he will perform the kill.
If the game isn't balanced, and someone with millions more SP than another can win a fight regardless of the situation, then we have a problem.
That is, there shouldn't be a 'high' amount of SP or a 'low' amount of SP. How much SP one wants depends on what one wants to do on the battlefield.
Which actually gives me a good idea as to a different SP system. What if, initially, all skills had 1x multipliers. Then lets say a person goes into assault dropsuits. Suddenly, all multipliers for other dropsuits increase to 3x? Same for weapons, same for vehicles. For modules, perhaps if you reach advanced level of one module, all other module multipliers increase. It's complicated though... perhaps I'll create a separate thread once I figure out the details. :) More SP =/= "I win button."
It just means that you're able to use more skills or attributes to better customize your character to your specific play style. Even then, you still have to invest your SP into the right skills to do so. And on top if that, even if you do, you still got to aim to kill the person in front of you. SP just makes it easier to play the way you want, instead of being limited to an assault front line starter kit 24/7. Then you have to factor in weapon and equipment balance. If someone knows how to fit a suit properly, they can handle most situations thrown at them by using an effective counter. Remember all those 700+ HP killer Caldari Logis running around? Don't see them to often since the scrambler rifle came into play, huh? On the topic of mastering skills to increase multipliers for connected skills, you got it bass ackwards. The higher the multiplier, the longer it takes to learn the skill. So if you want to have a system like that in place, it should lower the multiplier for connected skills. I hope for your sake you didn't share this idea with others yet... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
954
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Posted - 2013.05.16 07:06:00 -
[2] - Quote
Almost forgot, 8.5 mil and half of which went into the logi suit sink. The rest went into ADV levels of what I use regularly and prototype mass drivers and grenades. I miss my proximity mines and REs more than every right now... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
955
|
Posted - 2013.05.16 07:46:00 -
[3] - Quote
Orin the Freak wrote:I'm pushing 11m (sitting at 10.9 ATM)
But I've been way behind the curve for a month or two now. I'd imagine some people have upwards of 14-15m, give or take.
I think that is pretty damn high. at 15m, you should be able to fully spec out a single class, with a weapon, and most/all core skills. You might even be able to full-spec logi with that, lol. Not if you want to carry all the stuff that's required with the role like nanohives, injectors, uplinks and repair tools that aren't militia. Remote explosives and proximity mines are almost a requirement for the job too. Hell, I tried to resist the temptation to use the active scanner because I'm getting low on SP, but after playing around with the standard, I think I'm in love. Great for finding snipers and areas where the enemy is massed up to drop an orbital on them. I'm going to be even more SP starved when newer toys come out like webifiers, target painters, and energy vampires.
Long story short, the whole logi class is an SP sink. |
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