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Sebrone Jamleux
Namtar Elite Gallente Federation
12
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Posted - 2013.05.23 16:33:00 -
[1] - Quote
It would be nice to have something like EVE-¦s Jump Clones in DUST. There could be different types and each give a special (small!!) advantage that can-¦t be done with modules like shorter spawn time etc.
Further ideas are welcome. |
Buster Friently
Rosen Association
496
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Posted - 2013.05.23 16:51:00 -
[2] - Quote
Sebrone Jamleux wrote:It would be nice to have something like EVE-¦s Jump Clones in DUST. There could be different types and each give a special (small!!) advantage that can-¦t be done with modules like shorter spawn time etc.
Further ideas are welcome.
I'm a little surprised the P2W evangelists haven't attempted to lynch you yet. |
Sebrone Jamleux
Namtar Elite Gallente Federation
12
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Posted - 2013.05.23 17:12:00 -
[3] - Quote
As long as it's only a small bonus it would not really be P2W. The bonus for the spawn clone could be 1sec for example. |
Rachoi
HavoK Core RISE of LEGION
74
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Posted - 2013.05.23 17:18:00 -
[4] - Quote
small lilke the 1 second doesnt sound too bad, just make sure it'd stay that kind of miniscule, to be useful but not stupid, and you might have something there |
Geirskoegul
Soul-Strike
135
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Posted - 2013.05.23 17:53:00 -
[5] - Quote
Dunno about necessarily making it be innate abilities on clones, but something like hardwiring implants makes some sense to add some depth. As in EVE, it would be lost with the clone (so as with the rest of Dust, you'd want to have a stockpile), but it might make for some interesting things, and make your loadout choices more thought-out.
If you can only choose the implant loadout BEFORE a battle, you could make a conscious choice about how you intend to play in that match (just as with alternate setups on jump clones in EVE). In this way, you'd have a slight edge in that role (or across the board, if all your fits need that extra 3% PG from that engineering imp), but if you change loadouts in the match to meet a tactical need of the moment, you don't have the added edge; this mimics being caught out and having to adapt on the fly.
I think this idea warrants some discussion and fleshing out, but it has potential to add significant choices with consequences, and add depth to the strategic element of the game (in the military sense of the word). |
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