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Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
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Posted - 2013.05.26 17:02:00 -
[1] - Quote
Dropsuits
Dropsuits should have two bonuses for each suit. A defensive bonus and an offensive bonus relating to the suits strengths. Specialized roles get a further role bonus. All are per level.
Medium suits.
Amarr - 2% bonus to armor hit points. 5% reduction to laser heat. Gallente - 7.5% bonus to armor repper effectiveness. 5% bonus to reload speed (Hybrid) Caldari - 2% bonus to shield hit points. 2% bonus to weapon range (Hybrid) Minmatar - 2% bonus to shield recharge wait time. 5% bonus to weapon magazine (Projectile)
Assault suits.
Assault suits should be geared toward damage dealing at a cost of their tank. Give them lowered shielding and armor but keep the above bonuses. The role bonus for each races suit should be a 2% damage bonus to the weapon of that suit.
Amarr - 2% damage bonus to lasers. Caldari - 2% damage bonus to rail guns. Gallente - 2% damage bonus to blasters. Minmatar - 2% damage bonus to projectiles.
This gives a role for the assault to play without completely negating the basic suit. A specialized role.
Light suits.
Light suits should pertain to the same advantages as per above. Except where medium suits have advantages to weapons the light suits should have more recon orientated advantages. They are quick and rely on the cloaking system for their advantage.
Amarr - 2% bonus to armor hit points. 5% reduction to armor speed reduction. Gallente - 7.5% bonus to armor repper effectiveness. 2% increase to melee/Nova knife damage. Caldari - 2% bonus to shield hit points. 2% increase to handheld scanner range/effectiveness. Minmatar - 2% bonus to shield recharge wait time. 5% increase to hacking speed.
Scout suits.
Scout suits should be extremely under armored and very easy to kill. Implement cloaking devices.
Cloaking device - Renders you invisible in to other players. Your signature radius instantly increases to make you visible to all enemies on the minimap if they are within a certain range of you.
Scout suit role bonus - 2% reduction in sensor range you are visible whilst cloak is active on minimap.
Pilot suits.
Implement modules ONLY pilot suits can fit. These modules provide bonuses to Vehicle armor rep/shield boost downtime. Weapon heat management. Speed increases/Maneuverability bonuses.
Pilot suits provide no suit bonuses whilst out of a vehicle. For example.
Amarr - 2% increase to laser range. 5% decrease to armor speed reduction.
Heavy suits.
Heavy suits are massively bulky and very powerful. They are balanced with a considerable reduction in speed and maneuverability. Give them a large pool of hit points and slots (Keeping in mind stacking bonuses).
As a result a prototype heavy suit should be able to stand toe to toe with a beginner or advanced tank. NOW. Heavy suits are unable to jump. Heavy suits cannot use ladders. Heavy suits cannot pilot or use vehicles.
They are also exceptionally slow with a horrible rotation and a speed akin to walking in mud. (The bonuses make them amazing at holding points and even at making pushes but they require support and cannot just jump into an LAV and be mobile).
Bonuses as per the assault suit with augmented slot layouts above.
(Not entirely sure of good ideas for Heavy specialization I'm afraid).
Weaponry
In order of descending best range and ascending best damage:
Railguns - 100% armor damage. 100% shield damage. Projectiles - 130% armor damage. 80% shield damage. Lasers - 80% armor damage. 130% shield damage. Blasters - 100% armor damage. 100% shield damage.
Completely remove all assault rifle variants. Removal of TAC AR (Please call them blasters and not AR's), Assault Scram etc etc. 3 tiers of weapon unlocked at level 1, 3 and 5 in the skill tree respectively each with incremental damage/accuracy etc.
As the result of removing the variants, give the tier 3 option to all guns. Ability to fit any sighting mod to any gun. Modifiers to ammunition (Fun variants not damage increases more below) along with mods to select burst fire etc.
Make all mods buyable with aurum as well as ISK. All aurum mods don't require skill points to use.
Assault rifles
The current iteration for assault rifles I like. But with the mods you can drastically change the outfit of a weapon whilst introducing certain restrictions for it in turn.
For instance. A mod for the Projectile rifle that allows it to fire acid rounds that slowly drain armor at a decreased damage cost.
The idea is that weaponry now becomes as customizable as your dropsuit. Where benefits come with certain disadvantages. The stock weapon is a middle of the road weapon which works well. Now you can change how the weapon works with the mods to it. It gives far more options than just the above variants we have now and allows people to have a sense of ownership over their build.
I believe all weapons should have these options. Not a Tech 3 variant weapon.
Sniper rifles
As per above remove all variants and allow customization through mods.
Amarr - Tachyon pulse rifle - A charged sniper rifle. Extremely high damage. Draws an ever increasingly bright beam of light on your target before it finally fires. This makes the user have to move after each shot in order to make his hits count despite doing considerable damage.
Gallente - Focused blaster rifle - Small magazine (20 rounds), medium range, semi automatic rifle (Currently filled by the tactical sniper rifle). |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
2
|
Posted - 2013.05.26 17:03:00 -
[2] - Quote
Game modes
I believe you should introduce the commander position in all MCC battles in both high/low/null sec warfare.
Make the MCC movable and the guns on it usable by players.
In high/low sec do not allow the commander to call down emplacements etc. But allow him to direct squads via commands.
Make the MCC boardable. All MCC's require to have their shields depleted to be boarded. After the shields are depleted, armored hatches on the ship must be shot and destroyed in order for enemy troops to board the MCC.
For shield race MCC's this means they will have excessive shielding and will take a considerable time to make vulnerable. But once they are the armored hatches will crumple in an instant under fire.
For armor race MCC's this means they will be made vulnerable quicker but the hatches will take considerable fire and effort to break into.
All the boarding parties to destroy the MCC from within ala BF2142 either through the placement of bombs or destruction of a core.
Teams will have to decide whether to throw all their dropships and suits at trying to force a quick game in blowing up the MCC or to play it safe with the null cannons.
In addition this gives a losing team a chance to even the score and makes them still quite dangerous even if all the null cannons are taken.
This generally helps to prevent red zone camps and encourage break outs to assault the MCC proper.
Aurum and pay options
You had it right with Aurum when you first started. Remove all aurum/militia weapons, suits, BP's etc from the game.
Make Aurum unlock colored/camouflaged patterns for use on existing suits and vehicles. Allow aurum to place insignias on vehicles and suits.
Give people the option to pay a subscription and have active/passive boosters on at all times.
In order to offset the removal of aurum weapons etc, give an option for 3 fits of the week/month which you at CCP create which are free to use and endless which require no skills money etc (Much like the weekly trial mechs in Mechwarrior Online).
This gives people the chance to experience different things in the game and giving them a free taste of what suits they could wield. The suits should generally be at a beginner/advanced level in terms of power. This gives people incentive to skill train toward the prototype stuff.
This should only be available in high sec matches/PVE etc. |
Serah Phymne
Fraternity of St. Venefice Amarr Empire
3
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Posted - 2013.05.28 12:27:00 -
[3] - Quote
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