| Pages: [1]  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Nightbird Aeon
 Ahrendee Mercenaries
 Omega Commission
 
 165
 
 
      | Posted - 2013.06.06 15:27:00 -
          [1] - Quote 
 Original post here: https://forums.dust514.com/default.aspx?g=posts&t=85242&find=unread
 
 
 EVE has an item called the sensor booster.... it allows you to increase your targeting/lock range, and increase your lock speed. The base unit has a 15% bonus to each... range and lock time.
 
 There are also items, called scripts, that you can equip on the module (kind of like ammunition). There are two scripts... one sets lock time to 30%, but range to 0%.... and the other does the inverse... lock time to 0%, and range to 30%.
 
 Scripts give the user the ability to change how their modules perform, giving even further customization options and diverse fits.
 
 I suggest a similar plugin for weapons... scripts that reduce one stat, but increase others.
 
 For example.... a 20% boost to accuracy, but 20% reduction to ROF (plus the inverse).
 A script that increases range, but reduces damage (plus the inverse).
 A script that increases damage, but reduces ROF. (plus the inverse).
 A script that increases ROF, but reduces the CLIP size. (plus the inverse).
 
 Some nice stats for other weapons, too.
 
 Mass driver:
 Reduce spash damage radius, but increased armor damage -
 Greatly increase shield damage and splash damage radius, at a significant reduction in Armor damage
 
 Scrambler rifle:
 Damage increase, overheat accelerated
 
 etc...
 
 
 So.... thoughts?
 | 
      
      
        |  Knightshade Belladonna
 WH0 G1VSA FL0CK GLOCKS
 
 306
 
 
      | Posted - 2013.06.06 15:29:00 -
          [2] - Quote 
 
 Nightbird Aeon wrote:Original post here: https://forums.dust514.com/default.aspx?g=posts&t=85242&find=unread EVE has an item called the sensor booster.... it allows you to increase your targeting/lock range, and increase your lock speed. The base unit has a 15% bonus to each... range and lock time. There are also items, called scripts, that you can equip on the module (kind of like ammunition). There are two scripts... one sets lock time to 30%, but range to 0%.... and the other does the inverse... lock time to 0%, and range to 30%. Scripts give the user the ability to change how their modules perform, giving even further customization options and diverse fits. I suggest a similar plugin for weapons... scripts that reduce one stat, but increase others. For example.... a 20% boost to accuracy, but 20% reduction to ROF (plus the inverse).  A script that increases range, but reduces damage (plus the inverse).  A script that increases damage, but reduces ROF. (plus the inverse).  A script that increases ROF, but reduces the CLIP size. (plus the inverse).  Some nice stats for other weapons, too. Mass driver:  Reduce spash damage radius, but increased armor damage - Greatly increase shield damage and splash damage radius, at a significant reduction in Armor damage Scrambler rifle: Damage increase, overheat accelerated etc... So.... thoughts? 
 scripts sound great. I was just wondering last night why the swarm launcher dudes don't have sensor boosters available to them.
 
 | 
      
      
        |  Malkai Inos
 Opus Arcana
 Orion Empire
 
 318
 
 
      | Posted - 2013.06.06 15:31:00 -
          [3] - Quote 
 On paper i like it very much. Makes balancing much more complex though and actual weapon customization would have a similar effect with the bonus of visible changes.
 
 Anyways +1
 | 
      
      
        |  Nightbird Aeon
 Ahrendee Mercenaries
 Omega Commission
 
 168
 
 
      | Posted - 2013.06.06 15:42:00 -
          [4] - Quote 
 
 Malkai Inos wrote:On paper i like it very much. Makes balancing much more complex though and actual weapon customization would have a similar effect with the bonus of visible changes.
 Anyways +1
 
 
 Yeah..... I just wish that all the stats were shown on the info screen. Better yet, I wish the stats you see would change based on your skills. If you get a 10% reduction in CPU, that should be reflected when you show-info on the gun... should show 81 CPU, not the 90 base stat.
 
 Perhaps a format as follows:
 
 CPU - 90 (you, 81)
 | 
      
      
        |  Anita Hardone
 Fraternity of St. Venefice
 Amarr Empire
 
 26
 
 
      | Posted - 2013.06.06 15:44:00 -
          [5] - Quote 
 Maybe, when the game is working.
 | 
      
      
        |  Kitten Empress
 Ametat Security
 Amarr Empire
 
 300
 
 
      | Posted - 2013.06.06 15:51:00 -
          [6] - Quote 
 I would love to have a high ROF and low damage on my AR.
 +1 to you sir.
 | 
      
      
        |  Jin Robot
 Foxhound Corporation
 General Tso's Alliance
 
 825
 
 
      | Posted - 2013.06.06 15:57:00 -
          [7] - Quote 
 People would find a way to create imbalance. Probably people planning out how after seeing this thread, just incase.
 | 
      
      
        |  Malkai Inos
 Opus Arcana
 Orion Empire
 
 319
 
 
      | Posted - 2013.06.06 15:58:00 -
          [8] - Quote 
 
 Nightbird Aeon wrote:Malkai Inos wrote:On paper i like it very much. Makes balancing much more complex though and actual weapon customization would have a similar effect with the bonus of visible changes.
 Anyways +1
 Yeah..... I just wish that all the stats were shown on the info screen. Better yet, I wish the stats you see would change based on your skills. If you get a 10% reduction in CPU, that should be reflected when you show-info on the gun... should show 81 CPU, not the 90 base stat. Perhaps a format as follows: CPU - 90 (you, 81) Absolutely. Concerning the item info i proposed a Collapsable Tree Visualization for all show info menus some time ago. It's pretty involved and probably more than needed for most players but it would allow everyone to controll the level of detail they need from "only actual stats" all the way up to "everything" with a button press.
 | 
      
      
        |  Malkai Inos
 Opus Arcana
 Orion Empire
 
 320
 
 
      | Posted - 2013.06.06 16:02:00 -
          [9] - Quote 
 
 Jin Robot wrote:People would find a way to create imbalance. Probably people planning out how after seeing this thread, just incase. Put two guns in a game and people will find out wich one's better. That's always to be expected.
 | 
      
      
        |  Nightbird Aeon
 Ahrendee Mercenaries
 Omega Commission
 
 169
 
 
      | Posted - 2013.06.06 16:10:00 -
          [10] - Quote 
 
 Kitten Empress wrote:I would love to have a high ROF and low damage on my AR.+1 to you sir.
 
 
 Not insane numbers here, mind you... but a 10% ROF boost at the expense of a 20% damage reduction, for example.
 
 Using round numbers and made up base stats:
 
 Base:
 RoF 800/min = 13.3/sec
 Damage = 33
 DPS = 438 DPS
 
 With script: 10% ROF boost, 20% damage reduction:
 RoF = 880/min = 14.6/sec
 Damage = 26.4
 DPS = 385 DPS
 
 With script 10% Damage boost, 20% ROF reduction:
 RoF = 640/min = 10.6/sec
 Damage = 36.3
 DPS = 384 DPS
 
 So.... you basically get the same raw DPS, but two different gun flavors.
 
 
 
 Note.... using the scripts drop the DPS below the base DPS.... so perhaps some tweaks to the boost/nerf specs (from 10% and 20% respectively) would be necessary.... but still, you see the point.
 | 
      
      
        |  The Robot Devil
 BetaMax.
 CRONOS.
 
 371
 
 
      | Posted - 2013.06.06 17:05:00 -
          [11] - Quote 
 
 Jin Robot wrote:People would find a way to create imbalance. Probably people planning out how after seeing this thread, just incase. 
 Imbalance is the point. The weapons and suits should be balanced when compared and contrasted against themselves. Skills of the merc and the fitting choices create imbalance. Player caused imbalance through the use of fittings is what we should be aiming for.
 | 
      
      
        |  Kitten Empress
 Ametat Security
 Amarr Empire
 
 303
 
 
      | Posted - 2013.06.06 18:10:00 -
          [12] - Quote 
 
 Nightbird Aeon wrote:Kitten Empress wrote:I would love to have a high ROF and low damage on my AR.+1 to you sir.
 Not insane numbers here, mind you... but a 10% ROF boost at the expense of a 20% damage reduction, for example. Using round numbers and made up base stats: Base: RoF 800/min = 13.3/sec Damage = 33 DPS = 438 DPS With script: 10% ROF boost, 20% damage reduction: RoF = 880/min = 14.6/sec Damage = 26.4 DPS = 385 DPS With script 10% Damage boost, 20% ROF reduction: RoF = 640/min = 10.6/sec Damage = 36.3 DPS = 384 DPS So.... you basically get the same raw DPS, but two different gun flavors.  Note.... using the scripts drop the DPS below the base DPS.... so perhaps some tweaks to the boost/nerf specs (from 10% and 20% respectively) would be necessary.... but still, you see the point. I don't see why it should drop at all.
 Keep it at the same level, just different flavor.
 Want slow ROF high damage?
 Go for it.
 Want high ROF low damage?
 Go for it.
 Why should it have less DPS?
 | 
      
      
        |  Nightbird Aeon
 Ahrendee Mercenaries
 Omega Commission
 
 169
 
 
      | Posted - 2013.06.06 18:47:00 -
          [13] - Quote 
 
 Kitten Empress wrote:Nightbird Aeon wrote:Kitten Empress wrote:I would love to have a high ROF and low damage on my AR.+1 to you sir.
 Not insane numbers here, mind you... but a 10% ROF boost at the expense of a 20% damage reduction, for example. Using round numbers and made up base stats: Base: RoF 800/min = 13.3/sec Damage = 33 DPS = 438 DPS With script: 10% ROF boost, 20% damage reduction: RoF = 880/min = 14.6/sec Damage = 26.4 DPS = 385 DPS With script 10% Damage boost, 20% ROF reduction: RoF = 640/min = 10.6/sec Damage = 36.3 DPS = 384 DPS So.... you basically get the same raw DPS, but two different gun flavors.  Note.... using the scripts drop the DPS below the base DPS.... so perhaps some tweaks to the boost/nerf specs (from 10% and 20% respectively) would be necessary.... but still, you see the point. I don't see why it should drop at all. Keep it at the same level, just different flavor. Want slow ROF high damage? Go for it. Want high ROF low damage? Go for it. Why should it have less DPS? 
 
 Like I said, I needed to tweak the numbers for this example ... ideally DPS wouldn't change more than a couple of points either way, you're right.
 
 The point remains, however..... scripts should allow you to trade off one aspect of the weapon for a boost to another.
 | 
      
        |  |  | 
      
      
        | Pages: [1]  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |