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Nightbird Aeon
Ahrendee Mercenaries Omega Commission
165
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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
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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=unreadEVE 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.
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Malkai Inos
Opus Arcana Orion Empire
318
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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
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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
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Posted - 2013.06.06 15:44:00 -
[5] - Quote
Maybe, when the game is working. |
Kitten Empress
Ametat Security Amarr Empire
300
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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
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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
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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
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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
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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. |
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The Robot Devil
BetaMax. CRONOS.
371
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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
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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
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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. |
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