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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4508
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Posted - 2013.06.24 07:27:00 -
[1] - Quote
Ignoring technical and controls issues, the gameplay of Dust is decent, but not special. There is nothing about Dust' gameplay to make it standout compared to other shooters. I have some ways to fix that. The scifi setting of Dust provides a lot of opportunity for interesting gameplay elements that games like CoD and Battlefied don't have. Additionally, the current differences between dropsuits aren't enough to make them feel special, especially with many of the specializations which are just slightly tweaked versions of the basic frames.
As a solution to both problems, I propose that each dropsuit have one built-in active module to make them unique, and to spice up gameplay. I know infantry active modules are planned, but dropsuits should have some already built-in to make them truly different and unique besides just some minor slot configuration and stat differences, and to make gameplay superpowered without having to build custom fittings and investing skill points. New players should be able to just jump in with starter fits and to be amazed by the cool stuff their dropsuits let them do. Each basic frame (including militia), and each specialization should have its own specific active module. I was at first considering making them for only specializations, but these should be something available to anyone just starting out in the game without SP or ISK investments.
Here are only examples, the specifics aren't important: Basic mediums could have a module to ______ Assaults could get a shield overdrive module to rapidly regenerate shields (like a vehicle shield booster). Logistics could get a self-revive module that revives at at 5% armor. Lights could get an inertial booster to make them run much faster. Scouts could get binocular zoom and enemy spotting (to scout ahead) Heavies get armor hardening to reduce damage to armor by 50% Sentinels could get a module to ______ I couldn't think of some, so left some blank. They're just examples anyway.
Activating them should be very simple and fast, so I would suggest making it a button tap; right now 2 buttons are used to bring up the map (Start, and down on d-pad on default controls), the one one the d-pad could be repurposed for activating the suit module. R3 is unused in the battleground control scheme (what I use), and that could be used for the built-in module activations Every dropsuit should get one extra slot for the built-in module. These built-in active modules must have no fitting costs, and be treated as a separate category than the active modules already planned by CCP since I don't know how CCP plans to have the already planned active modules activated, and these should not use up the slots that the already planned active modules will take. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4509
|
Posted - 2013.06.24 12:34:00 -
[2] - Quote
Khal V'Rani wrote:I like where your going with this... Questions if I may sir, Would the effectiveness of these native modules increase as one advances from militia to proto? Would there be an option to swap out versions of the modules to add more variety between suits?
I'm a big fan of customization and options so I had to ask... I would say no to the increase in effectiveness, they should be the same regardless of the dropsuit tier, but I would like those built-in modules to be replaceable with higher tier modules of the same type. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4510
|
Posted - 2013.06.24 12:55:00 -
[3] - Quote
Godin Thekiller wrote:What about Pilot suits? This active module thing wouldn't be useful to it. Maybe a extra active module for vehicles under x CPU/PG? It could be something you can activate while inside the vehicle, for example: a power that forces all modules to finish cooling down. It could get a 100% boost to vehicle recall speed as an active power instead. Your idea would be good as well. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4511
|
Posted - 2013.06.24 13:17:00 -
[4] - Quote
Godin Thekiller wrote:Next question: Would something like this- Robert JD Niewiadomski wrote:5% armor logi selfrevive module? Yes! Please be one time only? Once per life |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4512
|
Posted - 2013.06.24 13:21:00 -
[5] - Quote
Godin Thekiller wrote:KAGEHOSHI Horned Wolf wrote:Godin Thekiller wrote:Next question: Would something like this- Robert JD Niewiadomski wrote:5% armor logi selfrevive module? Yes! Please be one time only? Once per life That's what I ment. but, what about things that would be reasonable to not have it on a one-per-life basis. Cooldown? I'd be fine with a cooldown as well as long as its long enough. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4537
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Posted - 2013.06.25 09:45:00 -
[6] - Quote
A cooldown would be preferable |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4621
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Posted - 2013.06.30 04:56:00 -
[7] - Quote
Oso Peresoso wrote:tl;dr just wanted to say that this will probably be happening eventually, but not through built-in modules. More likely there will be modules that fit in existing slots that are suit specific. For example, cloaking module fits in high slot but can only be fit to an Scout suit. This is how it works in Eve. Wasn't even long, and I know infantry will eventually get active modules. Having certain ones built in immediately enhances gameplay experience for all players since they won't be hidden behind SP and ISK walls. |
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