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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. |
Khal V'Rani
Nephilim Initiative
114
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Posted - 2013.06.24 10:15:00 -
[2] - Quote
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... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4509
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Posted - 2013.06.24 12:34:00 -
[3] - 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. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
175
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Posted - 2013.06.24 12:46:00 -
[4] - Quote
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? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4510
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Posted - 2013.06.24 12:55:00 -
[5] - 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. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
175
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Posted - 2013.06.24 13:03:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote: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.
30 seconds isn't very long, so no. The cooldown seems nice, but we're supposed to get a cap, so useless. So, my idea makes sense. |
Robert JD Niewiadomski
NULLIMPEX INC
202
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Posted - 2013.06.24 13:05:00 -
[7] - Quote
5% armor logi selfrevive module? Yes! Please |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
175
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Posted - 2013.06.24 13:16:00 -
[8] - Quote
Next question: Would something like this-
Robert JD Niewiadomski wrote:5% armor logi selfrevive module? Yes! Please
be one time only? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4511
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Posted - 2013.06.24 13:17:00 -
[9] - 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 |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
175
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Posted - 2013.06.24 13:19:00 -
[10] - Quote
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? |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4512
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Posted - 2013.06.24 13:21:00 -
[11] - 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. |
Robert JD Niewiadomski
NULLIMPEX INC
202
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Posted - 2013.06.24 13:51:00 -
[12] - Quote
What do you mean by "one-per-life"? One per respawn "session"? If i carry injector i can use it unlimited number of times on one particular merc... Why should i limit it to myself?
How about at least tying it with skill level for logi dropsuit? Lvl 1 = one revive, lvl 5 = five revives...
Cooldown would also be fine... with skill level shortening it slightly? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4537
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Posted - 2013.06.25 09:45:00 -
[13] - Quote
A cooldown would be preferable |
jaheria romulese
DUST University Ivy League
0
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Posted - 2013.06.26 20:08:00 -
[14] - Quote
hmmm. i think before we actually go and change or add any thing to any dropsuit , the developers should actually focus on making the dropsuit do what it is suppose to do in combat via the description of its class. For example. the heavy dropsuit suppose to be able to "withstand" small fire arms, "low grade"explosives, and be able to go toe to toe with a vechile and survive. other suits like the scout suit is described as a suit that can be used with stealth modules. personally think the developers should start there, make the suits do what they are descriibed and meant to do, then expand on different ideas from the community. to me is about creavite intregity, whats the point of creating something a game that doesnt do what it is describe to do and suppose to? and i think this is something that ccp needs to address, if they cant deliver on something they promise why would people want to continue playing or invest any more money into the game if cant deliver on any of what it says it suppose to deliver. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
34
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Posted - 2013.06.26 21:40:00 -
[15] - Quote
I like the idea but I think it would be better for each racial suit to have a unique skill.
For example: Gallente scouts/lights get an ability to increase their passive scan range by 300% for 30 seconds Minmatar scouts/lights get an ability to boost movement and sprint speed by 100% for 30 seconds
Better suits will have an increased active timer but also a higher cooldown |
Doyle Reese
OSG Planetary Operations Covert Intervention
186
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Posted - 2013.06.26 22:05:00 -
[16] - Quote
would it be broken to have the Pilot suit ability to be "Increase Vehicle CPU/PG by 40% of Dropsuit CPU/PG per level"? |
Stands Alone
Ultramarine Corp
37
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Posted - 2013.06.26 22:21:00 -
[17] - Quote
Nah... it will make certain fittings expected... i like not knowing how my enemy decided to fit their suit and i like to keep others guessing... |
jaheria romulese
DUST University Ivy League
0
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Posted - 2013.06.26 23:19:00 -
[18] - Quote
i likeall yah ideas there all good, i think the basic should get the description of the suits in game menus to be acutally linked up to the gameplay, and then allow players to customize their suits with differnt modules, and skills like the ones yah talking about, i think that would make the ga,e refreshing, competive, and ulitmatelty more fun as there woul be more variety to the suits, and even though you have a idea of what to expect, like a heavy drop suit you'd expect dam. resistance, yoou will never truly know what they are fully capable of due to the other skills, and modules that they may have equipped, lke the ones you guys mentioned. just my two cents! But i like yah ideas it be cool if ccp took them into account : )
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Krom Ganesh
Holdfast Syndicate Amarr Empire
35
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Posted - 2013.06.27 02:12:00 -
[19] - Quote
Stands Alone wrote:Nah... it will make certain fittings expected... i like not knowing how my enemy decided to fit their suit and i like to keep others guessing...
And at the same time, make other fittings more unexpected.
Besides, if the abilities are chosen well, they would still be of benefit for all fittings. |
Matticus Monk
Ordus Trismegistus
104
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Posted - 2013.06.27 20:00:00 -
[20] - Quote
I like this idea a lot! Although my preference would be to have the built-in, upgradeable modules be on the racial suits only, which gives additional incentive and bonuses to specialization.
I guess though if the basic suits had a built-in module which was non-upgradeable, and of 'militia' quality, I'd be okay with that - it would give folks a taste of what the racial suits could do without the heavy SP investment.
Definitely +1 on the logi self-revive.
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Oso Peresoso
RisingSuns
49
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Posted - 2013.06.27 21:08:00 -
[21] - Quote
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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4621
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Posted - 2013.06.30 04:56:00 -
[22] - 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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