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Soldner VonKuechle
SAM-MIK
14
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Posted - 2013.07.08 19:15:00 -
[1] - Quote
Is there something on the roadmap to further increase effectiveness and intice everyone to squad up via the avenues of squad/battalion skills and assigning that on the battlefield? Is there a 'Leadership' skill tree being worked out? The basic principles put forth in EVE would be a nice addition to DUST. An example set up would include: Armored warfare-2% per level Shield warfare-2% hp bonus per level Skirmish warfare-1% sprint speed per level Intelligence warfare- 2% weapon range per level
Maybe this will all be added with more suits diem the line, but even some type of acknowledgment that it is in the road map would be nice.
This is a rough idea of course, and feel free to add suggestion/corrections (since the community will anyway ) |
Oso Peresoso
RisingSuns
166
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Posted - 2013.07.08 19:21:00 -
[2] - Quote
Not a bad idea but Skirmish is OP already |
Malkai Inos
Opus Arcana Covert Intervention
560
|
Posted - 2013.07.08 19:24:00 -
[3] - Quote
Soldner VonKuechle wrote:Is there something on the roadmap to further increase effectiveness and intice everyone to squad up via the avenues of squad/battalion skills and assigning that on the battlefield? Is there a 'Leadership' skill tree being worked out? The basic principles put forth in EVE would be a nice addition to DUST. An example set up would include: Armored warfare-2% per level Shield warfare-2% hp bonus per level Skirmish warfare-1% sprint speed per level Intelligence warfare- 2% weapon range per level Maybe this will all be added with more suits diem the line, but even some type of acknowledgment that it is in the road map would be nice. This is a rough idea of course, and feel free to add suggestion/corrections (since the community will anyway ) I like the idea in general though i do think that the proposed bonuses are a little generic thus too usefull for a FPS. Squad bonuses should be role based and situational like:
+2% base damage if the target is in sensor range of a squad mate (i.e. very close or aimed at).Not applicable for non combat roles (pilots and logis come to mind) 3% movement speed when carrying nanobot injectors in range of a downed quad mate. Only for logis. 4% nanobot capacity of nanohives for squad mates. Only for logi, possibly assault aswell.
What do you think? |
Soldner VonKuechle
SAM-MIK
14
|
Posted - 2013.07.08 19:36:00 -
[4] - Quote
Malkai Inos wrote:Soldner VonKuechle wrote:Is there something on the roadmap to further increase effectiveness and intice everyone to squad up via the avenues of squad/battalion skills and assigning that on the battlefield? Is there a 'Leadership' skill tree being worked out? The basic principles put forth in EVE would be a nice addition to DUST. An example set up would include: Armored warfare-2% per level Shield warfare-2% hp bonus per level Skirmish warfare-1% sprint speed per level Intelligence warfare- 2% weapon range per level Maybe this will all be added with more suits diem the line, but even some type of acknowledgment that it is in the road map would be nice. This is a rough idea of course, and feel free to add suggestion/corrections (since the community will anyway ) I like the idea in general though i do think that the proposed bonuses are a little generic thus too usefull for a FPS. Squad bonuses should be role based and situational like: +2% base damage if the target is in sensor range of a squad mate (i.e. very close or aimed at).Not applicable for non combat roles (pilots and logis come to mind) 3% movement (rather sprinting) speed when carrying nanobot injectors in range of a downed squad mate. Only for logis. 4% nanobot capacity of nanohives for squad mates. Only for logi, possibly assault aswell. This would encourage actual squad play and prevent people from squadding with randoms just to grab some passive bonuses. What do you think?
I do like your thinking but those highly specialized kind of bonusii are more suited to the specific suit and class, and since it has been mentioned by CCP that they are looking into re-tooling some of the current ones, we'll probably see ones like that soon. I also do see your point about my suggested bonusii being too generic for a FPS... but they work do well in EVE! Haha.
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Oso Peresoso
RisingSuns
169
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Posted - 2013.07.08 19:41:00 -
[5] - Quote
problem is this just places random people in instant battles in an even worse position to get pubstomped. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
927
|
Posted - 2013.07.08 19:50:00 -
[6] - Quote
I had thought the Commander role was supposed to do this. No idea where that is on the road-map though. |
calisk galern
BurgezzE.T.F
464
|
Posted - 2013.07.08 19:52:00 -
[7] - Quote
I had suggested these back in open beta, I was told the sentinel suit was supposed to be a form of implementing these.
regardless I do hope to still see these soon. |
Malkai Inos
Opus Arcana Covert Intervention
560
|
Posted - 2013.07.08 19:56:00 -
[8] - Quote
Soldner VonKuechle wrote:Malkai Inos wrote:Soldner VonKuechle wrote:Is there something on the roadmap to further increase effectiveness and intice everyone to squad up via the avenues of squad/battalion skills and assigning that on the battlefield? Is there a 'Leadership' skill tree being worked out? The basic principles put forth in EVE would be a nice addition to DUST. An example set up would include: Armored warfare-2% per level Shield warfare-2% hp bonus per level Skirmish warfare-1% sprint speed per level Intelligence warfare- 2% weapon range per level Maybe this will all be added with more suits diem the line, but even some type of acknowledgment that it is in the road map would be nice. This is a rough idea of course, and feel free to add suggestion/corrections (since the community will anyway ) I like the idea in general though i do think that the proposed bonuses are a little generic thus too usefull for a FPS. Squad bonuses should be role based and situational like: +2% base damage if the target is in sensor range of a squad mate (i.e. very close or aimed at).Not applicable for non combat roles (pilots and logis come to mind) 3% movement (rather sprinting) speed when carrying nanobot injectors in range of a downed squad mate. Only for logis. 4% nanobot capacity of nanohives for squad mates. Only for logi, possibly assault aswell. This would encourage actual squad play and prevent people from squadding with randoms just to grab some passive bonuses. What do you think? I do like your thinking but those highly specialized kind of bonusii are more suited to the specific suit and class, and since it has been mentioned by CCP that they are looking into re-tooling some of the current ones, we'll probably see ones like that soon. I also do see your point about my suggested bonusii being too generic for a FPS... but they work do well in EVE! Haha. While I do hope that the role bonus revamp adds more interesting and, more importantly, specific bonuses to the suits I would like squad bonuses to be as specific as possible aswell as it further encourages to not just play in a squad for the sake of it but to also act as a unit with defined and seperate roles for every squad member and his fitting.
Like i said, generic bonuses, by virtue of beeing in a squad, are not bad in and by themselves but rather because they allow for players to squad up without even having the intention to operate within the squad since it grants them blanked bonuses that are independant to their behavior.
Fleet command skills in EVE already require players to be on-grid in order to grand their bonuses wich could be translated into mercs having to be at least in close proximity to each other and Off Grid Boosting will be/was removed for very much the same reasons that i state (Fleeting up/ using gang boosters just for the bonuses, usually with an alt, without actually operating as a fleet) |
Soldner VonKuechle
SAM-MIK
17
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Posted - 2013.07.08 20:29:00 -
[9] - Quote
On my phone so I can't quote and edit like I want to, but you said something about generic bonus mitt being bad, but to sweeping in essence; that's kind of how I envisioned the skills, rather general and sweepong so that the whole squad gets to benefit from them, where as a command class module would be perfect for what you're saying, imho.
Hell we keep this up we could have a whole skill set, class, suit, fittings and tactics worked out. |
Malkai Inos
Opus Arcana Covert Intervention
563
|
Posted - 2013.07.08 21:19:00 -
[10] - Quote
Soldner VonKuechle wrote:On my phone so I can't quote and edit like I want to, but you said something about generic bonus mitt being bad, but to sweeping in essence; that's kind of how I envisioned the skills, rather general and sweepong so that the whole squad gets to benefit from them, where as a command class module would be perfect for what you're saying, imho. Hell we keep this up we could have a whole skill set, class, suit, fittings and tactics worked out. Yeah i think there's rather two general ways to implement this feature.
Generic bonuses are not bad by default. The only thing that makes them "bad" is that they would end up beeing a straight up bonus to players that just so happened to squad up without making squad play more emergent or dynamic. While this could be ok i feel that squad bonuses have the potential to have a much more interesting impact on squad tactics.
One camparative example:
Let's assume that, among others, we put in a blanked damage boost for every member. The positive effect would be that it encourages squadding up in order to get the bonus but the dynamic would already end here. Squad => Bonus therefore better Squad up. It's just not really deep or engaging, but rather something you pick up just because you can. Still better than nothing but there could be more to it:
Now, I already proposed a slight damage bonus for Assaults against targets that are already spotted by another squad mate. That seems just as simple. But what if we add another role specific bonus:
Highlighting an enemy that is close a squad mate as a scout increases the highlight duration of this enemy and the scan strength of the squad mate/s.
Suddenly we have two bonuses that are not that amazing on their own but when combined can amplify each other.
In order to make the most out of his bonus the scout is encouraged engage from the flank and mark enemies for the Assault to get his bonus damage while the assault is encouraged to focus on those targets that the scout designated by highliting them as only targets that are spotted by another squad member grant the damage bonus.
This makes squad composition a consideration beyond "do we have AV?" and "do we have reps, nanos, hives?". Now you have certain squad bonuses that can be combined to improve overall combat efficiency if the squad cooperates to make use of this bonus. |
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