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Cody Sietz
Tritan's Onslaught RISE of LEGION
418
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Posted - 2013.07.09 15:51:00 -
[1] - Quote
I know blanket skills are no good. But what if had skills that benefited certain weapon groups.
Like a 2-3 percent increase to reload speed for:
Full auto weapons.
Semi auto weapons.
Explosive weapons.
Or, they could go by weapon ammo types (which would probably be easier since there are already bonuses to these)
It could go hybrid, laser, projectile and uhhh...plasma?
Just have yo add a few extra skills to the tree.
Thoughts? |
Cody Sietz
Tritan's Onslaught RISE of LEGION
419
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Posted - 2013.07.09 16:53:00 -
[2] - Quote
Soooo...no? |
Gorra Snell
BetaMax. CRONOS.
24
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Posted - 2013.07.09 16:58:00 -
[3] - Quote
Prior to Uprising, most of these type of skills were covered by sidearm/light/heavy blanket skills. They spread them out to each weapon with the new skill tree, as part of what seems to be an effort to lengthen total grind time to max out a character. Given that long grind time is their apparent goal, I don't think CCP has any interest in this sort of thing. While I'd like it (and I think the hybrid/laser/projectile/etc is a good model), I don't think it's going to happen. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
419
|
Posted - 2013.07.09 17:07:00 -
[4] - Quote
I just wanna lower my reload a bit more(non caldari here) |
PAs Capone
Bullet Cluster
108
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Posted - 2013.07.09 17:16:00 -
[5] - Quote
I don't know about them being tied to ammo types or gun variants. But totally back the idea that we should be able to develop specific traits that we desire. Not holed into an archetype role decided by the lore of eve. I think it would be fun to have a system similar to Borderlands 2 with the Bad@ss rank points- where you could aquire points and add "levels" into any of the statistics of your characters.
Obviously we don't need Bad@ss points or anything like that, but a skill tree directed at the ability to advance any of our skills further would be awesome. Things like this could really flesh out the ability for people to specialize into varying roles of battlefield technicians, rather than cramming our play styles into the cookie cutter that CCP has built for us.
+1 to Cody. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
427
|
Posted - 2013.07.09 17:23:00 -
[6] - Quote
Yeah, its more a place holder idea.
You know thinking is my strong suit, Cap! XD |
Vermaak Doe
SVER True Blood Public Disorder.
987
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Posted - 2013.07.09 17:25:00 -
[7] - Quote
Plasma is the majority of hybrid weapons. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
428
|
Posted - 2013.07.09 17:35:00 -
[8] - Quote
Vermaak Doe wrote:Plasma is the majority of hybrid weapons. I know...I just couldn't think of another weapon type. |
BL4CKST4R
WarRavens League of Infamy
509
|
Posted - 2013.07.09 17:38:00 -
[9] - Quote
This would be good because the ASCR should be affected by the AR skills not the SCR skills. |
Vermaak Doe
SVER True Blood Public Disorder.
987
|
Posted - 2013.07.09 17:39:00 -
[10] - Quote
Cody Sietz wrote:Vermaak Doe wrote:Plasma is the majority of hybrid weapons. I know...I just couldn't think of another weapon type. Launcher type weapons, it's a blanket term that can apply to most explosive weapons. |
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Cody Sietz
Tritan's Onslaught RISE of LEGION
446
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Posted - 2013.07.09 20:41:00 -
[11] - Quote
Vermaak Doe wrote:Cody Sietz wrote:Vermaak Doe wrote:Plasma is the majority of hybrid weapons. I know...I just couldn't think of another weapon type. Launcher type weapons, it's a blanket term that can apply to most explosive weapons. Ahhh. Thank you. |
Chunky Munkey
Amarr Templars Amarr Empire
720
|
Posted - 2013.07.09 21:55:00 -
[12] - Quote
I think it could be managed with a "racial proficiency" skill.
After maxing any suit type, this skill is unlocked, and can improve the effectiveness of weapons/equipment that carry the respective racial titles, such as "viziam" & "boundless". |
Cody Sietz
Tritan's Onslaught RISE of LEGION
476
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Posted - 2013.07.10 02:30:00 -
[13] - Quote
Hmmm, interesting.
So what your saying is, if a weapon is made by duvollve or creodon (pleade forgive me if those aren't the correct names) then you would be better with all versions of it? |
Cosgar
ParagonX
2553
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Posted - 2013.07.10 02:34:00 -
[14] - Quote
Chunky Munkey wrote:I think it could be managed with a "racial proficiency" skill.
After maxing any suit type, this skill is unlocked, and can improve the effectiveness of weapons/equipment that carry the respective racial titles, such as "viziam" & "boundless". I wouldn't mind seeing this. |
Vyzion Eyri
The Southern Legion RISE of LEGION
870
|
Posted - 2013.07.10 02:41:00 -
[15] - Quote
Or have unique skills for every single weapon and item, or variant.
ie. all 'triage' repair tools have skills which increase infantry repair rate. all 'axis' repair tools have skills which increase installation repair rate.
all breach ARs have skills which increase damage per bullet. all assault ARs have skills which lower dispersion.
basic variants can simply retain the bonuses from proficiency, rapid reload, etc.
And for other items with no variants, give them some skills to increase their effectiveness too, then separate those skills into even smaller categories when variants are eventually, if ever, introduced.
-
We could also potentially take the idea even further and have all items initially unlocked (with advanced gear and up being much more expensive) but basic weapons should be fairly weak, and they require these skills which improve their effectiveness to be truly functional.
Solves matchmaking (people won't want to run expensive advanced gear or prototype gear) and solves the SP gap (everything is initially unlocked) solves progression that vets want (can still upgrade weapons).
Sure there are flaws, but to be honest this system is the best I can think of. (And I haven't seen anyone else try. I see complaints about the current system, but no other suggestions as to alternatives)
Furthermore, given the recent dev. blog on the huge increases in ISK rewards for PC battles, I think CCP is slowly drifting down this direction anyway. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
481
|
Posted - 2013.07.10 02:50:00 -
[16] - Quote
^holy damn.
The first half is just another great approach to new skills. Love it.
The 2nd half seems like it could work, but it would literally change the entire game. |
Aqil Aegivan
The Southern Legion RISE of LEGION
154
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Posted - 2013.07.10 03:00:00 -
[17] - Quote
Cody Sietz wrote:^holy damn.
The first half is just another great approach to new skills. Love it.
The 2nd half seems like it could work, but it would literally change the entire game.
It's similar to the way EVE works. Skilling into Minmatar frigates doesn't improve my damage or shields but the ships get bonuses based on my level. It means that you can have several types of frigate (combat, logistics, etc) and each one performs better because I've leveled up but the skill itself doesn't directly add bonuses or give bonuses to other ships. |
Chunky Munkey
Amarr Templars Amarr Empire
735
|
Posted - 2013.07.10 03:11:00 -
[18] - Quote
Cody Sietz wrote:Hmmm, interesting.
So what your saying is, if a weapon is made by duvollve or creodon (pleade forgive me if those aren't the correct names) then you would be better with all versions of it?
Yeah. A lot of people want some sort of recognition for their race loyalty. I personally just happen to find everything Minmatar make to be hilariously satisfying to use. This could be a great way to achieve that goal. |
Gigatron Prime
The.Primes
169
|
Posted - 2013.07.10 04:07:00 -
[19] - Quote
I didn't even read anything on this thread but I just gotta say...
stfu and no |
PAs Capone
Bullet Cluster
110
|
Posted - 2013.07.10 11:53:00 -
[20] - Quote
Gigatron Prime wrote:I didn't even read anything on this thread but I just gotta say...
stfu and no
Thanks for stopping by but this is a valid discussion. Now, if you'd like to continue your asinine life, do so elsewhere. |
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PAs Capone
Bullet Cluster
111
|
Posted - 2013.07.10 11:57:00 -
[21] - Quote
Vyzion Eyri wrote:Or have unique skills for every single weapon and item, or variant.
ie. all 'triage' repair tools have skills which increase infantry repair rate. all 'axis' repair tools have skills which increase installation repair rate.
all breach ARs have skills which increase damage per bullet. all assault ARs have skills which lower dispersion.
basic variants can simply retain the bonuses from proficiency, rapid reload, etc.
And for other items with no variants, give them some skills to increase their effectiveness too, then separate those skills into even smaller categories when variants are eventually, if ever, introduced.
-
We could also potentially take the idea even further and have all items initially unlocked (with advanced gear and up being much more expensive) but basic weapons should be fairly weak, and they require these skills which improve their effectiveness to be truly functional.
Solves matchmaking (people won't want to run expensive advanced gear or prototype gear) and solves the SP gap (everything is initially unlocked) solves progression that vets want (can still upgrade weapons).
Sure there are flaws, but to be honest this system is the best I can think of. (And I haven't seen anyone else try. I see complaints about the current system, but no other suggestions as to alternatives)
Furthermore, given the recent dev. blog on the huge increases in ISK rewards for PC battles, I think CCP is slowly drifting down this direction anyway.
There are a lot of ways CCP could go with systems like this. The reason I like it is because it grants us the ability to truly specialize, while also expanding the skill in such a manner that no one is left out and creating a depth that would make many of us play more and longer. Good stuff here guys. Its nice to see a discussion that hasn't been overrun with trolls and insults.
+1 to all you fine people. |
BL4CKST4R
WarRavens League of Infamy
692
|
Posted - 2013.07.10 12:19:00 -
[22] - Quote
Vyzion Eyri wrote:Or have unique skills for every single weapon and item, or variant.
ie. all 'triage' repair tools have skills which increase infantry repair rate. all 'axis' repair tools have skills which increase installation repair rate.
all breach ARs have skills which increase damage per bullet. all assault ARs have skills which lower dispersion.
basic variants can simply retain the bonuses from proficiency, rapid reload, etc.
And for other items with no variants, give them some skills to increase their effectiveness too, then separate those skills into even smaller categories when variants are eventually, if ever, introduced.
-
We could also potentially take the idea even further and have all items initially unlocked (with advanced gear and up being much more expensive) but basic weapons should be fairly weak, and they require these skills which improve their effectiveness to be truly functional.
Solves matchmaking (people won't want to run expensive advanced gear or prototype gear) and solves the SP gap (everything is initially unlocked) solves progression that vets want (can still upgrade weapons).
Sure there are flaws, but to be honest this system is the best I can think of. (And I haven't seen anyone else try. I see complaints about the current system, but no other suggestions as to alternatives)
Furthermore, given the recent dev. blog on the huge increases in ISK rewards for PC battles, I think CCP is slowly drifting down this direction anyway.
Wouldn't this create bigger SP sinks? |
Cody Sietz
Tritan's Onslaught RISE of LEGION
511
|
Posted - 2013.07.14 16:27:00 -
[23] - Quote
It might, but at this point I think people just some sort of change. |
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