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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
736
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Posted - 2013.07.18 02:34:00 -
[1] - Quote
I'm still under the impression that the Amarr and predominantly armour tankers over shields.....
But good suggestions. I always wondered why CCP even did racial suits outside of FW rewards.
As corporate Mercenaries wouldn't it make more sense to have more standardised suit types represented by frames produced by corporations like
Viziam, Ishukone, Creodron, Thukker, ect which have unique frames/ skins with very minimal changes between them for their racial affiliation, where suits with bonuses are T2 or factionalised suits.
Factionalised suits could be represented by the chosen frame of the major corporation and have bonuses to reflect the Factions style of combat.
E.g-
Corporate Suits fit under the folloing categories
Medium Frame- Standardised Frame Suits
Caldari- Ishukone, Kaalakiota, Lai Dai
Amarr- Viziam, Carthum, Khanid
Gallentean- Creodron, etc, etc (insert Gallentean producer names)
Minmatar- Seibestor Tribe, Brutor Tribe, Thukker Tribe
Each suit will have its own frame/skin. This way mercs feels no Faction Alliiance when tends to develop in this game and gives game more customisation. All suits are essentially the same. Heavy medsuit, Medium Med suit, Light Medsuit for each race ((and similar suits for Small Frame and Large Frame)).
Then rather than specc into directly into faction suits (which have their bonuses) you choose a corporate dropsuit skill (which has different bonuses more representative and less specific than faction suits) and then begin to diverge in terms of role.
E.g-
Ishukone - Med Medium Frame- More versatile Kalaakiota- Light Medium Frame- Faster, more Force Recon. Lai Dai- Heavy Med Suit- More Tank type suit
However these suits don't diverge form the intended roll of the assault class AKA- Light Med does not replace scout, more does heavy med replace heavy, all suits have the benefits and limitations of assault suits. Same goes for heavies, and Scouts, and logi's.
...but I digress this isn't the point of this post. Im sorry.
Agreed OP. more standardisation between suits to make them more diverse at higher levels amd balanced at lower levels makes me happy. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
743
|
Posted - 2013.07.18 06:53:00 -
[2] - Quote
Aizen Intiki wrote:True Adamance wrote:I'm still under the impression that the Amarr and predominantly armour tankers over shields.....
But good suggestions. I always wondered why CCP even did racial suits outside of FW rewards.
As corporate Mercenaries wouldn't it make more sense to have more standardised suit types represented by frames produced by corporations like
Viziam, Ishukone, Creodron, Thukker, ect which have unique frames/ skins with very minimal changes between them for their racial affiliation, where suits with bonuses are T2 or factionalised suits.
Factionalised suits could be represented by the chosen frame of the major corporation and have bonuses to reflect the Factions style of combat.
E.g-
Corporate Suits fit under the folloing categories
Medium Frame- Standardised Frame Suits
Caldari- Ishukone, Kaalakiota, Lai Dai
Amarr- Viziam, Carthum, Khanid
Gallentean- Creodron, etc, etc (insert Gallentean producer names)
Minmatar- Seibestor Tribe, Brutor Tribe, Thukker Tribe
Each suit will have its own frame/skin. This way mercs feels no Faction Alliiance when tends to develop in this game and gives game more customisation. All suits are essentially the same. Heavy medsuit, Medium Med suit, Light Medsuit for each race ((and similar suits for Small Frame and Large Frame)).
Then rather than specc into directly into faction suits (which have their bonuses) you choose a corporate dropsuit skill (which has different bonuses more representative and less specific than faction suits) and then begin to diverge in terms of role.
E.g-
Ishukone - Med Medium Frame- More versatile Kalaakiota- Light Medium Frame- Faster, more Force Recon. Lai Dai- Heavy Med Suit- More Tank type suit
However these suits don't diverge form the intended roll of the assault class AKA- Light Med does not replace scout, more does heavy med replace heavy, all suits have the benefits and limitations of assault suits. Same goes for heavies, and Scouts, and logi's.
...but I digress this isn't the point of this post. Im sorry.
Agreed OP. more standardisation between suits to make them more diverse at higher levels amd balanced at lower levels makes me happy. Wait, why did you not even list the Gallente major manufacturers, and get the Winmatar ones wrong? Hater
I don't care enough to learn their names. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
822
|
Posted - 2013.07.24 22:31:00 -
[3] - Quote
Aero Yassavi wrote:Good idea, but the real problem with defining roles is that everything is working towards the same role, "The Killer," with a bunch of subsets.
Let's start with the scout. Right now they are designed more as fast moving killer. They should be designed to be more of a stealthy guy who can get behind enemy lines and confuse the enemies. To do this, we need to first make changes to other suits. Everyone has a 10 meter scan radius, this needs to be increased substantially, and I mean really really substantially. No one is trying to sneak within 10 meters of an enemy. Take the average distance away the scout tries to sneak from and expand everyone's scan radius to that level, that way people will notice assault players who are trying to sneak but they won't notice scouts. Then fix the scout suit, they're suits should be unique in that whatever they passively scan gets relayed to all teammates, and then make their base hacking speed faster. Now you have the role of scout that can focus on other things to help the team besides strafe killing.
For sentinels, give them a very substantial amount of extra eHP but at the trade off of weaker damage output (note this is for Sentinels, not Heavies. There's a difference). They should be your traditional tanker you see in MMOs, literally a moving wall but with little offensive capabilities. This way they do not focus on killing, but rather as being a human shield for teammates.A means for them to gain WP by defending would then need to be implemented (perhaps if you are a sentinel you can get suppression points similar to BF3. Only sentinels would be eligible for this). As it stands they only get mildly extra eHP at the cost of drastic speed penalty. They are not point defense men, they are very slow killers.
As for assaults, logistics, and commando, nothing fundamental really needs tweaking. Assaults are killers by definition, logistics are support killers, and commandos are again killers by definition. CCP then needs to add more roles that can focus on something other than killin; I personally like the idea of a suit that gives an AOE buff to teammates or AOE anti-buff to enemies.
Seconded a Command suit with enhanced scanners and other enhanced basic functionality for manipulating squad disposition and deployment would be an amazing suit to see on the field. ideally a heavy suit that is the centre of every battleline giving a buff to all players around it. |
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