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Nova Knife
Seituoda Taskforce Command Caldari State
1115
|
Posted - 2013.07.18 01:20:00 -
[1] - Quote
So, right now... What we have is basically suits and skill bonuses that were given seemingly arbitrary assignments to each suit type with little relation to one another. This creates a whole slew of problems, that have been covered by dozens of people in hundreds of threads in the last 15+ months of dust, which I don't feel bear repeating, since they can easily be summed up as "Nothing is really in a good place right now. Just because everything is bad doesn't mean it's balanced"
With Uprising, CCP at least made some attempt to create a 'racial identity' amongst the suits, varying their bonuses and slot layouts somewhat. While this is the right move, it was not done in the right way. The idea of racial identify needs to be expanded on, as it's an excellent method of creating a distinct role definition for each race and their specializations.
My proposition is as follows :
Homogenize in order to diversify. Start each suit of a given class off with the exact same stats, and then create a set of racial modifiers, followed by specialization modifiers . Within certain allotment restrictions this creates the end result of wildly different suits, with the same general amount of stats, allocated differently. This eliminates all worry of one suit inexplicably having better stats than others, with no explanation as to why.
Example :
Standard Light frame could look like this-
120 shield // 120 armor 1 High // 1 Low // 1 Equipment // 1 Grenade XX PG // YY CPU 1 Light weapon /// 1 Sidearm Weapon (Snipping out other stats as they are not needed for this example)
Then one could create racial identities like as follows :
Caldari Light frame :
+50% shield // -50% armor +1 High slot // -1 Low Slot (Snip)
Gallente Light Frame "
-50% Shield // +50% Armor -1 High slot // +1 Lowslot
After those were applied, you could apply Specialization modifiers for say scout suits;
Caldari Scout :
+20% shield. // -40% armor // +X HP shield recharge
Gallente Scout :
-40% shield // + 20% armor // +X passive armor repair
I think these limited examples are enough to illustrate the idea. What is not illustrated, is how to determine what to take and what to add. Essentially, each tier (Militia, Standard, Advanced, and Prototype) would be given a set amount of "Allocation Points" for their stats. Each stat itself would have it's own cost in points to improve, and reward points for applying a penalty which could then be used to improve another stat.
For example, a Low or High slot could be worth 10 allocation points, Shield/Armor HP be worth 5 points every 20 HP, Equipment slots worth 15, Sidearm slots 20, Speed 5 points every .5m/s. And so forth.
These are just rough numbers, and definitely not what each should be. Just using them to help explain the idea. Essentially, They could create the racial identifies something like
"Caldari = Lots of shield, almost no armor, medium speed, low equipment slots"
"MInmatar = Medium shield, Low armor, High speed, High amount equipment slots"
"Gallente =Low shield, High armor, medium speed, low equipment slots"
"Amarr: High shield, High armor, low speed, low equipment slots, decreased slot layout"
Again, these are not suggestions for how the actual racial identities should be, but just examples of how the system should play out. Like said at the start of the post, CCP already attempted something like this, but the allocation of the stats seems arbitrary at best. The purpose of this suggestion is to establish a base line for all suits first, and then diversify from there.
Once the base line of suits + survivability has been established, the first stage of a proper complete balance pass is accomplished. After that, one can then move on to weapons. (But that is a subject for another post entirely) Edit : Forgot to mention : Revising skill bonuses is also a requisite step in this. Skill bonuses need to be logical and practical.
If this idea takes off, I'd like to request some of the more awesome number crunchers to help conceptualize and flesh out this idea to determine the ideal roles + allocations for an actual proposition to CCP. |
Yoma Carrim
Situation Normal all fraked up
5
|
Posted - 2013.07.18 01:33:00 -
[2] - Quote
+1 |
Killar-12
Greatness Achieved Through Training EoN.
203
|
Posted - 2013.07.18 02:11:00 -
[3] - Quote
Nova Knife wrote:So, right now... What we have is basically suits and skill bonuses that were given seemingly arbitrary assignments to each suit type with little relation to one another. This creates a whole slew of problems, that have been covered by dozens of people in hundreds of threads in the last 15+ months of dust, which I don't feel bear repeating, since they can easily be summed up as "Nothing is really in a good place right now. Just because everything is bad doesn't mean it's balanced"
With Uprising, CCP at least made some attempt to create a 'racial identity' amongst the suits, varying their bonuses and slot layouts somewhat. While this is the right move, it was not done in the right way. The idea of racial identify needs to be expanded on, as it's an excellent method of creating a distinct role definition for each race and their specializations.
My proposition is as follows :
Homogenize in order to diversify. Start each suit of a given class off with the exact same stats, and then create a set of racial modifiers, followed by specialization modifiers . Within certain allotment restrictions this creates the end result of wildly different suits, with the same general amount of stats, allocated differently. This eliminates all worry of one suit inexplicably having better stats than others, with no explanation as to why.
Example :
Standard Light frame could look like this-
120 shield // 120 armor 1 High // 1 Low // 1 Equipment // 1 Grenade XX PG // YY CPU 1 Light weapon /// 1 Sidearm Weapon (Snipping out other stats as they are not needed for this example)
Then one could create racial identities like as follows :
Caldari Light frame :
+50% shield // -50% armor +1 High slot // -1 Low Slot (Snip)
Gallente Light Frame "
-50% Shield // +50% Armor -1 High slot // +1 Lowslot
After those were applied, you could apply Specialization modifiers for say scout suits;
Caldari Scout :
+20% shield. // -40% armor // +X HP shield recharge
Gallente Scout :
-40% shield // + 20% armor // +X passive armor repair
I think these limited examples are enough to illustrate the idea. What is not illustrated, is how to determine what to take and what to add. Essentially, each tier (Militia, Standard, Advanced, and Prototype) would be given a set amount of "Allocation Points" for their stats. Each stat itself would have it's own cost in points to improve, and reward points for applying a penalty which could then be used to improve another stat.
For example, a Low or High slot could be worth 10 allocation points, Shield/Armor HP be worth 5 points every 20 HP, Equipment slots worth 15, Sidearm slots 20, Speed 5 points every .5m/s. And so forth.
These are just rough numbers, and definitely not what each should be. Just using them to help explain the idea. Essentially, They could create the racial identifies something like
"Caldari = Lots of shield, almost no armor, medium speed, low equipment slots"
"MInmatar = Medium shield, Low armor, High speed, High amount equipment slots"
"Gallente =Low shield, High armor, medium speed, low equipment slots"
"Amarr: High shield, High armor, low speed, low equipment slots, decreased slot layout"
Again, these are not suggestions for how the actual racial identities should be, but just examples of how the system should play out. Like said at the start of the post, CCP already attempted something like this, but the allocation of the stats seems arbitrary at best. The purpose of this suggestion is to establish a base line for all suits first, and then diversify from there.
Once the base line of suits + survivability has been established, the first stage of a proper complete balance pass is accomplished. After that, one can then move on to weapons. (But that is a subject for another post entirely) Edit : Forgot to mention : Revising skill bonuses is also a requisite step in this. Skill bonuses need to be logical and practical.
If this idea takes off, I'd like to request some of the more awesome number crunchers to help conceptualize and flesh out this idea to determine the ideal roles + allocations for an actual proposition to CCP. +1 and I'll try to crunch numbers also the way shields,armor and the modules that effect each need to be balenced as well. Here's my idea for the armor modules Shields seem fine atm |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
736
|
Posted - 2013.07.18 02:34:00 -
[4] - 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. |
Telcontar Dunedain
Internal Error.
530
|
Posted - 2013.07.18 02:43:00 -
[5] - Quote
I generally don't find suit balance itself to be a big issue.
This seems like long term improvement territory and wouldn't make anyone I know more likely to play the game atm.
I think the balance qq in the community distracts you all from asking for more interesting game modes and interesting Eve interactions from CCP.
|
Nova Knife
Seituoda Taskforce Command Caldari State
1119
|
Posted - 2013.07.18 02:51:00 -
[6] - Quote
Telcontar Dunedain wrote:
I think the balance qq in the community distracts you all from asking for more interesting game modes and interesting Eve interactions from CCP.
They aren't mutually exclusive, you know :P
|
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
217
|
Posted - 2013.07.18 02:58:00 -
[7] - Quote
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 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2079
|
Posted - 2013.07.18 03:01:00 -
[8] - Quote
This seems too wellbalanced imo. Perfect balance isnt same stats in different areas and honestly this idea just sounds like a massive blow to Gallente Scouts as damn near everything kills armor and putting plates on a Scout is a death sentence.
Youre not taking into account variables like weapons and modules. Explosives do 20% more damage to armor, incidently theyre almost always splash damage weapons, making them easier to use. So a scout having the same armor as a caldari does shields is essentially a nerf as the caldari scout requires more player skill/input to put down with direct fire weapons as opposed to something that makes a 6m crater.
So... No. -1 to this post. Good in theory but this is a game of rock paper scissors, we're looking for the perfect imbalance where suits have counters and specialized roles, not shifting numbers in a happy perfect world where inevitably one weapon/tank style will dominate the field because the other's modules gimp the user who has - with this system - similar stats when it honestly needs more.
hope that makes sense.
Edit: Honestly, this is already true with Caldari/Gallente assault, having mirrored stats - but the shield bonus doesnt help the Gallente worth a damn. Change that bonus to something related to Armor and it would become a very powerful asset. |
Garth Mandra
The Southern Legion RISE of LEGION
38
|
Posted - 2013.07.18 03:01:00 -
[9] - Quote
I agree Nova. I would like to see CCP do this.
I'd like to see something similar with vehicles too. Doing this with armour and shield paradigms would also be good.
Most importantly though I would like to see CCP do this PUBLICLY with the whole community, not just the CPM. That way we can give feedback and understand why certain things are the way they are. CCP *should* be proud and confident enough with they design choices (by making them good ones) that they can share them with us. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
217
|
Posted - 2013.07.18 03:02:00 -
[10] - Quote
Anyways, I like the way it is now. They just need to change the skill bonuses and a actual drawbacks and advantages to the suits (such as weapon damage lowered for Logi suits, but equipment gets stronger).
Peace, Aizen |
|
Telcontar Dunedain
Internal Error.
530
|
Posted - 2013.07.18 03:09:00 -
[11] - Quote
Nova Knife wrote:Telcontar Dunedain wrote:
I think the balance qq in the community distracts you all from asking for more interesting game modes and interesting Eve interactions from CCP.
They aren't mutually exclusive, you know :P
The noise level of the forums says you are wrong. |
Master Jaraiya
Ultramarine Corp
467
|
Posted - 2013.07.18 03:40:00 -
[12] - Quote
Aeon Amadi wrote:This seems too wellbalanced imo. Perfect balance isnt same stats in different areas and honestly this idea just sounds like a massive blow to Gallente Scouts as damn near everything kills armor and putting plates on a Scout is a death sentence.
Youre not taking into account variables like weapons and modules. Explosives do 20% more damage to armor, incidently theyre almost always splash damage weapons, making them easier to use. So a scout having the same armor as a caldari does shields is essentially a nerf as the caldari scout requires more player skill/input to put down with direct fire weapons as opposed to something that makes a 6m crater.
So... No. -1 to this post. Good in theory but this is a game of rock paper scissors, we're looking for the perfect imbalance where suits have counters and specialized roles, not shifting numbers in a happy perfect world where inevitably one weapon/tank style will dominate the field because the other's modules gimp the user who has - with this system - similar stats when it honestly needs more.
hope that makes sense.
Edit: Honestly, this is already true with Caldari/Gallente assault, having mirrored stats - but the shield bonus doesnt help the Gallente worth a damn. Change that bonus to something related to Armor and it would become a very powerful asset.
Well stated. +1 |
Nova Knife
Seituoda Taskforce Command Caldari State
1120
|
Posted - 2013.07.18 03:47:00 -
[13] - Quote
Aeon Amadi wrote:This seems too wellbalanced imo. Perfect balance isnt same stats in different areas and honestly this idea just sounds like a massive blow to Gallente Scouts as damn near everything kills armor and putting plates on a Scout is a death sentence.
Youre not taking into account variables like weapons and modules. Explosives do 20% more damage to armor, incidently theyre almost always splash damage weapons, making them easier to use. So a scout having the same armor as a caldari does shields is essentially a nerf as the caldari scout requires more player skill/input to put down with direct fire weapons as opposed to something that makes a 6m crater.
So... No. -1 to this post. Good in theory but this is a game of rock paper scissors, we're looking for the perfect imbalance where suits have counters and specialized roles, not shifting numbers in a happy perfect world where inevitably one weapon/tank style will dominate the field because the other's modules gimp the user who has - with this system - similar stats when it honestly needs more.
hope that makes sense.
Edit: Honestly, this is already true with Caldari/Gallente assault, having mirrored stats - but the shield bonus doesnt help the Gallente worth a damn. Change that bonus to something related to Armor and it would become a very powerful asset.
Like you pointed out, It's basically already true. The difference is CCP basically has (By all appearances) just slapped on whatever stats seem like a good idea at the time. Weapons being good against shield or armor is not being forgotten or unconsidered. But before you can properly balance weapons and modules, you need to establish a power base for the suits, since they are at the core of survivability.
Step 1 is get the suits in a good place. Step 2 is Get Weapons and modules in a good place. Step 3 is get Vehicles/Turrets in a good place.
And then Bam. Dust sucks just a little bit less :P |
Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 04:01:00 -
[14] - Quote
What you're proposing sounds like a bastard child between Rigs and Subsystems from EVE. Interesting, worth exploring, however I don't know if CCP is ready to scrap the current system.
|
Nova Knife
Seituoda Taskforce Command Caldari State
1120
|
Posted - 2013.07.18 04:08:00 -
[15] - Quote
No, in simplest terms, I'm basically saying
"CCP, make some rules for content creation, so that we don't keep seeing random stats that make no sense on suits"
If the players know exactly what is determining the stats of each, they can easily propose balance tweaks within those systems that CCP can carry out promptly, and it goes a long way towards reducing the amount of "WTF WERE YOU THINKING CCP" when we get new content.
By introducing a base line for the suits and then pre-defined (and shared with the players) racial and specialization modifiers, stats on suits make much more sense. Moving forward, since every suit can then have wildly different stats within the same limitations, no suit should then be 'the best' on it's own. Considerations for weapons and modules can be address in another post, since I didn't want to digress too much from the topic at hand.
But ideally, at the end of all this there should not be anything that is a 'clear winner' against /everything/ else (even if some things may be /more preferred/ by the playerbase.)
Once CCP makes a proper balance pass on all of their existing content and sets them to adhere to certain guidelines, minor balance tweaks on a consistant and frequent basis become a walk in the park. No more waiting months/years for something to get fixed while they 'investigate' |
Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 04:22:00 -
[16] - Quote
Ok ok I misunderstood what you were saying, I thought you wanted to give players these allocation points but what you're proposing is guidelines for proper balancing on development side. Common sense really, but well...things are a little messy right now.
I actually proposed something similar before to adhere to a more strict "Theme" behind each race, weapon, and defensive type for each race. I think even a quick glance at the kinds of bonuses dropsuits get per level is a good indication that things are not well in terms of racial theme. I think a total revamp of the bonuses would work wonders in tandum with a sort of re-balancing like you've proposed here.
Again its almost like a SubSystem theme where modifies alter the setup of the "base" suit, its just done on the design side but the idea regardless is pretty solid. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2081
|
Posted - 2013.07.18 04:27:00 -
[17] - Quote
Nova Knife wrote:Aeon Amadi wrote:This seems too wellbalanced imo. Perfect balance isnt same stats in different areas and honestly this idea just sounds like a massive blow to Gallente Scouts as damn near everything kills armor and putting plates on a Scout is a death sentence.
Youre not taking into account variables like weapons and modules. Explosives do 20% more damage to armor, incidently theyre almost always splash damage weapons, making them easier to use. So a scout having the same armor as a caldari does shields is essentially a nerf as the caldari scout requires more player skill/input to put down with direct fire weapons as opposed to something that makes a 6m crater.
So... No. -1 to this post. Good in theory but this is a game of rock paper scissors, we're looking for the perfect imbalance where suits have counters and specialized roles, not shifting numbers in a happy perfect world where inevitably one weapon/tank style will dominate the field because the other's modules gimp the user who has - with this system - similar stats when it honestly needs more.
hope that makes sense.
Edit: Honestly, this is already true with Caldari/Gallente assault, having mirrored stats - but the shield bonus doesnt help the Gallente worth a damn. Change that bonus to something related to Armor and it would become a very powerful asset. Like you pointed out, It's basically already true. Look at the proto gallente scout atm. 1 high and 4 lows. Eww. The difference between what I'm proposing and what we have now is CCP basically has (By all appearances) just slapped on whatever stats seem like a good idea at the time. Weapons being good against shield or armor is not being forgotten or unconsidered in this concept.. But before you can properly balance weapons and modules, you need to establish a power base for the suits, since they are at the core of survivability. Step 1 is get the suits in a good place. Step 2 is Get Weapons and modules in a good place. Step 3 is get Vehicles/Turrets in a good place. And then Bam. Dust sucks just a little bit less :P Edit : Regarding your "perfect world" Comment. This would actually be the first step to creating a much better rock/paper/scissors environment. That being said, there's no such thing as 'perfect balance'. Especially true in games that have e-sports, constant balance updates are required. If CCP has in their mind that they can keep just tweaking/nerfing whatever is being QQ'd about as OP on the forums and leaving the rest of the broken stuff to rot... They'll be in a horrible spot once they try to implement e-sports. Look at almost every game that has e-sports in it. They send out balancing/tuning updates on a weekly and sometimes daily basis as needed. CCP has that capability to change pretty much every stat but range on an almost daily basis as well. They just don't do it. (And that's seriously hurt the game)
All you need to do to balance the suitsis just revamp the useless/OP bonuses.
Gallente Assault cant make any use of 25% increased shield recharge with 120 shields. Caldari Logistics has too much tank with 25% increased shield extender efficacy with a 4.0s delay.
Iron that out first, see how it works and if its still an issue -then- mess with the stats.
|
SponkSponkSponk
The Southern Legion RISE of LEGION
97
|
Posted - 2013.07.18 05:30:00 -
[18] - Quote
Pokey Dravon wrote:I actually proposed something similar before to adhere to a more strict "Theme" behind each race, weapon, and defensive type for each race.
Something like this?
- Light suits: fast, fragile.
- - Scout: hard to find when hiding.
- - - - Amarr: MISSING (bonuses to durability i.e. frontline scout?)
- - - - Caldari: MISSING (bonuses to sniping?)
- - - - Gallente: role bonuses to intel-gathering
- - - - Minmatar: role bonuses to assassination
- - Pilot : bonuses to vehicles
- - - - Amarr: MISSING (bonuse to both shields and armor like Commando?)
- - - - Caldari: MISSING (bonuses to range?)
- - - - Gallente: SUBJECT TO CHANGE role bonuses to armor modules
- - - - Minmatar: SUBJECT TO CHANGE role bonuses to damage modules
- medium suits: fairly fast, fairly tough, very customisable
- - Assault: frontline no-frills combat
- - - - Amarr: slow, tough, bonuses to Amarr weapons so engagement range is long
- - - - Caldari: high shields that recover quickly, bonuses to reloading
- - - - Gallente: highly armored for close-range engagements, bonuses to big weapons
- - - - Minmatar: high speed skirmisher, bonuses to sidearms
- - Logistics: team support
- - - - Amarr: slow, durable, extra weapons encourages self-reliance
- - - - Caldari: very high shields that are tough to crack. The Drake of Dust
- - - - Gallente: highly armored pack horse that carries lots of equipment
- - - - Minmatar: spec ops that operates best deep in enemy territory
- Heavy suits: slow, fairly tough, bristling with weapons.
- - Commando: Self-reliant flexible heavy suit
- - - - Amarr: bonus to both shields and armor
- - - - Caldari: MISSING (bonuses to shield regen?)
- - - - Gallente: MISSING (bonuses to armor amount?)
- - - - Minmatar: MISSING (bonuses to stamina?)
- - Sentinel: specialized heavy weapons guy. Needs support to operate at peak efficiency. Bonuses to handling heavy weapon feedback.
- - - - Amarr: bonus to reload speed (wat?)
- - - - Caldari: MISSING (bonuses to ???)
- - - - Gallente: MISSING (bonuses to ???)
- - - - Minmatar: MISSING (bonuses to ???)
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 06:27:00 -
[19] - Quote
SponkSponkSponk wrote:Pokey Dravon wrote:I actually proposed something similar before to adhere to a more strict "Theme" behind each race, weapon, and defensive type for each race. Something like this?
Sorta, though mine was a bit more involved and focused more on proper role bonuses. I'll dig it up later. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 06:51:00 -
[20] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=817652 |
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
743
|
Posted - 2013.07.18 06:53:00 -
[21] - 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. |
Ansiiis The Trustworthy
WE ARE LEGENDS
136
|
Posted - 2013.07.18 07:46:00 -
[22] - Quote
Idea is good but the bonuses in the examples were overly distinctive. 50% bonuses seem rather big. But I always have liked the idea of suits meaning more. But then again this would mean a respec. |
Nova Knife
Seituoda Taskforce Command Caldari State
1125
|
Posted - 2013.07.18 08:18:00 -
[23] - Quote
Ansiiis The Trustworthy wrote:Idea is good but the bonuses in the examples were overly distinctive. 50% bonuses seem rather big. But I always have liked the idea of suits meaning more. But then again this would mean a respec.
Ideally, no one should ever need a respec after a proper balance pass. Problem is, we've never had a proper balance pass yet :P
A respec might be in order before things get into a good place, but IMO if the balancing is done properly, the only people who'd want/need a respec are those who chase the perceived FOTM or 'god item'. (Which at that point, should not exist) |
Cosgar
ParagonX
2744
|
Posted - 2013.07.18 08:24:00 -
[24] - Quote
I see where you're trying to go, but I think the issue is less about the suits and more about the bonuses tied to the suits. Aside from some slight buffs to certain suits like CPU/PG for scouts and a sidearm for all Amarr logis, a lot of dropsuits have useless blanket bonuses like shield regen for all assault suits when only half of them shield tank. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
600
|
Posted - 2013.07.18 09:13:00 -
[25] - Quote
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. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
359
|
Posted - 2013.07.18 16:44:00 -
[26] - Quote
Nova Knife wrote:Look at the proto gallente scout atm. Eww.
Eww, indeed. Please fix (or substantially reduce cost).
- Shotty GoBang |
Krom Ganesh
Holdfast Syndicate Amarr Empire
209
|
Posted - 2013.07.24 22:12:00 -
[27] - Quote
+1 |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
822
|
Posted - 2013.07.24 22:31:00 -
[28] - 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. |
Django Quik
R.I.f.t
1066
|
Posted - 2013.07.26 09:09:00 -
[29] - Quote
It's a good idea in principle but in reality is something very difficult to manage. Not all stats are easy to compare - for instance, how do you balance changes in ehp to changes in speed? And other less obvious stats like profile signature? You can give scouts speed and lower profile but how do you then determine how much ehp this is worth? |
J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 09:58:00 -
[30] - Quote
Nova Knife wrote:Ansiiis The Trustworthy wrote:Idea is good but the bonuses in the examples were overly distinctive. 50% bonuses seem rather big. But I always have liked the idea of suits meaning more. But then again this would mean a respec. Ideally, no one should ever need a respec after a proper balance pass. Problem is, we've never had a proper balance pass yet :P A respec might be in order before things get into a good place, but IMO if the balancing is done properly, the only people who'd want/need a respec are those who chase the perceived FOTM or 'god item'. (Which at that point, should not exist)
That situation isn't helped by the fact that the skill tree actively encourages players to put all their SP into one role/fit.
I'm not saying specialization is a bad thing, just that players should be forced to diversify their skill set to an extent to get to their desired specialization, so that when that specialization is no longer appealing (for whatever reason), making the switch to a new specialization doesn't feel like starting over, that the work invested before helps you get to the next big thing.
I've got a thread on this particular topic that I'd like your opinion on.
I think it's a combination of proper item balance (see this post too) and a better skill tree that will create a more variable and interesting game.
+1 |
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Nova Knife
Seituoda Taskforce Command Caldari State
1252
|
Posted - 2013.07.26 10:00:00 -
[31] - Quote
Django Quik wrote:It's a good idea in principle but in reality is something very difficult to manage. Not all stats are easy to compare - for instance, how do you balance changes in ehp to changes in speed? And other less obvious stats like profile signature? You can give scouts speed and lower profile but how do you then determine how much ehp this is worth?
This is the big question, that pulls the entire concept together. I didn't feel comfortable suggesting those values without seeing what other people thought. Obviously some people place different values on different stats. But, if that point can be put into a nice place, and a consensus can be found, then this is by far the ideal option towards establishing a proper base line of power and survivability amongst suits, which sets them up to then be in a position to tweak weapons with something to compare their relative power to.
|
J-Lewis
Edimmu Warfighters Gallente Federation
250
|
Posted - 2013.07.26 10:35:00 -
[32] - Quote
Nova Knife wrote:Django Quik wrote:It's a good idea in principle but in reality is something very difficult to manage. Not all stats are easy to compare - for instance, how do you balance changes in ehp to changes in speed? And other less obvious stats like profile signature? You can give scouts speed and lower profile but how do you then determine how much ehp this is worth? This is the big question, that pulls the entire concept together. I didn't feel comfortable suggesting those values without seeing what other people thought. Obviously some people place different values on different stats. But, if that point can be put into a nice place, and a consensus can be found, then this is by far the ideal option towards establishing a proper base line of power and survivability amongst suits, which sets them up to then be in a position to tweak weapons with something to compare their relative power to.
The easiest way to judge the value of incomperables (such as profile vs HP) is to think in counters, enablers and weaknesses. In other words, what is the play style? How much balancing for skill is needed?
Some examples:
What does a suit with high HP counter and enable? What is its weakness? It enables you to soak more damage, which works best against suits with low damage numbers, or it directly counters burst damage units who tend to have great alpha but poor sustained DPS. HP Tanks synergize well with support units who can keep them healed. The weakness of HP tanks is high sustained DPS units and whatever malus is imposed by their tanking methodology.
What does a suit with low profile counter and enable? What is its weakness? It enables you to pass below the radar of low scan precision suits, to perform surprise attacks on vulnerable targets. Synergizes well with burst damage, which makes it perfect for taking out medium-low HP targets such as snipers, support (new logis), Light AV, other stealth units, and so on... The weakness of stealth units is detection -- e.g. suits with good scan precision -- which ruins their element of surprise and usually turns them into high priority targets.
Which is more valuable? Well, they're incomperables, so they're about as valuable as each other really. How much each stat is tweaked isn't as important as what those stats enable. HP is a defensive defense stat, profile is an offensive defense stat. |
Vyzion Eyri
The Southern Legion
1074
|
Posted - 2013.07.26 10:40:00 -
[33] - Quote
Combining this with "tiercide" might make it simpler as well as more enjoyable to decide what to be on the battlefield.
That is, if the std/adv/pro model was replaced by something akin to EVE's T1/T2 model, with suits differentiated based on roles only, and skills reflect this.
I think, though, balancing the game now, with these small-ish maps and 16v16 games, is spitting in DUST's true potential. For example, a logistics suit with no main weapon would be fine if games were big enough that instead of losing a point because your defense was removed with some well-thrown grenades and a tank, you were slowly pushed back from the point and forced to retreat to a better fortified position. All this while, a logibro wouldn't need a weapon because there'd be always teammates around him, it'd become blob vs. blob, except the blobs never truly die. All this while, the logibro can be reviving, resupplying, repairing; a true force multiplier, bringing order and a respite from the chaos.
Another example. Imagine a map with big roads like the ones we have now, except indoors. And now leading off these big roads are small, maze-like passageways. A scout who dedicated him/herself to learning the layout of this maze would dominate the compound, being able to strike from the shadows and lose pursuers in his maze. This is where bonuses to movement speed and scan profile become so useful.
Also, a dropship in maps where NULL cannons are separated by mountain ranges, ravines or by labyrinth-like rock formations would be so much more useful than a dropship in these maps of open skies and no where to hide. Huge maps, with 10+ NULL cannon installations, and another 5 or so anti-NULL cannon installations, for example. Enough players per game to have fights over at least half these installations at once. The dropship shines in these situations.
If we are to define races and roles, use this to diversify as well as remove SP sinks, and also compress all tiers down and essentially expand diversity sideways into variants instead of upwards into tiers, then we need the whole game be defined with it. It's a big task, I don't envy CCP.
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