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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
611
|
Posted - 2013.07.18 13:26:00 -
[1] - Quote
On the topic of vehicles, it's a bit weird when you think of how to balance them. They can cost more than any match will pay, so to be profitable you should be able to survive multiple rounds with a tank or dropship before it getting destroyed. But if it got destroyed in one round, why can't it get destroyed in every round? Again, its sort of weird to think about.
I've never played EVE so don't know how they go about things, but Dust 514 isn't EVE and doesn't need to adhere to the same rules. One important thing to consider is we exists in a series of 15-20 minute battles, with the start of each one being a complete fresh start. So perhaps this is where we need to start addressing the issue. Add fatigue to vehicles.
What I mean by this is after each round, depending on how much damage your vehicle took, a certain level of fatigue would be added and applied to the next time you bring it out in a match. This will do things such as lower base attributes of the vehicle like armor, shield, respective regens, speed, etc as well as efficiency of modules. Over time if you let the fatigue grow too much you are left with a really ineffective vehicle just ready to explode.
So what can we do to counter fatigue? Simple, after a match have an option to repair all fatigue for ISK. Either make it a set value of ISK for a full repair or have it based off what vehicle you are using and how much fatigue there is, I'm not sure yet which would be better.
In addition to this, all vehicle stats will be heavily buffed so it would take a monstrous effort to take out a top-end vehicle with no fatigue in one match.
So this is how we start balancing it out versus it's price in ISK. Instead of being an all or nothing sort of thing, you are now playing each match trying to not take more damage than you can afford to repair. It would also create a nice sense of risk versus reward, as your vehicle becomes more and more fatigue you'd be pushing yourself, "I can probably survive one more round without paying for a repair!" but if you're not careful BOOM.
In the future, this would also open up the possibility of different attributes taking fatigue depending on what part of your vehicle is getting hit.
So what do you think? I came up with this sort of at the top of my head so there is likely some flaws. One thing I'm noticing now looking back is that it may create this scenario where we never see vehicles get destroyed in battle because everyone is always repairing them. Perhaps then we could scratch the whole concept of repairing the fatigue with ISK and just have it gradually fatigue over time with no means to counter it, meaning you'd have to manage how much damage you take per match as to not fatigue too quickly so you can make a profit over a number of matches. |
Soldiersaint
Deepspace Digital
197
|
Posted - 2013.07.18 14:08:00 -
[2] - Quote
Aero Yassavi wrote:On the topic of vehicles, it's a bit weird when you think of how to balance them. They can cost more than any match will pay, so to be profitable you should be able to survive multiple rounds with a tank or dropship before it getting destroyed. But if it got destroyed in one round, why can't it get destroyed in every round? Again, its sort of weird to think about.
I've never played EVE so don't know how they go about things, but Dust 514 isn't EVE and doesn't need to adhere to the same rules. One important thing to consider is we exists in a series of 15-20 minute battles, with the start of each one being a complete fresh start. So perhaps this is where we need to start addressing the issue. Add fatigue to vehicles.
What I mean by this is after each round, depending on how much damage your vehicle took, a certain level of fatigue would be added and applied to the next time you bring it out in a match. This will do things such as lower base attributes of the vehicle like armor, shield, respective regens, speed, etc as well as efficiency of modules. Over time if you let the fatigue grow too much you are left with a really ineffective vehicle just ready to explode.
So what can we do to counter fatigue? Simple, after a match have an option to repair all fatigue for ISK. Either make it a set value of ISK for a full repair or have it based off what vehicle you are using and how much fatigue there is, I'm not sure yet which would be better.
In addition to this, all vehicle stats will be heavily buffed so it would take a monstrous effort to take out a top-end vehicle with no fatigue in one match.
So this is how we start balancing it out versus it's price in ISK. Instead of being an all or nothing sort of thing, you are now playing each match trying to not take more damage than you can afford to repair. It would also create a nice sense of risk versus reward, as your vehicle becomes more and more fatigue you'd be pushing yourself, "I can probably survive one more round without paying for a repair!" but if you're not careful BOOM.
In the future, this would also open up the possibility of different attributes taking fatigue depending on what part of your vehicle is getting hit.
So what do you think? I came up with this sort of at the top of my head so there is likely some flaws. One thing I'm noticing now looking back is that it may create this scenario where we never see vehicles get destroyed in battle because everyone is always repairing them. Perhaps then we could scratch the whole concept of repairing the fatigue with ISK and just have it gradually fatigue over time with no means to counter it, meaning you'd have to manage how much damage you take per match as to not fatigue too quickly so you can make a profit over a number of matches. one universe one war...dust and eve are the same game dude...so yes the rules apply to each other.. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
614
|
Posted - 2013.07.18 14:28:00 -
[3] - Quote
Soldiersaint wrote: one universe one war...dust and eve are the same game dude...so yes the rules apply to each other..
Not necessarily. As a prime example, active skill points aren't in EVE. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
469
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Posted - 2013.07.18 14:47:00 -
[4] - Quote
Aero Yassavi wrote:Soldiersaint wrote: one universe one war...dust and eve are the same game dude...so yes the rules apply to each other..
Not necessarily. As a prime example, active skill points aren't in EVE. Well, in EVE you need to log in every 24 hours to update your skill queue (unless you're tacking a skill on the end that lasts for days or weeks). Skill points are never unallocated, they are instantly applied to the first skill in your queue. So, a skill can be half finished, but it won't apply any bonuses until it fully reaches the next level. This creates a need to log on and keep the queue up to date. DUST has no queue, so if they had purely passive SP you wouldn't ever need to log on. You could create a character, log in to it 3 months later and have millions of SP. You can do that to a lesser extent now, but it's not so viable. The active SP creates a need to play daily rather than once every few months. |
Harpyja
DUST University Ivy League
283
|
Posted - 2013.07.18 15:17:00 -
[5] - Quote
I don't enjoy your idea. Adding fatigue and costs of repairing vehicles would make them even more expensive. Instead of needing to run four matches for a standard HAV or ten matches for an enforcer without losing them, you'd need to go even longer. Even if the stats are buffed, anything can happen. Two players with proto AV would still rip apart any HAV.
I think the only solution for now would be to start looking into ADV and PRO vehicles. As you mentioned for a buff to attributes and with fatigue making them more expensive, then why not simply add ADV and PRO vehicles? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
615
|
Posted - 2013.07.18 15:27:00 -
[6] - Quote
Harpyja wrote:I don't enjoy your idea. Adding fatigue and costs of repairing vehicles would make them even more expensive. Instead of needing to run four matches for a standard HAV or ten matches for an enforcer without losing them, you'd need to go even longer. Even if the stats are buffed, anything can happen. Two players with proto AV would still rip apart any HAV.
I think the only solution for now would be to start looking into ADV and PRO vehicles. As you mentioned for a buff to attributes and with fatigue making them more expensive, then why not simply add ADV and PRO vehicles? The costs of the vehicles would remain the same. That means if say you have a 1 million ISK tank now you need to survive 3-4 matches to be profitable. With my proposed idea, you'd still need to survive 3-4 rounds to be profitable except your first couple rounds you should be a lot stronger than you are now. There's literally no drawback for you.
As far as repairing vehicle fatigue goes, I was thinking that the average amount of damage a tank would take during battle would require about the amount of ISK you can gain in a battle to fix. I am however reconsidering this part of the idea as I stated at the end of my post because then we may likely never see vehicles get destroyed. |
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