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J-Lewis
Edimmu Warfighters Gallente Federation
280
|
Posted - 2013.08.10 19:24:00 -
[61] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:This weekend's updates: VL'S MODIFIED TECH LINES - by Vulcanus Lightbringer Pros: Only adds one skill per weapon. Paths of least resistance. Encouraged diversification. Breeds more adaptive players. Compatible with current "no multiple prerequisites" policy. No SP sinks. Good sense of progression. Cons: The tree becomes more complicated the more weapons are added. Only really an option once we have more weapons to flesh out the branches (feels very incomplete currently). Notes: See posts 46 through 50 on page 3. Cool! 2 things though; Why is the Flaylock in Missile while the Mass Driver is in Projectile? Do they operate in different ways? And I'd replace the "Missile Rifle" spot with the Swarm Launcher as I think it's quite unlikely that we ever see anything that would equate to a "Missile Rifle". Other than that, good stuff!
I did consider putting the Flaylock in the Projectile group, but this is where I started seeing conflicts between EVE lore and real world definitions. Rockets are technically Artillery after all... However, in EVE lore, Rockets are missiles, so I wound up sticking to that.
The main reason I put the Mass Driver in Projectile is that its projectiles operate like bullets: the explosion drives the shell out of the tube and the rest is down to ballistics, whereas a missile is characterized by its continuous thrust and trajectory correction capabilities. A grenade launcher is a handheld mortar, so it stands to reason that like mortars, it falls under Artillery, not missiles. The rockets commonly associated with Artillery are typically dumb-fire RPGs, which are more or less simple mortar shells with a different delivery system - like the flaylock... however... the main difference is that the Flaylock can use guided rockets (its description hints at homing capabilities- perhaps in a future build), whereas the Mass Driver is stuck with trajectory ballistics, just like any other projectile weapon.
The Missile Rifle is a there because we don't have an light anti infantry missile weapon. It's simply a placeholder since the Swarm Launcher doesn't have any use besides Anti Vehicle.
Hope that helps. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
71
|
Posted - 2013.08.10 20:54:00 -
[62] - Quote
I read up on the Flaylock and whaddaya know. It even says in the description that it's a missile weapon. The more you know...
I never considered having an anti-infantry missile weapon but hey, more content is always good. Right? |
Terry Webber
Turalyon 514
310
|
Posted - 2013.08.11 19:18:00 -
[63] - Quote
Hey, J-Lewis, do you remember my vehicle skill tree thread? Can you make a visual representation of it? I'm not going bump it anytime soon but if I have to, the representation would help a lot. |
J-Lewis
Edimmu Warfighters Gallente Federation
281
|
Posted - 2013.08.11 19:30:00 -
[64] - Quote
Terry Webber wrote:Hey, J-Lewis, do you remember my vehicle skill tree thread? Can you make a visual representation of it? I'm not going bump it anytime soon but if I have to, the representation would help a lot. Depends how busy things get during the rest of August; both in terms of this thread, and IRL stuff (it's university paperwork season, jump up and clap hands with glee). If I get the spare time one evening, yeah, I could probably do that for you no problem.
Just don't expect it by tomorrow, or before next weekend.
Thanks for the bump too. |
Terry Webber
Turalyon 514
311
|
Posted - 2013.08.11 19:34:00 -
[65] - Quote
J-Lewis wrote:Terry Webber wrote:Hey, J-Lewis, do you remember my vehicle skill tree thread? Can you make a visual representation of it? I'm not going bump it anytime soon but if I have to, the representation would help a lot. Depends how busy things get during the rest of August; both in terms of this thread, and IRL stuff (it's university paperwork season, jump up and clap hands with glee). If I get the spare time one evening, yeah, I could probably do that for you no problem. Just don't expect it by tomorrow, or before next weekend. Thanks for the bump too. Thanks a lot. It's much appreciated. Good luck on that paper. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
75
|
Posted - 2013.08.12 09:28:00 -
[66] - Quote
In the interest of keeping the discussion alive, I thought about how the current skilltree could be improved but with the least amount of work. As much as I want one of the trees that we've come up with in this thread I don't think they're realistic, at least in the short-term.
So I did this: http://i.imgur.com/fKnTL3m.jpg
For reference, here is the current tree: http://wiki.dust514.info/images/6/63/Skill_tree_weaponry.png
All I did was move all the weapon upgrades (except proficiency) to the Handheld Weapon Upgrade branch. I also added an Advanced Upgrades skill that unlocks Fitting Optimization and Reload Speed.
This tiny change, comparative to the other trees in this thread, would in my mind encourage some diversification, or at least not discourage it as much as the current tree does.
Row 1 Weaponry
Row 2 Explosives Handheld Weapon Upgrade Heavy Weapon Operation Light Weapon Operation Sidearm Operation
Row 3 Demolitions Grenadier Ammo Capacity Upgrade Advanced Upgrades Sharpshooter Upgrade Forge Gun Operation Heavy Machinegun Operation Assault Rifle Operation Laser Rifle Operation Mass Driver Operation Plasma Cannon Operation Scrambler Rifle Operation Shotgun Operation Sniper Rifle Operation Swarm Launcher Operation Flaylock Pistol Operation Nova Knife Operation Scrambler Pistol Operation Submachine Gun Operation
Row 4 Fitting Optimization Upgrade Rapid Reload Upgrade Forge Gun Proficiency HMG Proficiency Assault Rifle Proficiency Laser Rifle Proficiency Mass Driver Proficiency Plasma Cannon Proficiency Scrambler Rifle Proficiency Shotgun Proficiency Sniper Rifle Proficiency Swarm Launcher Proficiency Flaylock Pistol Proficiency Nova Knife Proficiency Scrambler Pistol Proficiency Submachine Gun Proficiency |
J-Lewis
Edimmu Warfighters Gallente Federation
281
|
Posted - 2013.08.12 12:11:00 -
[67] - Quote
Vulcanus Lightbringer wrote:In the interest of keeping the discussion alive, I thought about how the current skilltree could be improved but with the least amount of work. As much as I want one of the trees that we've come up with in this thread I don't think they're realistic, at least in the short-term. So I did this: http://i.imgur.com/fKnTL3m.jpgFor reference, here is the current tree: http://wiki.dust514.info/images/6/63/Skill_tree_weaponry.pngAll I did was move all the weapon upgrades (except proficiency) to the Handheld Weapon Upgrade branch. I also added an Advanced Upgrades skill that unlocks Fitting Optimization and Reload Speed. This tiny change, comparative to the other trees in this thread, would in my mind encourage some diversification, or at least not discourage it as much as the current tree does.
Yes, that would certainly be a more conservative approach. However, as I pointed out in the OP, the actual act of restructuring the skill tree is the easy part. One dev can do it in a day or two as long as the change doesn't require a redesign of the interface or system. Because the biggest difficulty is actually assigning a dev, there's no reason not to go all out so it doesn't have to be revisited (hopefully for a long time).
It's how it gets deployed that's the tricky part, because it will require some degree of SP respec, even if it's just for individual skills that get moved/removed. That requires design meetings, and without an Executive Producer it probably won't happen. Oh, and of course, there's the little fact that this topic hasn't garnered a lot of constant community pressure.
But who knows, I might get surprised one morning.
The best we can do is spread the word. Get people aware of the issue. Get people talking about the issue. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
77
|
Posted - 2013.08.12 17:29:00 -
[68] - Quote
J-Lewis wrote:Yes, that would certainly be a more conservative approach. However, as I pointed out in the OP, the actual act of restructuring the skill tree is the easy part. One dev can do it in a day or two as long as the change doesn't require a redesign of the interface or system. Because the biggest difficulty is actually assigning a dev, there's no reason not to go all out so it doesn't have to be revisited (hopefully for a long time).
It's how it gets deployed that's the tricky part, because it will require some degree of SP respec, even if it's just for individual skills that get moved/removed. That requires design meetings, and without an Executive Producer it probably won't happen. Oh, and of course, there's the little fact that this topic hasn't garnered a lot of constant community pressure.
But who knows, I might get surprised one morning.
The best we can do is spread the word. Get people aware of the issue. Get people talking about the issue.
That's my point. A drastic change, like the ones on the first page require more "out-of-game" planning while a relatively minor change might seem more favourable. But I agree that if the skilltree is changed it should be changed completely.
Well, between weird hit detection, non-existent tutorial/training, FOTM-balancing and proto-stomping I'd say that a more esoteric issue like reworking the skilltree is pretty low on the communitys to-do list... |
J-Lewis
Edimmu Warfighters Gallente Federation
281
|
Posted - 2013.08.12 18:45:00 -
[69] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:Yes, that would certainly be a more conservative approach. However, as I pointed out in the OP, the actual act of restructuring the skill tree is the easy part. One dev can do it in a day or two as long as the change doesn't require a redesign of the interface or system. Because the biggest difficulty is actually assigning a dev, there's no reason not to go all out so it doesn't have to be revisited (hopefully for a long time).
It's how it gets deployed that's the tricky part, because it will require some degree of SP respec, even if it's just for individual skills that get moved/removed. That requires design meetings, and without an Executive Producer it probably won't happen. Oh, and of course, there's the little fact that this topic hasn't garnered a lot of constant community pressure.
But who knows, I might get surprised one morning.
The best we can do is spread the word. Get people aware of the issue. Get people talking about the issue. That's my point. A drastic change, like the ones on the first page require more "out-of-game" planning while a relatively minor change might seem more favourable. But I agree that if the skilltree is changed it should be changed completely. Well, between weird hit detection, non-existent tutorial/training, FOTM-balancing and proto-stomping I'd say that a more esoteric issue like reworking the skilltree is pretty low on the communitys to-do list...
It's the same amount of planning needed regardless of how the tree is structured as long as it doesn't require a rewrite of the skill tree's underlying code. The only tree that breaks this is the Modified EVE Online Model for Dropsuit Command due to multiple prerequisites (it'd require some UI code to display properly). |
Talbain Sigmund
Deep Black Industries Yulai Federation
12
|
Posted - 2013.08.13 04:38:00 -
[70] - Quote
I'd swap the drop suit tree to include racial and dropsuit classes separately. All medium drop suits follow a certain functionality just the same as heavy and lights. If you know how to use an Amarr heavy why wouldn't you have some measure of competence with a Caldari, Gallente, or Minmatar heavy suit (other than them not existing yet).
The same holds true for suits belonging to a race as well. Gallente suits follow design theory specific to Gallente while Minmatar would use a different approach to their equipment.
We see this currently on the specialized suits and "Logistics Bonus" and "Minmatar dropsuit bonus" or whatever combination thereof. So here's my TERRIBLY MSPAINTED idea. https://www.dropbox.com/s/nwz185zntdojm60/Dropsuit%20Command%20Tree.png
To prevent Newbies from derping their skill points away and not being able to actually deploy a non militia suit I would say that a new character should begin with a rank in whatever racial drop suit command they originate from, DS Command 1, and Medium DS 1. Because whoever immortalized this new combatant sure as hell isn't going to not train them so there's a minimum return on investment.
It's recommend a similar approach for weapons grouping type and then racial but there's plenty of other ideas out there that make support skills make sense and I like that. |
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J-Lewis
Edimmu Warfighters Gallente Federation
282
|
Posted - 2013.08.13 06:43:00 -
[71] - Quote
Talbain Sigmund wrote:I'd swap the drop suit tree to include racial and dropsuit classes separately. All medium drop suits follow a certain functionality just the same as heavy and lights. If you know how to use an Amarr heavy why wouldn't you have some measure of competence with a Caldari, Gallente, or Minmatar heavy suit (other than them not existing yet). The same holds true for suits belonging to a race as well. Gallente suits follow design theory specific to Gallente while Minmatar would use a different approach to their equipment. We see this currently on the specialized suits and "Logistics Bonus" and "Minmatar dropsuit bonus" or whatever combination thereof. So here's my TERRIBLY MSPAINTED idea. https://www.dropbox.com/s/nwz185zntdojm60/Dropsuit%20Command%20Tree.pngTo prevent Newbies from derping their skill points away and not being able to actually deploy a non militia suit I would say that a new character should begin with a rank in whatever racial drop suit command they originate from, DS Command 1, and Medium DS 1. Because whoever immortalized this new combatant sure as hell isn't going to not train them so there's a minimum return on investment. It's recommend a similar approach for weapons grouping type and then racial but there's plenty of other ideas out there that make support skills make sense and I like that.
I'll polish the tree when I get the time and add it to the OP.
I really like your idea Talbain, it looks great. Do you mind if I use your dropbox link temporarily in the OP?
|
gargantuise aaron
Sanguine Knights
40
|
Posted - 2013.08.13 07:02:00 -
[72] - Quote
Drop suit skill tree Row 1 drop suit command ( unlocks races at lvl 1 , +5% cpu/pg per lvl Row 2 race (unlocks medium frame at lvl 1 and light or heavy at 3, also amplifies racial abilities. Ex. Mimnitar regen, caldari shields) Row 3 frame ( std lvl 1 adv and specializations lvl3 proto lvl 5) Row 4 specialization ( lvl 1 std. Lvl 3 adv lvl 5 proto and each level amplifies class roles)
You should start out lvl 1 in your race and dropsuit command |
Talbain Sigmund
Deep Black Industries Yulai Federation
13
|
Posted - 2013.08.13 13:40:00 -
[73] - Quote
J-Lewis wrote: Do you mind if I use your dropbox link temporarily in the OP?
Have at it. Pretty sure there's no copyright on my weak ass MSpaint skill. |
J-Lewis
Edimmu Warfighters Gallente Federation
282
|
Posted - 2013.08.13 15:12:00 -
[74] - Quote
Talbain Sigmund wrote:J-Lewis wrote: Do you mind if I use your dropbox link temporarily in the OP?
Have at it. Pretty sure there's no copyright on my weak ass MSpaint skill.
I've added your idea to the OP.
I've also removed the Pros/Cons text filler from all the trees. It takes up too much space and isn't really useful; a lot of it is subjective and I'd rather the individual reader/viewer make up his/her own mind about what the pros/cons of each tree are. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1554
|
Posted - 2013.08.13 15:28:00 -
[75] - Quote
We need some blue tags in here.
inb4 FoxFour trollin |
Django Quik
Dust2Dust. Top Men.
1228
|
Posted - 2013.08.13 16:49:00 -
[76] - Quote
Any chance of getting some CPM support for this thread too? |
J-Lewis
Edimmu Warfighters Gallente Federation
282
|
Posted - 2013.08.13 20:14:00 -
[77] - Quote
Django Quik wrote:Any chance of getting some CPM support for this thread too? I did send a mail to IWS a week or two ago, but never got a response. I guess they're busy with the whole CCP communication issue right now.
Some kind of dev response, even just a "hey, we're a bit busy with other stuff" would be nice. But then we're only four pages in and slowly growing, so it's not that surprising that this hasn't cropped up on their radar yet. |
Zan Azikuchi
Guardian Solutions DARKSTAR ARMY
8
|
Posted - 2013.08.23 06:27:00 -
[78] - Quote
My idea's for weapon evolution, is that when you skill into say a rail weapon operation it would increase damage by 3% each level and unlock various weapons based on the level.
Level 1: Pistol, SMG, various other possible sidearm
Level 3: AR, Shotgun, SR, various other possible weapons of light category
Level 4: HMG, FG various other possible weapons
Same for Dropsuit, mainly because i've played many FPS RPG some have better aspects than Dust but mainly what im getting at is, you start small and grow big, I personally think that ALL the dropsuits should be more powerful than what they are and personally believe that the Light Suit should be the first suit you ever get,
Furthermore noted above more generalised bonuses would obviously be given to those of they're own race since it was that individual race that created the line of technology.
Now for the main idea: As you skill into and gain benefits in a weapon that weapons benefits would in turn bleed into other weapons of the same category. If a weapon like the Mass driver gained a 0.4 bonus to ammo (and was not Type specific) then ALL Types of the Mass driver would gain the 0.4 bonus (Level 5: 2 additional bullets). However each weapon and its categorial types will have different bonuses, and if done right would fix the Underpowered weapons of Dust 514!
What are your idea's is there anything I should improve on? (Other than representation). |
CCPotato
Ametat Security Amarr Empire
1
|
Posted - 2013.08.23 18:11:00 -
[79] - Quote
bump |
Cosgar
ParagonX
4536
|
Posted - 2013.08.23 18:14:00 -
[80] - Quote
Your name made me think a dev finally replied to this. |
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J-Lewis
Edimmu Warfighters Gallente Federation
288
|
Posted - 2013.08.23 18:55:00 -
[81] - Quote
Cosgar wrote:Your name made me think a dev finally replied to this. Yeah, me too.
Thanks for the bumps though, I'll get back to regular updates soon-ish (juggling a couple of RL things ATM). Rest assured, I do check this thread every day or so and will reply as needed.
Zan Azikuchi wrote:My idea's for weapon evolution, is that when you skill into say a rail weapon operation it would increase damage by 3% each level and unlock various weapons based on the level.
Level 1: Pistol, SMG, various other possible sidearm
Level 3: AR, Shotgun, SR, various other possible weapons of light category
Level 4: HMG, FG various other possible weapons
Same for Dropsuit, mainly because i've played many FPS RPG some have better aspects than Dust but mainly what im getting at is, you start small and grow big, I personally think that ALL the dropsuits should be more powerful than what they are and personally believe that the Light Suit should be the first suit you ever get,
Furthermore noted above more generalised bonuses would obviously be given to those of they're own race since it was that individual race that created the line of technology.
Now for the main idea: As you skill into and gain benefits in a weapon that weapons benefits would in turn bleed into other weapons of the same category. If a weapon like the Mass driver gained a 0.4 bonus to ammo (and was not Type specific) then ALL Types of the Mass driver would gain the 0.4 bonus (Level 5: 2 additional bullets). However each weapon and its categorial types will have different bonuses, and if done right would fix the Underpowered weapons of Dust 514!
What are your idea's is there anything I should improve on? (Other than representation).
Your idea seems to be primarily affecting gear progression more than the actual structure of the tree. Some of the trees in the OP have implied gear unlock progression changes, it's just not noted very clearly (if at all). The reason for not noting it is for one to keep the thread focused on the structure (a design topic), and for two to not get lost in semantics about what level unlocks which weapon (a balance topic). This topic is primarily about finding skill tree structures that aren't subject to feature bloat, or shoehorning players into single roles that they have to stick to for the next 10 million SP (what I think is the biggest problem with the current trees).
I concluded that it was probably not a good idea to include particularly polarizing ideas into future skill tree structure proposals due to the valuable feedback I got about how re-including Sharpshooter was a bad idea, despite it being a leftover piece from a different idea. So I'm not going down that path again anytime soon.
The two topics are of course linked, and yes, I want to talk about it, but it's really something that requires its own dedicated thread (there are a few of them, not so much the case for the actual skill tree structure), and it easily gets mixed up with arguments about meta levels and whether we should even have prototype gear in the first place.
I'll gladly add your idea to the backlog if you can come up with a clear structure for how the actual tree would look; see some of Vulcanus Lightbringer's posts in this thread for some decent examples of plotting trees into interpret-able text form.
Just keep in mind that the most I will do to link your tree to your gear progression idea is referencing your post in the same way as I reference everyone else's (e.g. "Notes: see post #...").
My suggestion would be to not get lost too much into what skills get what bonuses and to what items. Just changing the structure can accomplish a lot. So that's my advice: work more on the structure, less on the bonuses.
Thanks for posting and happy theory-crafting!
... Now to digest the latest dev-blog... |
Zan Azikuchi
Guardian Solutions DARKSTAR ARMY
9
|
Posted - 2013.08.28 00:02:00 -
[82] - Quote
Thanks Lewis, but I'm not a structure making guy, im just an ideas person, adding something to enhance gameplay and player experience, understanding the feasible laws of the weapon and scientifically making everything as close to reality as scientifically possible, for a sci-fi genre. That being said, I rather be referenced and be noted that I helped with progression, instead of being the only guy in the spotlight, ( Im like a deer in head lights). |
gargantuise aaron
Sanguine Knights
115
|
Posted - 2013.08.28 00:20:00 -
[83] - Quote
How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
104
|
Posted - 2013.08.28 06:57:00 -
[84] - Quote
gargantuise aaron wrote:How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious
I can think of three reasons.
1. They haven't seen it. 2. They've seen it, but don't want to change the skilltrees and responding to the thread would only bring disappointment to the players. 3. They've seen it, but don't have time for it right now. |
J-Lewis
Edimmu Warfighters Gallente Federation
288
|
Posted - 2013.08.28 09:32:00 -
[85] - Quote
Vulcanus Lightbringer wrote:gargantuise aaron wrote:How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious I can think of three reasons. 1. They haven't seen it. 2. They've seen it, but don't want to change the skilltrees and responding to the thread would only bring disappointment to the players. 3. They've seen it, but don't have time for it right now.
If CCP Wolfman's vehicle thread is anything to go by, they might be back on track - he mentions revamping the vehicle skills entirely (both structure and bonuses and stats). I just hope they do the same for infantry eventually.
Here's to hoping he removes tiers at the same time. |
Spademan
the unholy legion of darkstar DARKSTAR ARMY
252
|
Posted - 2013.08.28 10:27:00 -
[86] - Quote
Back with an idea for the weapon skill tree, it's modelled off my idea for dropsuits.
Same idea: Amarr weaponry Caldari weaponry Gallente weaponry Minmatar weaponry Then from Amarr weaponry you'd go into Scrambler Rifle operation or laser rifle operation etc Also just after Amarr weaponry would be weapon upgrade skills like rapid reload or ammo capacity After Scrambler rifle operation would be Proficiency and any other weapon specific skills.
Also, the skill for damage mods would be in the same tier as the racial weapons |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
106
|
Posted - 2013.08.28 13:24:00 -
[87] - Quote
J-Lewis wrote:Vulcanus Lightbringer wrote:gargantuise aaron wrote:How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious I can think of three reasons. 1. They haven't seen it. 2. They've seen it, but don't want to change the skilltrees and responding to the thread would only bring disappointment to the players. 3. They've seen it, but don't have time for it right now. If CCP Wolfman's vehicle thread is anything to go by, they might be back on track - he mentions revamping the vehicle skills entirely (both structure and bonuses and stats). I just hope they do the same for infantry eventually. Here's to hoping he removes tiers at the same time.
Maybe we should write Wolfman instead of Santa come december... |
Spademan
the unholy legion of darkstar DARKSTAR ARMY
253
|
Posted - 2013.08.28 20:18:00 -
[88] - Quote
Vulcanus Lightbringer wrote:J-Lewis wrote:Vulcanus Lightbringer wrote:gargantuise aaron wrote:How has this not gotten a dev post? Atleast then saying they've saw and may or may not implement ideas? Not insulting devs just curious I can think of three reasons. 1. They haven't seen it. 2. They've seen it, but don't want to change the skilltrees and responding to the thread would only bring disappointment to the players. 3. They've seen it, but don't have time for it right now. If CCP Wolfman's vehicle thread is anything to go by, they might be back on track - he mentions revamping the vehicle skills entirely (both structure and bonuses and stats). I just hope they do the same for infantry eventually. Here's to hoping he removes tiers at the same time. Maybe we should write Wolfman instead of Santa come december...
If someone can get us the address of the studio then we should all write a wish list and send them off. |
Zan Azikuchi
Guardian Solutions DARKSTAR ARMY
11
|
Posted - 2013.08.31 05:31:00 -
[89] - Quote
Regardless, we need to figure out a build that benefits everyone, benefits select races, but require trade off, like: Anvil Jacketing for minmatar projectile weapons, or Tungsten coating for caldari Hybrid (Rail), please note: Anvil Jacketing and Tungsten coating are suit upgrades in Section 8 (The Game) and Section 8 prejudice, these are referencing ideas only! |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
113
|
Posted - 2013.08.31 08:11:00 -
[90] - Quote
Zan Azikuchi wrote:New Idea: How about we create 2 different structures, both essentially the same but uses different ideas, using 6 idealistic palette's, 2 infantry, 2 vehicles, and 2 skills, basically what we do is we put some ideas into column A, and 2nd really good idea in column B, when we have enough ideas to fill both structures (One infantry, vehicle, and skill for each) we review, revise and tweak the BEST Structure!
I assume you're talking about upgrades. Maybe it's just early in the morning here but I don't really understand what you mean. An example would be nice.
Speaking of upgrades, what if instead of having a completely separate branch each technology (or as in Spademan's recent example, race) gets their own upgrade branch? It makes sense that a laser weapon would have different upgrades than a projectile weapon.
So it would look something like LASER > (branch 1) UPGRADES > "various upgrades", (branch 2) Scrambler rifle, Scrambler pistol, Laser Rifle for example. |
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