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Hagintora
Chatelain Rapid Response Gallente Federation
142
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Posted - 2013.07.28 11:27:00 -
[1] - Quote
True Adamance wrote:Vulcanus Lightbringer wrote:I agree with you, one thing though: Why would a Logistics suit have more modules than an Assault suit? I would suggest the introduction of Medium Slots but I feel they have not place in Dust. In anycase it was either keep modules the same as assault.... or keep them at one more than the assault.
My first thought on this is keep the slot numbers the same, but just add role bonuses for the CPU/PG requirements for specific mods. So Assault Suits would have a lower CPU/PG costs for certain weapons as well as Damage Mods, etc, and Logistics would have lower CPU/PG costs for certain weapons as well as Equipment. Not perfect I know, but it's just off the top of my head. |
Hagintora
Chatelain Rapid Response Gallente Federation
142
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Posted - 2013.07.28 11:43:00 -
[2] - Quote
Django Quik wrote:True Adamance wrote: I can understand that but you don't get noticeable bonuses over newer players in more successful/ established shooters such a Battlefield or Call of Duty.
Your expansion/ development is horizontal rather than vertical if you take my meaning, this means there essentially aren't really as many balancing issues. Even in planetside all progression is horizontal.
While under this model you will still be progressing through dropsuits to get the bonuses you want, and the weapons you want, you wont have the issue of having players able to bypass general skill in the game by using to tier gear like we do now.
E.G- on one 7 Million SP toon I have Cal Assault and Duvilles... I hate and suck with Assault Rfiles but that doesn't matter because my gear is generally superior to most player gear..... however on this toon I am good with Scrambler and Laser weaponry.... but more oft than not that doesn't matter because people have better gear than me.
Don't get me wrong - I agree with you; horizontal progression would be more sensible. I'm just predicting that the RPG crowd would be annoyed that there is too little vertical progression.
Well in most RPG games, skill isn't really needed. Everyone relies on their equipment to carry them through engagements. Look at World of Warcraft. If I play that game all the way to level 90 (I think is top level right now), and then start a brand new character at level one, I'm going to have the same skill level as every other level 90 character in the game (give or take), but I will lose every single engagement I have with any one other a certain level because I don't have the equipment necessary to survive. In an FPS game, skill is the measure of every player, while equipment is used mainly for accentuating your particular gameplay style. Dust needs both, but should fall more heavily on the "playstyle" side than the equipment side. |
Hagintora
Chatelain Rapid Response Gallente Federation
142
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Posted - 2013.07.28 12:21:00 -
[3] - Quote
True Adamance wrote: Entirely possible.... though I think adding role bonuses to modules is a bit odd.
What Im suggesting is using the EVE mode of balancing equipment... however toning it down.
T2 pushes players towards specific roles while T1 essentially lets you do anything until you figure out what you want to do.
Then why not start with just Basic Light, Basic Medium, and Basic Heavy? Then go Light Medium, Medium Medium, and Heavy Medium, followed by Light Assault, Medium Assault, Heavy Assault?
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Hagintora
Chatelain Rapid Response Gallente Federation
142
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Posted - 2013.07.28 12:49:00 -
[4] - Quote
Another idea to add to yours since your standardizing slot layouts. Why not have Mods offer the same bonuses from Basic to Complex, but lower the CPU/PG requirements instead? So a Basic Damage Mod gives the same bonus as a Complex Damage Mod, but has a lower CPU/PG count, thereby allowing you to use/stack more mods, but decreasing the gap between new players and vets. |
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