Zeylon Rho
Subdreddit Test Alliance Please Ignore
1437
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Posted - 2013.07.31 21:48:00 -
[1] - Quote
The repair bonus makes sense in context of Logis repairing other people (and not themselves), so it's a "Physican, heal thyself" sort of thing. A dead medic revives no one.
The Amarr bonus makes further sense in context of them being the "Assault Logi", that is - a more combat-oriented logi. They have the worst PG and speed of the Logis, but are intended to be more assault oriented.
The hacking bonus would be useful for any player, that they have that... has little relation to logistics if you think about logistics in a supply/repair/medic context. If we think of logistics as just "flexible" in general.. then I guess you can think of them as hackers... and every other class as some sort of combat role. The Gallente bonus of fitting is definitely useful to anyone fitting equipment, and doesn't really discriminate against the player for their choice of equipment either (be it explosives, nanohives, or whatever).
The Caldari bonus also makes them combat oriented (quicker recharge) as opposed to the extender bonus which just made them "harder to kill" period. Having your medic not die easily makes sense either way. Whether or not quicker recharging shields (which seems more line of fire related) or just more shields (taking big hits) makes more sense is debatable.
The thing with any survivability bonus is it's good for any role... any role will be better when not dead. The armor repair bonus makes sense in the context of logis using repair tools... and not being able to target themselves. The other bonuses.... it's harder to say. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1457
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Posted - 2013.08.01 06:01:00 -
[2] - Quote
Someone had suggested at some point that you could put hard restrictions on equipment by role. It goes against the free-form do-whatever approach, but there's some merit to the idea.
I wouldn't restrict any current equipment though. I recall devs at Fanfest talking about nanite injector conferring bonuses (to speed, shields, whatever) temporarily upon revive, but presumably only with certain injectors.
Imagine if there was a separate class of injectors that did that, but was only usable by Logis. Similarly, our weapon upgrade mods are limited to damage. Imagine an array of weapon mods that did more than just +10% damage (+dam % shield -dam% armor... or whatever). However, the full range of weapon mods wasn't open to those outside the Assault class. Etc.... *special* cloak mods only open to scouts, damage resist mods only open to heavies, etc.
They could accomplish the same thing with some sort of fitting bonuses, but it mostly becomes a matter of mechanics to achieve to same end at that point.
I prefer the more interesting bonuses like hacking, +5hp/s armor, etc. to the very dull fitting bonuses. I'd prefer suit stats and fitting bonuses were created separate and as a blanket effect rather than made the elements that made the variants unique. |