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View Full Version : Outfit Specialization Skill Trees?


Jownzorz
2012-06-12, 06:56 PM
I did a brief search on this and couldn't find anything that answered my question. Higby tweeted yesterday "Would your outfit specing as a vehicle outfit tick you off if you liked playing as a medic? #OutfitDrama". My question is if there will be skill trees designated to the outfits so that they gain an overall bonus for the things they do. For example, if my outfit only runs tanks, will I (as the outfit leader) be able to spend points in a tree to increase armor/damage/movement speed? I vaguely remember either Higby or TRay discussing this but I can't be positive I heard correctly. Also, if there is an outfit skill tree, will the outfit gain a "bank" of resources similar to the outfit points in PlanetSide1?

I know we have seen a lot of the game, but until we get a chance to actually poke around in beta, some of these questions might not be answered. Just seeing if anyone had more info on this.

Fafnir
2012-06-12, 07:17 PM
There are few things that are confirmed, like different bonuses for specific divisions within the same outfit. Other that that, we're still in the dark. I honestly doubt, that we'll see skill trees, like those in WoW or GW.

Ratstomper
2012-06-12, 07:24 PM
I actually think a statistics system tied to a specialization tree for outfits would be cool. For instance, if an outfit consistently rolled armor divisions, they could rack up "tank kills" (all kills made by tanks by all members of the outfit). As certain statistics passed thresholds (1000 tank kills, 5000 tank kills, 10,000 tank kills, etc.), maybe they get a small bonus to whatever it is they did; slighty faster tank speed, a little more damage, etc.

That way outfits would just do what they do and they would naturally gravitate to certain styles of play and dedication to it would give them a little bonus. Make it so that outfits have incentive to do what they do best, but not so that people couldn't do other things if they wanted.

EDIT: This also means noone has to put points anywhere; bonuses come naturally as your outfit does what it does. This would also give additional incentive to join outfits and engage in team play.

Xyntech
2012-06-12, 07:31 PM
I wouldn't care if my outfit was a tank or logistics centric outfit and I wanted to be a pilot. I'd only be concerned if there were no other pilots in my outfit, because what's the point of playing lone wolf in an outfit?

I don't need outfit specialization to be happy, I think it's just a nice bonus. The way I see it, they can't allow outfit specializations to be overpowered, so I tend to think they will be ways for making it easier for their members to play a given role. For example, maybe I'm a pilot in a tank outfit, but all of my personal specialization is in flying. I could then use the outfit tank specializations to pull a tank for myself and run with the outfits tank operations some of the time, while providing air cover the rest of the time.

Outfit specializations just need to not confer any ridiculous advantages, and then players will take care of the rest. If you don't like being in an outfit that doesn't specialize in what you do, join another outfit. otherwise, don't worry about it.

Fafnir
2012-06-12, 07:31 PM
This would also give additional incentive to be forced to join an outfit to get must-have passive bonuses.

Sorry, I couldn't resist.
I wonder what devs have to say about this though. PS2 has to be accessible for mass of new players, so I doubt that they would want to punish people for not being in an outfit.

...so I tend to think they will be ways for making it easier for their members to play a given role.

Yeah, I think you nailed it here.

Soothsayer
2012-06-12, 08:04 PM
I don't want to be an over promoter of an idea that I have mentioned elsewhere, so I'll be brief.

I think that outfits should be able to invest points gained through achievement into unlocking squad slots that can be upgraded towards the end of specialization.

An outfit could put all their points into their a-team squad or evenly distribute them among as many as they could afford.

This would allow different divisions within the outfit, people would form squads under the various different types (if they choose to level their squads in that manner.)

kaffis
2012-06-12, 08:09 PM
Perhaps Outfit trees will overlap certification options, then? That way, you can ensure that everybody in your outfit can pull a hardcore-maneuverable ES fighter for when you do your dogfighting engagements?

I do like the idea of "unlocking" outfit certs in areas that your outfit performs a lot in, though. If you can scale that effectively with outfit size, I think that might be a good way to get around needing separate trees and creating "divisions" or whatever. The all-tank outfit racks up tank points to spend very quickly, while the combined arms outfit earns stuff more slowly, but for all their playtypes.

Werefox
2012-06-12, 08:34 PM
In answer to higby's tweet (given I plan on primarily playing the medic class) - no it wouldn't bother me. I'll still be an important asset to the outfit, and I can get benefit from the specialisations through being gunner on the multi-person vehicles. That said, I'd be expecting the outfit to use their specialisations to support me when running in my primary role.

Others will think differently, but I believe that being part of an outfit is mostly an exercise in give and take, and the leadership have as much a responsibility to me as I do to them.

Dart
2012-06-12, 09:03 PM
I don't want to be an over promoter of an idea that I have mentioned elsewhere, so I'll be brief.

I think that outfits should be able to invest points gained through achievement into unlocking squad slots that can be upgraded towards the end of specialization.

An outfit could put all their points into their a-team squad or evenly distribute them among as many as they could afford.

This would allow different divisions within the outfit, people would form squads under the various different types (if they choose to level their squads in that manner.)

This actually sounds like a pretty dope idea! It'd benefit both large AND small Outfits without forcing everyone to play alike. Ie. you could have one two medic slots, 3 engy slots a max slot and 4 pilot slots. The players wouldn't HAVE to perform those roles but they'd receive bonuses to those specific activities if they did.

Ratstomper
2012-06-12, 09:33 PM
Sorry, I couldn't resist.
I wonder what devs have to say about this though. PS2 has to be accessible for mass of new players, so I doubt that they would want to punish people for not being in an outfit.

Maybe that's fair. I'm just brainstorming ideas. Maybe some other type of incentive besides directly effecting gameplay? Don't know what it may be, but that's why we've got so many people thinking about it, right?

Haro
2012-06-12, 11:56 PM
I always liked the idea of outfit certs. Seems like so many are specialized that it just seems like a natural extension. But, I feel like you shouldn't require outfits to cert a certain if they don't want and really tip the balance. Visual perks could be cool, customization options like additional outfit camo (thinking more along the lines of certing for "arctic training" for example. For now, maybe it's snow-camo, cold-weather gear, and a frosting effect on cold continents, but perhaps later, when weather and other effects are introduced, maybe you get better traction in snow or visibility in blizzards? Probably wouldn't make a huge deal in terms of balance, but would go a long way in creating outfit character (kind of inspired by Imperial Guard regiments from Warhammer 40k.)

Tank specialized outfits could get additional customization for tanks (aerials, new armor skins, perhaps even modified tank designs) while a gal drop outfit could could get paratrooper styled armor, modified galaxies, and maybe even an improved drop animation (one that kind of makes sense lol.) There could be additional effects and mechanics that actually affect gameplay, but I think including for a common outfit style (besides Zebra Squad Alpha) on the side could really add a cool, unified feel to guilds (not that they don't have that already.)

Ratstomper
2012-06-13, 01:30 AM
I always liked the idea of outfit certs. Seems like so many are specialized that it just seems like a natural extension. But, I feel like you shouldn't require outfits to cert a certain if they don't want and really tip the balance. Visual perks could be cool, customization options like additional outfit camo (thinking more along the lines of certing for "arctic training" for example. For now, maybe it's snow-camo, cold-weather gear, and a frosting effect on cold continents, but perhaps later, when weather and other effects are introduced, maybe you get better traction in snow or visibility in blizzards? Probably wouldn't make a huge deal in terms of balance, but would go a long way in creating outfit character (kind of inspired by Imperial Guard regiments from Warhammer 40k.)

Tank specialized outfits could get additional customization for tanks (aerials, new armor skins, perhaps even modified tank designs) while a gal drop outfit could could get paratrooper styled armor, modified galaxies, and maybe even an improved drop animation (one that kind of makes sense lol.) There could be additional effects and mechanics that actually affect gameplay, but I think including for a common outfit style (besides Zebra Squad Alpha) on the side could really add a cool, unified feel to guilds (not that they don't have that already.)

I like this idea. Even more customization that can only be attained through outfit achievements...

Karmic Revenge
2012-06-13, 01:35 AM
Honestly I'd need to see the system before commenting fully, but my initial inclination is to say that the people in the outfit make it what it is, and not the numbers put into outfit specs or trees or whatever.

WaryWizard
2012-06-13, 05:10 AM
I don't want to be an over promoter of an idea that I have mentioned elsewhere, so I'll be brief.

I think that outfits should be able to invest points gained through achievement into unlocking squad slots that can be upgraded towards the end of specialization.

An outfit could put all their points into their a-team squad or evenly distribute them among as many as they could afford.

This would allow different divisions within the outfit, people would form squads under the various different types (if they choose to level their squads in that manner.)

I was thinking that a large outfit would just make secondary outfits. Ex. officers in outfit A make outfits B,C,D,and E. Outfit A is a generalized outfit with some basic unlocks for all. Outfit B focuses only on Tanks and other ground vehicles. Outfit C focuses on Air force. Outfit D focuses on support infantry(infiltrator, Medic, Engineer) . Outfit E focuses on combat infantry(Light Assault, Heavy Assault, MAX).

Outfit A would be the one all recruits join, and after improving skill and finding a style, they join one of the other outfits.

Fafnir
2012-06-13, 05:27 AM
Outfit A would be the one all recruits join, and after improving skill and finding a style, they join one of the other outfits.

Outfits will have divisions.

Tikuto
2012-06-13, 05:40 AM
I had this inspired idea of skill-trees into three Tiers: Root, Trunk, and a new 'Branch' extension.


Skill Tree
• Root (Tier 1 set - Class)
The Root is essentially the unlocking of class abilities that also helps distinguish newly-made cheating-hacker players in effort to remove them more quickly. It'd be a quick set of abilities to unlock where when completed you resume developing your individuality Trunk.

• Trunk (Tier 2 set - Role)
You'll have a clear route to progress through one of three or more Trunks. Each tree grows the same. The Trunk alters the Root abilities to support your decided role!
Using the example of the Infiltrator, ideally renamed Special Ops or something for this example, they'd tree into Infiltrate (melee), Reconnaissance (sniping) or Sabotage (bombs).

• Branch (Tier 3 set - Outfit)
The Branch extends the a Trunk's abilities to other classes within the Outfit somehow. This is outfit specialization.
The effect will help players decide who they're best parted with though this Branch should not segregate classes! Outfit 'Branch' specialization should benefit all members, all classes and all 'trunks' equally.