Re: Mobile Spawning Redesign.
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As powerful?
It isn't about power, it is about composing a character that fits your playstyle and making long term choices in its growth that don't stack endlessly.
Current PS2 context doesn't allow this sort of trade-off, but in PS1, all certs competed with one another and your prefered cert combi priorities would simply exclude extra's like an AMS or something else.
Personally, I still have tiny hopes the devs change it to where the current PS2 cert points become research points and there is a layer of BR tied limited cert points on top. The BR tied points would restrict you from having unlimited access. So you could be making a choice for say 15 certpoints out of 100 to spend on an AMS, or get AV and the Light Assault suit instead at 5 and 7 points each and unlock specialties within a suit at one or two points. (Random cost to illustrate how quickly you would be forced to make choices; not everyone would want to afford an AMS but leave it to others in exchange for a weapon, suit, tool or other vehicle or multiple things at once).
This is how PS1 worked, with 26 points to spend and cost between 1 and 5 points (next to stand alone certs, often in prerequesite trees 3+2, or 2+(3 and/or 3 and/or 3), etc. Only you didn't have to grind to research the options to select.
(The research should IMO be shared by all your account's characters, while different characters of yours would have different setups and different playstyles). It would be a lot more fun to play with a handicap forcing you to be creative than to have everything and default to heaviest firepower gameplay. It would make it more fresh if you had characters to switch to with and without a medic, MAX or infil suit for instance.
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