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PSU: TR: Terribly Redundant
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2003-12-13, 07:39 PM | [Ignore Me] #1 | ||
Colonel
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Alright. Since there is a levelling up, and, I've noticed, most RPG's have a "sub-levelling" system, in which unique skills are levelled, and, alongside that one guy's idea (sorry, forget his name, pm me, and Ill edit this) that people should get specialist points, I had an idea.
Alright. We're all angry when some n00b, fresh out of VR with his MCG/Lasher/JH rushes at you as fast as he can and nukes you, right? Well, I had an idea that the more you used a weapon or item, the more proficient you became at it. This would create specialists in a field where specialism is not present right now. Example: A BR16 Character who has had SA since BR5 will be much more efficient, both from real-time battle experience, and CoF reduction, due to his characters skill with the weapon. Basically, I'm saying is that, when you're fresh out of VR, I dont think you should be able to wield a HA weapon as efficiently as a BR20 career grunt. Your CoF would be a lot larger, and perhaps a lengthier, but not by much, reload time. Same Idea for the REK - There would be multiple tiers for each hacking certification without adding new ub4r 1337 certs. Hacking - Level one. = Current Non-certed REK speed. Hacking - Level two. = Slower than regular Hacker cert speed. Hacking - Level Three. = As fast as Regular Hacking. Certified Hacker - Level One = The speed of a regular certified hacker, plus the difference in speed between a normal and advanced hacker. This would provide enough incentive to get the cert. Allows to hack terminals, but not get advanced equipment, such as MAXes, HA, or any other such typical grunt loadout. Can hack vehicles, but the gunnery seat is disabled, and the hack eventually wears off. Certified Hacker - Level Two =Current speed of Advanced hacker. Same restrictions on equipment hacking, effect lasts longer. Certified Hacker - Level Three = Current speed of Advanced hacker, plus the difference between advanced hacker and Normal certified hacker. Same restriction on equipment hacking, but lasts longer. Advanced hacker - Level one = Current speed of Advanced Hacker, but 2x the difference between hackign and adv. Hacking. No restrictions, aside from time - All equipment is purchasable from terminals, gunnery seats are open, and vehicles are permanantly in your ownership. Advanced Hacker - Level two - Current Adv. Hack speed, but 3x the difference between certs. Longer effect on hacked terminals. Advanced Hacker - Level Three - 3x the speed of Adv Hacker. Able to purchase ENEMY equipment from terminal - Quasar MAX, Lasher, Pulsar, etc. Hack destroyed enemy terminals so friendlies can repair them. Can hack main console and claim OBO benefits on enemy base, thus confusing the shit out of the enemy. EXP Awarded to the outfit that claims it before it is hacked. And so on like that. Proficiencies at various equipment depending on usage. A Gauss user at level 3 should have basically very little CoF bloom, while a n00b user would have extreme bloom, extremely fast. granted, this would take many a programming acrobatic, but I think they're good ideas. Comments?
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2003-12-13, 08:39 PM | [Ignore Me] #2 | ||
First Sergeant
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So players who have played the game longer have more advantages other than just the number of options available for their loadout? No thanks, this is what PS is supposed to avoid. If I suck, that br3 n00b fresh out of VR with their HA should beat me. I shouldn't have to rely on gimmicks and advantages to get the upperhand, I should rely on skill. PS is not an RPG, it is an FPS with RPG elements.
One of the defining aspects of FPSes is that the outcome of combat is not determined by the time invested in the game by either player. Take that away and you might as well go bake cookies or be the best man in an online marriage in DAOC. |
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2003-12-13, 08:42 PM | [Ignore Me] #3 | |||
Colonel
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Not necessarily. If you suck, you will still suck with a tighter CoF. I'm not suggesting anything like auto-tracking I'm simply saying, if you picked up an AK-47 right now, and started shooting itoff, you wouldnt have the nuances down immidiatly. Yes, it does give players who play more an advantage, but thats already the case - One can only cert in so many things. The guy with a med app behind a tree pinned down by a sniper will last a lot longer than a guy without it.
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2003-12-13, 09:20 PM | [Ignore Me] #6 | ||
Lieutenant Colonel
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Too many problems if this would be implememnted, this game is supposed to be fun when you come out of VR. Implementing this would just make PS a very fast EQ. Where you have to be at the high-end game to accually have fun and do some good for your empire. No flames or trolling please.
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xSilverLord
DARK, VS, old sig ^_^ |
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2003-12-13, 09:21 PM | [Ignore Me] #7 | |||
Staff Sergeant
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2003-12-14, 01:11 AM | [Ignore Me] #9 | ||
Corporal
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Spree, thanks a lot for taking one of my ideas, phrasing it different, and calling it your own.
http://boards.station.sony.com/ubb/p...ML/029766.html Ya, thats right, weapon skills is my idea. (sorry in advanced if you never seen my post)
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2003-12-14, 04:16 AM | [Ignore Me] #12 | |||
Major
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The devs old position on this was that they wanted a game without the burdens of the classical mmorpg dynamic. I originally agreed with this and still do, but in a strictly mercenary sense, it might help with retention to have some of these aspects.
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2003-12-14, 04:42 AM | [Ignore Me] #14 | ||
First Sergeant
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Or being Al Gore and inventing the internet.
I really wouldn't like to see this sort of thing even for non-combat roles. Allowing faster healing or rez is just as unbalancing as allowing a tighter cof. Most support roles are directly tied to combat. Most serious grunts have medic and engi, perhaps hack, and maybe adv for any of the previously listed certs. Letting them hack faster gives them the edge in tower battles, faster repair and healing lets them more successfully engage multiple targets. No matter what cert you apply this to, it could be seen as an unbalancing factor. |
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2003-12-14, 04:48 AM | [Ignore Me] #15 | |||
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