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2012-08-07, 02:56 PM | [Ignore Me] #34 | ||
Corporal
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Remember, they don't want the difference in power or effectiveness between a 5 minute player and a 5 year player to be large. They want the difference to be in skill. These are to give you an edge, and to maybe help define your play-style, but not to give you a straight up advantage.
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2012-08-07, 03:03 PM | [Ignore Me] #36 | ||
First Lieutenant
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*nod* It's definitely good that we're having a discussion; I don't feel too strongly either way, and I hear your disagreement. For me, the reason that balance isn't threatened by Implants being more powerful is because they cost regular amounts of resources. Those resources could otherwise be used to unlock new weapons or attachments. So if you choose to spend resources on Implants, you're denying yourself something else. Basically, you're offered the choice to focus on tools (ie- unlocks) or abilities (ie- implants), or trying to divide yourself between the two. I think that this could work out just fine. The FPS world is used to perks being a reasonable boost of ability.
~Zachariah |
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2012-08-07, 03:27 PM | [Ignore Me] #41 | |||
Corporal
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These should not be seen as a purchasable advantage, that gives an advantage to the side that can afford more. They should be an edge, which I would define as a play style choice which may or may not come up during the coarse of combat. If it does, then in that situation, you have a better chance at coming out on top, not a guarantee. e.g. someone playing smart could still beat you due to skill. |
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2012-08-07, 03:33 PM | [Ignore Me] #42 | ||
First Lieutenant
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I definitely agree, and if we're conceptualizing them at the same benefit-level as Perks (ie- as in MW), a MW player without Perks (which basically never happens) could definitely beat a player with Perks. It doesn't make a huge difference; it's not as if one player has a primary weapon and the other player only has a sidearm.
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2012-08-07, 03:39 PM | [Ignore Me] #43 | |||
Private
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Resources, which are gained through faction performance (i.e. holding territory) are used to buy vehicles and equipment, which tend to be direct power upgrades. Long-time players can have poor resource income due to poor faction performance. Unlocks/Certs are via xp, which I gather is gained mostly through individual performance (and presumably also territory captures/defenses, if you are participating), and are permanent (no recurring costs). |
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2012-08-07, 03:40 PM | [Ignore Me] #44 | ||
Sergeant
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Interesting. It looks fine, and there is no +20% damage boost or some other shit, which is also nice. I can be a bit sceptic, but I see few problems with this right now.
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2012-08-07, 03:41 PM | [Ignore Me] #45 | |||
First Lieutenant
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