PlanetSide Universe - View Single Post - The Issue of the 10%-20% Power Differentiation
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Old 2011-08-02, 02:06 AM   [Ignore Me] #168
Sirisian
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Re: The Issue of the 10%-20% Power Differentiation


Originally Posted by millo View Post
Maybe they could go for a "mixed blessing" design type:

-Increased caliber (more damage, weapon kicks like a mule and is harder to control)
-Extended magazine (more ammo, heavier and harder to aim)
-Ammunition feed overdrive (faster RoF, weapon prone to random jams)
-Longer barrel (increased range, even heavier weapon)
and so on. You could use if you wanted all the mods at once, so you got a high damage, rapid firing, long distance firing weapon, but it would be horrible to fire even in short bursts, would jam randomly, slow you down while using it and so on...

Works with armor mods too (want more absorb? Sure, but you walk like a snail. Need increased protection from shrapnels? Lose some bullet resistance, and so on).
I mentioned this before, but I prefer positive only upgrades with choices. So you still have the drawback, but in the sense that you didn't choose it. That is there are limitations for weapons and vehicles on the upgrades with some that can't be used in combination with one another. So you could have say a shotgun or a grenade launcher (launches distance activated grenades) attachment, but not both. This was mentioned by the previous poster.

Complex rules for what is allowed in combination is fine with me honestly especially if the unlockables are complicated like my previous two examples.

Then again for a lot of things I don't want limits. Don't you still have limited certifications. If you want armor you might not have enough for upgraded speed on a vehicle and vice a verse. Or you could choose to get both and sacrifice using those certs for anything else. Basically ultra specialized players would end up most of their certs on one thing.

Last edited by Sirisian; 2011-08-02 at 02:09 AM.
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