PlanetSide Universe - View Single Post - What do you think of this? (Class System)
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Old 2009-10-25, 02:18 PM   [Ignore Me] #7
Nubcake
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Re: What do you think of this? (Class System)


Originally Posted by Tikuto
In PlanetSide NEXT I expect Infiltration suits would be a hell lot more fun yet remain balanced. By having Darklight as a helmet feature for both REXO and MAXs, which can be temporarily disabled with EMP, may help maintain balance. I think it's an awesome yet balanced alteration from PS1.
If it can be knocked out that's fair enough. No complaints.

Originally Posted by Tikuto
Maybe they will, and maybe those armor-restrictions would apply that I mentioned in previous post, and so I would accept Infiltrations suits having more inventory space than they do in PlanetSide1 ONLY under certain conditions.
Could you go into more detail about the conditions? Just curious what your thoughts are on infils.

Originally Posted by Tikuto
* All MAXs having a Personal Shield renamed as Epoxy Nano-Hardener, all able to fly like VS MAXs and their own unique ability (definately change NC's shield ability). VS MAX being most significantly agile, TR MAX able to actively pour-out excessive damage by entrenching and instantly entrenching after free-falling, and NC MAX able to withstand most damage with their enhance Epoxy Nano-Hardener.

Epoxy Nano-Hardener - a personal shield for mechanical and metallic armory which is applied on the surface and activated from an energy source using complex circuitry. It hardens their material and excess energy creates a surface-shield.
I think that if all MAXes were to be given jump jets to the extent that the VS have them now would not be brilliant, don't ask me why its just a personal opinion. If they did get them I'd say tone it down so that they can make it onto the base wall on a single 'charge' and that was it for a while. As for the TR MAX entrenching, if I recall it normally becomes a massive bullet magnet if it downs anchors so give it a defensive boost ONLY when deployed. As for deploying instantly when it hits the ground, I'm against. If I'm a MAX straight out of the gal I want to get the heck out of the line of fire to some sort of cover and if I deploy I suddenly can't move and have a very limited arc of fire. I say nay to this little bit.

Instead of giving everyone a shield why not just buff the armour on all MAXes instead? Can't comment on the NC shield since I only ever played NC and never MAX but something needs to be done about the abilities of VS and TR MAXes.

Originally Posted by Furret
don't know if i understood what you wrote correctly, but it looks as if you want to force people into certain classes.
Personally, I think that everyone should learn to play by the 11 certifications you get as a reserve. And since this thread seems to be mostly on certifications, I wont get into any of my other ideas for PS Next.

Yes and no to the first sentence. I want to insert classes but keep individualism. I sort of went off on two ideas in the original post and I'm afraid I can't do simple very well but I'll try.
If I choose the 'role' Medic from:
Idea 1 I can only cert certain types of armour. My options for certs are limited. I cannot cert HA, AV, most vehicles. BUT (at least I hope) I still have enough certs to choose from that I cannot cert everything. Therefore I become a class in the sense that my certs limit me to specialising in a certain thing but I remain individual in the sense that I still have some choice in the way I choose certs.
Idea 2 Certs that I would have access to in Idea 1 become cheaper, promoting me to cert related to the 'role' that I've chosen. I have access to all certs but unrelated certs that I would not have access to in Idea 1 (HA, AV, etc) are more expensive again promoting me to follow the 'role' that I selected.

Also, post your ideas! It's always interesting to see what people come up with. Promotes discussion too.


There's no real need to change the certs, or the way that they're bought.

I haven't played in a while, but I'm assuming the certs are all the same value that they were before the reserves were cut.

1) 11 certifications for a reserve, 11 certifications for a subscriber (but access to more exotic weaponry, or weapon packs at a cheaper price)

For example: A reserve (free) player could get medium assault, heavy assault, a Mosquito, and a Reaver.

That's 11 points.

A subscriber on the other hand, could buy a Heavy Assault Pack (medium/heavy assault) for five certs, and a Air Assault Pack (Mosquito and Reaver) for four certs. Then maybe a flamethrower (Subscriber only) for two certs.

You still only use 11, but since you have access to weapon/vehicle packs, you can get more for your certs.

(Buying a Heavy Assault Pack wouldn't give you the Medium Assault certification, so if you wanted to have med assault, heavy assault, and sniper, you'd have to buy them seperately.)

EDIT: Also, SOE could add in certification packs, like others had been suggesting, and for 11 certifications, you can get a certain role, that maybe costs 12 -14 certs, but it's a package deal.

Maybe something called "Mobile Medic"

Medic and Advanced Medic (5)
Light Scout (5)
ATV (1)
Medium Assault (2)

Total is 13, but you have to use your 11 certs to buy the whole pack.

That's a damn sight simpler than what I proposed. I like the idea since it certainly is easier to implement that what I've put down. But the problem is that it would still allow players to build up the 'universal soldier' build that I want to prevent and by bundling stuff together it makes it even easier.
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