PlanetSide Universe - View Single Post - The Issue of the 10%-20% Power Differentiation
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Old 2011-07-30, 01:35 AM   [Ignore Me] #23
Sirisian
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Re: The Issue of the 10%-20% Power Differentiation


Originally Posted by MasterChief096 View Post
So basically what I gathered from this is that you are in favor of power advancement for veterans via unlocks, simply because you are in favor of it? You're not for it for any particular reason other than you don't think its a bad idea?

Basically the argument you are making is that if a veteran unlocks more powerful rockets for his reaver, as well as something that increases his reavers speed or maneuverability, he has to choose which one to take with no penalty for either. If he chooses the more powerful rockets he is NOT choosing the increased maneuverability thus his reaver will be vulnerable to the guys who did choose the maneuverability?

This makes complete sense and is a good point, I agree. I can see where you are coming from here. But this method of power progression only works when veterans are fighting other veterans who have been given the same options. A new player who is flying a reaver will not have unlocked the more powerful rockets or the increased speed/maneuverability, and thus will be at a huge disadvantage to a veteran who has. This is where the problem is with me. I would rather, as a veteran, take the more powerful rockets and choose to lose a little speed/maneuverability or perhaps armor, but have the benefit of being able to dish out more damage.

Why is 100% balance such a bad thing to aim for? Obviously no game has ever achieved 100% balance, nor is it likely for any game to ever achieve this. Opinions vary too much and someone will always be displeased with how something works.

Your post says that infantry can specialize in protecting themselves from vehicles, but its the same flaw, only veteran infantry players will have access to all things that keep them protected from being farmed by vehicles. New players would still be running around out in the open getting farmed by veteran infantry players with raw power upgrades that they didn't have to sacrifice anything for.

With the method I've mentioned, a veteran can still have an advantage over a new player in close combat, if he's upgraded his gun to do less damage but have more bullets in a clip and have a higher ROF. Its all up to the player and how he feels the need to play the game.

I don't see what I proposed as destroying what the specialization tree can create, I see it as adding to it immensely.
Originally Posted by Sirisian View Post
You're assuming new players would be scared away before being able to specialize I'm assuming? I agree that is scary proposition, but in the long term anyone sticking around would realize they'd be on par with anyone else after a while with the same opportunities.
I basically said that's a very real thing that could happen where a new player that just logs in for the first time might find their character unspecialized. It's kind of something they'd expect that would go away as the begin playing.

I'm seeing the cert system as a huge trade-off between many epic choices. So an infantry could just as easily be awesome at destroying tanks as anything else in the game could specialize to kill something else. The idea being though that I hope there are so many choices that there is no best. Like I said in IRC a few days ago I want someone to do something and go "oh sweet. Good thing I have X." then die another time and go "oh man I wish I had Y I could have used it".
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