PlanetSide Universe - View Single Post - The Issue of the 10%-20% Power Differentiation
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Old 2011-08-02, 03:09 AM   [Ignore Me] #170
MasterChief096
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Re: The Issue of the 10%-20% Power Differentiation


What people are not understanding is that you can have just as much specialization if not more specialization by having trade-offs instead of just raw power upgrades (no matter how small they might be).

I'll explain it again for the people who don't want to read all 12 pages of this thread.

If there are trade-offs, you could do things like:

1. Take your Guass Rifle and increase its damage by 20%. You could then decide what stats you want to minus 20% from. This could be -20% from one stat, or allocated amongst the stats you choose. For example you could take 10% from clip size, 10% from RoF. Or you could take 5% from clip size, 7% from RoF, and 8% from CoF. This would make your gun very unique to your character, as the different stat allocations you choose to put into it once you've unlocked the ability to do so would be extremely varied.

2. Same goes with vehicles. I'll use my Reaver example again. Lets say you want a Reaver with a primary purpose of swooping in and firing shit loads of missiles and then getting the hell out as fast as possible. To do this you would need speed, maneuverability, and a shit load of missiles. You could customize your Reaver to lose 25% damage in its rockets and 25% from its armor. You could then take that 50% and spread it out amongst speed, maneuverability, and possibly the amount of afterburner you have. You could increase your rocket-firing speed by 15%, your speed by 15%, your maneuverability by 15%, and the amount of afterburner you have by 5% (or however else you wish to configure it). Once again, your Reaver would be unique to you based on how you allocate your stats. It would be really awesome if there was an appearance change as well, such as your Reaver having smaller missiles and/or less armor.

I'm willing to make a compromise on things like attachments (such as scopes, fixed grenade launchers, flashlights etc). To me, those are like certs. Imagine if you could spend 1-2 cert points in PlanetSide to attach a grenade launcher to your Cycler for instance. Things like grenade launchers, scopes, flashlights, etc are the equivalent to versatility for a veteran, at least to me. So I don't mind if there are zero trade-offs for attaching a different scope/grenade launcher/flashlight to your gun, other than the fact that if you have a flashlight you won't be able to have a grenade launcher.

If you used a trade-off system you could do what one player in this thread mentioned earlier. He said he liked fast, hard hitting machine guns that have a crazy CoF bloom after the first 4-5 shots. Essentially you could add damage and RoF to your Cycler and sacrifice CoF bloom to get it.

IMO this system works better because you can create the weapons/vehicles YOU WANT and the changes are SIGNIFICANT, yet balanced. Instead of a 20% advantage at end-game that is so spread out you hardly notice it, you actually have weapons/vehicles that are vastly different from the weapons/vehicles of others. Your stat changes would actually have a large, noticeable difference on what you are using, but the trade-offs would make it so that its not super OP and can't be beaten.

Oh but a sense of character advancement is not there you say? How about actually gaining BR and unlocking the ability to customize your weapons in such extreme ways as character advancement? I'm sure new players would be like, "damn I wish I could have a super accurate MA rifle because that's my playstyle." With a trade-off system they could have that rifle, it would just wouldn't perform as well in extreme CQC. In an FPS character advancement relies less on the power of your character increasing and more on the options your character has (feel like we're beating a dead horse here), as it was in PlanetSide. Besides, a BR20 is going to have a 20% advantage over a BR1 based solely on the options he has anyways.

I still have yet to see someone argue the point that without power gains there would be zero sense of character advancement... To me that's just plain wrong. When I first started PlanetSide, every BR I felt like I was getting somewhere. I would just ITCH with anticipation when I knew that my next BR was going to give me enough cert points to get something that I had been wanting. Players in PlanetSide 2 would have the same anticipation, without power gains.

But alas, the system Higby described would be 'acceptable', as it doesn't effect the gameplay much, but I would much rather see a system as I have described above because it would:

1) not offer veterans a % power gain other than the 'natural' % power gain from being a higher BR/vet regardless.

2) Allow for customization that actually makes a difference in terms of how your weapon performs and what situations its good for.

3) Keep the anticipation for wanting to advance your character to achieve more customization options
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