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New Role Ideas

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RearAdmiralZill:
I don't want a watered down engie as my new required gunner class. That's as far as I'll go into that.

Just picking any 5 tools wouldn't do much either, and just make for more standardized builds. Engie would take mallet/spanner/buff/fire-tool/x ammo, pilots would take 4 pilots tools and repair tool, gunner would take whatever ammo works on the guns/repair tools/maybe spyglass. It would just water down what's here.

Thomas:
It's an interesting thought that changing a single item slot would make gunners obsolete. Already there's a lot of debate on whether they're obsolete already. The idea of the gungineer isn't necessarily to replace the gunner (although that's not such a terrible thought), but to fill the role players are already being put into; the gungineer. So you'd have your engi, gunner, and gungineer. Except you're probably right when you say players are likely to bring two gungineers and an engi. All I can do is shrug at that.


As for watering down builds by increasing variety... eh? Right now we already have 'standard' builds. A large portion of pilots bring kerosene, phoenix claw, and one other; along with a spanner/pipewrench, and some ammo type they'll almost never use. Standard engineers have a spanner, mallet, fire ext, spy glass, and an ammo. Gunners actually show the most variety, but even then it's pretty standardized based upon the weapons they're going to be using, having a pipe wrench and spy glass along with it.


You can't get much more standard than that. Allowing more variety increases the number of possibly combinations. You'd certainly have 'standard' sets pop up, just because players like something familiar, but I think you'd see that less than you do already.

As a captain, you could opt for 3 maneuver tools, a spy glass, and a repair tool. Or 5 maneuvering tools. Or 4 and a wrench. Or 3 and two wrenches (such as if you were going to be in charge of repairing the balloon).

Players doing a repair oriented role would often go spanner, mallet, fire ext, buff, ammo; but they might opt for spanner/mallet, fire ext, chem spray, ammo. Or spanner/mallet, fire ext, buff, spy glass. Or range finder. Or bring all the wrenches to optimize repair times.

Then your offensive players would go for some ammo types (probably two), followed by more repair and maybe a spy glass. Maybe only 1 ammo type and more repair. Maybe they'll bring a spy glass and a range finder along with their ammo and a wrench. Maybe two ammo, a wrench, a buff, and a spyglass.


Suddenly whole new combinations open up. And as the amount of items increases, the possibilities expand as well.


The Djinn:

--- Quote from: Thomas on December 10, 2013, 01:14:23 pm ---You can't get much more standard than that. Allowing more variety increases the number of possibly combinations. You'd certainly have 'standard' sets pop up, just because players like something familiar, but I think you'd see that less than you do already.
--- End quote ---

I actually like the sound of this. You could make classes with it as well, by adding non-item related buffs to the picture to actually give classes more of a reason to exist in such a system.

For example...

Gunner: 10% faster reload, 10% faster gun turning speed, 5% more gun damage.
Engineer: Repair cooldown reduced 10%. Movement speed increased by 10%.
Pilot: 10% faster ship turning/acceleration when on helm.

...or something of the sort. It allows classes to have specialized perks in their specific role, which allowing everyone to, in theory, bring the tools necessary to perform any given task.

Coldcurse:

--- Quote from: The Djinn on December 10, 2013, 02:37:50 pm ---
--- Quote from: Thomas on December 10, 2013, 01:14:23 pm ---You can't get much more standard than that. Allowing more variety increases the number of possibly combinations. You'd certainly have 'standard' sets pop up, just because players like something familiar, but I think you'd see that less than you do already.
--- End quote ---

I actually like the sound of this. You could make classes with it as well, by adding non-item related buffs to the picture to actually give classes more of a reason to exist in such a system.

For example...

Gunner: 10% faster reload, 10% faster gun turning speed, 5% more gun damage.
Engineer: Repair cooldown reduced 10%. Movement speed increased by 10%.
Pilot: 10% faster ship turning/acceleration when on helm.

...or something of the sort. It allows classes to have specialized perks in their specific role, which allowing everyone to, in theory, bring the tools necessary to perform any given task.

--- End quote ---

this is going way off track XD

Thomas:
I wouldn't really give the different roles a boost of sorts, the tools they bring should compliment their role. The 5 slot free for all would just allow for further specialization and creative configurations without sacrificing functionality in other ways. An interesting idea, although a lot of the game is based around the risk/reward factor. Do you risk bringing a buff hammer as a gunner to always maximize damage output at the cost of not being able to fix things in a pinch?


Which is generally where the gungineer comes into play. Without being amazing in either role, they're not as effective as a full engi or full gunner. I believe the common gungineer build currently has a buff, pipe wrench, and fire ext (or buff, spanner, mallet) along with their ammo type. The gungineer role would reduce their engineering equipment and increase their gunner equipment. They'd most likely bring a buff and pipe wrench (or pipe wrench and fire ext, etc) and two ammo types. Allowing them to be more effective on a gun (although not as effective as a gunner, in theory), and less effective as an engineer; than an engineer doing the same role.

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