Equipment Grouping Explained

Started by Spekkio, September 27, 2007, 07:19:34 PM

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frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

it's an axiom for spekkio's suggestion.

play testing with such many combinations will take months if not years (it took some time for people to change from bullets to hbs), especially considering that with a new gadget noone knows how to use best at the beginning.

B1nArY_001

Quote from: frvge on September 28, 2007, 04:21:07 PM
Quote from: B1nArY_001 on September 28, 2007, 03:41:16 PM
Remember though, both teams get an extra gadget.

O? That's new to me.

In theory based on this thread. That wasn't a definitive statement  ;D

B1nArY_001

Quote from: Gawain on September 28, 2007, 04:28:20 PM
it's an axiom for spekkio's suggestion.

play testing with such many combinations will take months if not years (it took some time for people to change from bullets to hbs), especially considering that with a new gadget noone knows how to use best at the beginning.

It would take a while yes but I doubt that long. Remember we have experience with a lot of these items already.

Spekkio

#19
Some of you guys really need to lrn2read. Go back to my original post where I clearly said that as the number of AVAILABLE GADGETS, and thus equipment slots expand, it would be best to implement such a system.

I am not saying there is anything wrong with the 4-gadget system we have now with 8 items to choose from. The only problem with it currently is that some items are "must haves" while others are "nice to haves," so the "nice to haves" get ignored. What I'm saying is that if there are 10+ items to choose from, the amount of slots needs to be expanded. I only used the current loadout as an example to demonstrate how it would work.

The system would limit combinations to make balancing easier. That is all. Yes, no merc with a right mind would take 5 "group 2" pieces of equipment; that's part of the point of grouping them the way I did -- the most balanced and intuitive loadouts would remain.

Jeez some of you guys are dense.

InvisibleMan999

Quote from: Spekkio on September 29, 2007, 09:11:42 PM
Some of you guys really need to lrn2read. Go back to my original post where I clearly said that as the number of AVAILABLE GADGETS, and thus equipment slots expand, it would be best to implement such a system.

Even if you expand the available gadgets, I'm not seeing a good reason to have groupings. Until you give some broken equipment configuration you're trying to prevent, it seems like needless complexity.

Westfall

Quote from: InvisibleMan999 on September 29, 2007, 09:41:47 PM
Quote from: Spekkio on September 29, 2007, 09:11:42 PM
Some of you guys really need to lrn2read. Go back to my original post where I clearly said that as the number of AVAILABLE GADGETS, and thus equipment slots expand, it would be best to implement such a system.

Even if you expand the available gadgets, I'm not seeing a good reason to have groupings. Until you give some broken equipment configuration you're trying to prevent, it seems like needless complexity.

I like this post. Made me think of what a preventable combination would be, that you are ACTUALLY trying to prevent. Honestly, nothing is avoided. I think you may be adding just nonsense now and making it a little more difficult than necessary. No, I'm not saying its difficult to select the gadgets. I'm talking about adding something that is just going to take a little more time (to make and go through) and won't benefit anything. Interesting point as always Spekkio and wise input, but maybe this is a little over the edge?

AgentX_003

Hmm intresting idea.. but what about a twist ,something similar to Single player.. where you have Assault ( aggro ) , or Stealth eq.... ie. Stealth you would have less battery time on the shocker similar to how you have less bullets in the single player../ or perhaps like combo gadgets pre-set soo that would save alot of time waiting in lobby for those IMPATIENT people. =/. .. !?!


-Thanks Murdy for da Sig <3  xD

Cyntrox

Quote from: AgentX_003 on October 02, 2007, 05:37:14 AMStealth you would have less battery time on the shocker
Not while the camo suit uses the same battery!

InvisibleMan999

Quote from: Cyntrox on October 02, 2007, 01:57:27 PM
Quote from: AgentX_003 on October 02, 2007, 05:37:14 AMStealth you would have less battery time on the shocker
Not while the camo suit uses the same battery!

I wonder... do you guys think it'd be broken if we made the camo suit have infinite energy? Maybe you can only turn it on when your gun energy is at 100%, but once activated it doesn't drain power anymore.

Gawain

it takes away the timing aspect and makes the activation sound almost redundant. the problem with camo was not it's energy consumption, but the activation noise with eax superhearing, vision whoring and the fact that it's too easy to see with high resolutions, especially with camnet.

Westfall

Quote from: Gawain on October 02, 2007, 06:25:34 PM
it takes away the timing aspect and makes the activation sound almost redundant. the problem with camo was not it's energy consumption, but the activation noise with eax superhearing, vision whoring and the fact that it's too easy to see with high resolutions, especially with camnet.

QFE