DrNarf
28-03-04, 16:13
I've posted this idea once before, but it only got 3 replies and didn't even get moved into brainport so I'm guessing people missed it. :eek: :p
Ok, everyone knows that in large scale fights the side with the best ppu force will win 90% of the time. This is mainly beacuse of the obsene ammount of things they need to do in a fight. Here are a few ideas to help remedy this situation (long but worth the reading and colour coded for ease of reading ):
(1) Resistance. Currently, the natural resist 'cap' for a player is 76%, however shelter and deflector allow someone to raise this resistance factor above 76%, meaning the whole world and his dog wants to have ppu buffs. I propose that this natural resistance cap be moved to about 90%, with the effectiveness of current resist points increased to compliment these changes (the same ammount of points being needed to cap the natural resistance from those points) and the ability for shelter and deflector to raise the resistance above this removed. Also a player's con level would count for about 40% of this resistance factor.
Example
A tank, a PE and an Apu Monk currently have enough points in con and armour resistance to cap the natural resistance for energy and all have capped con (probobly not realistic but this is just to illustrate the point). With these changes:
- The tank could reach the resistance cap without shields as he has enough con points and armour to cap the resistance from them. Also, as he has 100 con, he gets 100% of the possible 40% resistance from con, meaning he has the full 90% resistance for energy without the need for shelter.
- The PE also gets the full ammount of resistance possible from skill points and armour (50%). However because he only has 65 con, he only gets 65% of the possible 40% resistance from his con level, so his overall resistance factor would be 76% energy resistance. However because he is able to cast shelter on himself, he can raise this factor to the resistance 'cap' himself. (if shelters aren't already that effective then they could be changed to that level of effectiveness).
- The Apu, while having enough points in energy resist to get the maximum 50% energy resistance from them, only has 45 con, and so only gets 45% of the possible resistance from con. This means that his overall resistance for energy without shields would be 68%. However, because he could get a holy shelter from a ppu, this resistance factor could again be raised to the cap of 90%. (again the effectiveness of holy shelter and deflector could be changed to compliment this)
With these changes the need for ppus in a fight would be greatly reduced, as only a heal is needed as oppose to heals + shelter and deflector on tanks and PEs. Also these changes compliment the different character's abilities as they were always meant to be, the tank being the most able to take damage, next being PEs, with monks and spies being the weakest and people would be more tempted to try the different classes, as monks wouldn't be as 'uber' as the rest of the classes. Cyber hearts would also have a purpose with these changes (even though they don't make much sense :p). The numbers used above wouldn't need to be exactly the same, but to that effect.
(2) Stealth. Currently it is the sole job of a ppu to counter stealth, which gives them a level of responsability they could really do without. I propose that kk create a drone which would allow the droner to see stealthed spies and pes in the drone screen. Although only the droner could see people while they were stealthed, the droner could shoot the spy or PE with the drone, which would uncloak them and prevent them from stealthing again for 2-3 seconds. If the person was shot when they weren't stealthed, it would still prevent them from stealthing for this length of time. However the range of this drone's weapon would be limited, meaning the droner could only see the stealther at a distance, not uncloak him.
Not only would this mean ppus wouldn't be the only people capable of countering stealth, but the droner would be able to move close to the stealther to uncloak him a lot more easily. However at the same time it would give the stealther an oppertunity to survive as this drone would be relatively weak and easily destroyed.
Example
In an op fight, there is a pe stealthing inside the op and a sniper spy stealthing around the hills nearby. Inside the op there is very little space to move around so the ppu has at least some chance to counter the stealth with his TSS (true sight sanctum). Also the droner could use his drone to prevent the PE from stealthing again, forcing the PE to fight rather than hide.
Because of the TSS's limited range, the ppu would have a very hard time countering the stealthing spy. However the droner could use his drone to fly up to the hills after the stealther as he can see him even when he stealths (the drone would fly similarly to a particle beam drone). Once the drone gets close enough he can counter the spy's stealth allowing his teammates to kill him. However in both the op and out in the hills, the drone could easily be taken down, allowing the stealther to once again move around unnoticed.
Ok, everyone knows that in large scale fights the side with the best ppu force will win 90% of the time. This is mainly beacuse of the obsene ammount of things they need to do in a fight. Here are a few ideas to help remedy this situation (long but worth the reading and colour coded for ease of reading ):
(1) Resistance. Currently, the natural resist 'cap' for a player is 76%, however shelter and deflector allow someone to raise this resistance factor above 76%, meaning the whole world and his dog wants to have ppu buffs. I propose that this natural resistance cap be moved to about 90%, with the effectiveness of current resist points increased to compliment these changes (the same ammount of points being needed to cap the natural resistance from those points) and the ability for shelter and deflector to raise the resistance above this removed. Also a player's con level would count for about 40% of this resistance factor.
Example
A tank, a PE and an Apu Monk currently have enough points in con and armour resistance to cap the natural resistance for energy and all have capped con (probobly not realistic but this is just to illustrate the point). With these changes:
- The tank could reach the resistance cap without shields as he has enough con points and armour to cap the resistance from them. Also, as he has 100 con, he gets 100% of the possible 40% resistance from con, meaning he has the full 90% resistance for energy without the need for shelter.
- The PE also gets the full ammount of resistance possible from skill points and armour (50%). However because he only has 65 con, he only gets 65% of the possible 40% resistance from his con level, so his overall resistance factor would be 76% energy resistance. However because he is able to cast shelter on himself, he can raise this factor to the resistance 'cap' himself. (if shelters aren't already that effective then they could be changed to that level of effectiveness).
- The Apu, while having enough points in energy resist to get the maximum 50% energy resistance from them, only has 45 con, and so only gets 45% of the possible resistance from con. This means that his overall resistance for energy without shields would be 68%. However, because he could get a holy shelter from a ppu, this resistance factor could again be raised to the cap of 90%. (again the effectiveness of holy shelter and deflector could be changed to compliment this)
With these changes the need for ppus in a fight would be greatly reduced, as only a heal is needed as oppose to heals + shelter and deflector on tanks and PEs. Also these changes compliment the different character's abilities as they were always meant to be, the tank being the most able to take damage, next being PEs, with monks and spies being the weakest and people would be more tempted to try the different classes, as monks wouldn't be as 'uber' as the rest of the classes. Cyber hearts would also have a purpose with these changes (even though they don't make much sense :p). The numbers used above wouldn't need to be exactly the same, but to that effect.
(2) Stealth. Currently it is the sole job of a ppu to counter stealth, which gives them a level of responsability they could really do without. I propose that kk create a drone which would allow the droner to see stealthed spies and pes in the drone screen. Although only the droner could see people while they were stealthed, the droner could shoot the spy or PE with the drone, which would uncloak them and prevent them from stealthing again for 2-3 seconds. If the person was shot when they weren't stealthed, it would still prevent them from stealthing for this length of time. However the range of this drone's weapon would be limited, meaning the droner could only see the stealther at a distance, not uncloak him.
Not only would this mean ppus wouldn't be the only people capable of countering stealth, but the droner would be able to move close to the stealther to uncloak him a lot more easily. However at the same time it would give the stealther an oppertunity to survive as this drone would be relatively weak and easily destroyed.
Example
In an op fight, there is a pe stealthing inside the op and a sniper spy stealthing around the hills nearby. Inside the op there is very little space to move around so the ppu has at least some chance to counter the stealth with his TSS (true sight sanctum). Also the droner could use his drone to prevent the PE from stealthing again, forcing the PE to fight rather than hide.
Because of the TSS's limited range, the ppu would have a very hard time countering the stealthing spy. However the droner could use his drone to fly up to the hills after the stealther as he can see him even when he stealths (the drone would fly similarly to a particle beam drone). Once the drone gets close enough he can counter the spy's stealth allowing his teammates to kill him. However in both the op and out in the hills, the drone could easily be taken down, allowing the stealther to once again move around unnoticed.