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MrChumble
17-04-04, 16:02
The Pre-DoY Neocron Wishlist
-----------------------------------

These are the changes I'd make to Neocron, Pre-Dome of York, if I had the time, money, skill and access to KKs sourcecode. It's just a Wishlist. Perhaps KK will like one idea and go with it, maybe they'll hate the lot, perhaps it just doesn't fit with their neocron vision, or it might be just what they need.

This is MY list. I've stated where relevent what I want changed, why I want it changed, and how I'd change it. I don't go into excessive detail, this is more a concept level doc, details could be hashed out easily enough if KK are interested in any of the changes.

There is bias. I play on a server with a small population (I have chars on most servers, but I don't use non-pluto ones much). I'm a carebear many would say, and this is certainly a label I'm comfortable with. I want to PvP when I want to PvP, and then I want it to be dynamic and exciting. I've played all classes, although I don't currently have a pistol or rifle PE.

Where possible I've tried to keep to ideas that would be easily and quickly implemented. There are exceptions; I'm not going to miss out an idea I like just because it's unrealistic to expect, and I may include ideas that seem straight forward to me but are in reality extremely time-consuming to implement.


What is Neocron, and why make changes?
---------------------------------------------

From the neocron homepage:


Neocron is the world's first and only MMORPG (Massively Multiplayer Online Roleplaying Game) that brings you a dense Cyberpunk atmosphere. It is also the first MMORPG that looks, feels and is almost as easy to play as a 3D first person shooter.

Ok so it's an MMORPG, and FPS gaming comes in there somewhere. I'm sure KK have their own answer to the question "what is neocron?"

I'm going to coin the term MMORPFPS (or steal it if someone beat me too it). Neocron has roleplaying elements, and the core of the game is FPS in both PvM and PvP flavours.

Decisions regarding gameplay should always keep this in mind.

The aim of these changes is to improve play at low and high levels, to extend the playability for high level players, to bring PvP into the domain of the un-capped, to reduce the impact grief players have on the game, and to bring about a PvP/OP war system that's fluid and exciting.


Changes to Being a Newbie
--------------------------------


MC5 has improved the situation for newbies, and the DoY forced tutorial should also make things better. Current issues are:

Suggested setups during character creation have no relevence to the in-game experience
Initial lack of direction on entering the gameworld
Lack of funds for inital experimentation
Poor equipment/hard to get equipment
Bad advice from existing players
Early bad experiences caused by existing players

First impressions last. The first 30 minutes of any game needs to draw the player in and show them a reason to keep playing.

Suggested changes:

The initial suggested setups for players during character creation should be revised to have relevence to the game. If no suggestions from Player Setup section are adopted the character creation should emphasis specialisation, focused points usage, pure combat or tradeskills. If Player Setup suggestions are used, creation should be trimmed to 3 or 4 suggested jobs. In either case all points should be re-distributed to reflect reality in game. Resist Psi should be removed completely.

The player should be required to take a mission before leaving MC5. This should be simple, and productive. For example: Player must locate their faction HQ, find a contact person, and agree to serve the faction. In return they should be rewarded with some starter money and an appropriate gun/drone/spell of high quality. The NPC should note that shop bought equipment is often substandard so it's better to get things built.

Starting equipment should be of reasonable quality, shop bought equipment should varily in quality inversly to tech level, thus noobie equipment would be serviceable (avoiding "my gun won't hit anything" problems) whereas high level equipment should effectively require rebuilding.

The LE should be mandatory until overall rank 10. This will allow the player to settle in without being ganked (they can't PvP at that level anyway). Missions could then be contrived to send noobies into 'hot-spots' where they can see the PvP etc that they can aspire to.


Changes to Leveling
--------------------------

Suggested Changes:

- PvP in caves should not be possible, or carry extremely severe penalties.
- Increase difficulty of high level caves.
- Reduce barrel power.
- Introduce mid-level caves, re-use some worm & swamp caves.
- Lower rate of exp gain from level 50+
- Introduce harder Boss/Large Mobs {see also Rares & Items & Player Setup}


Changes to Player Setup
------------------------------


The existing professions in character setup suggest that variety and experimentation were primary goals of the character system. Over time specialisation has become required, new items have been introduced to encourage and, in the case of PvP, force specialisation.


Being forced into one thing lowers the scope for experimentation and exciting new combinations of items and skills. The game rapidly becomes sterile, with the same forces matching up against each other in endless repetition. The divide between the super-capped players (with capped stats and all required equipment) and everyone else grows. Ultimately players leave the game because it has become boring.

Suggested Changes:

- Remove specialisation.
- Lower the requirements for all weapons so they can be capped at lower levels, with fewer points.
- Reduce power of all weapons and spells {see also Rares & Items}.
- Reduce number of PA's and make them generic to all classes.
- Reduce bonuses from PAs.


Changes to Rares
-----------------------

Rares should be exactly that, rare. They should confer a small advantage, not be a requirement.

Suggested Changes:

- Remove all but one or two rares of each weapon type.
- Reduce stats on all rares to make them on marginally better than non-rare counterparts.
- Reduce rare part drop rate significantly.
- Increase significantly the number of rare items, such as armour, belts, implants. They should be fractionally better than non-rare counterparts and drop with same frequency as current filter heart 2.
- All leveling caves should contain a Boss Mob, which has a low possibility of either spawning, or dropping a rare. Current titan armour mob is good example, if it spawned a little more regularly.
- MC5 chips should replace, not be in addition to, PSI Core/SF/SS/Marine/RI chips.


Changes to Factions
--------------------------


I think the changes in DoY really cover this well. There is little I need to add.

Suggested Changes:

- Reduce rate of SL recovery {see also Outposts}
- Increase SL hit for killing neutral or allied faction runners
- Add small SI hit (6%~) for killing Allied runners


Changes to Epics
-----------------------


To help prevent Epic Gatherers

Suggested Changes:

- Make epic rewards faction specific, as like CA PA
- Adjust epic rewards so they are of similar value
- Add a time element to Epics (game or real-time) so it's impossible to do multiple epics in one day


Changes to Outposts and warzones
---------------------------------------


On pluto there's an agreement that no clan will hold more than 5 ops. It's voluntary, fragile, but working very well. At high levels OP wars are one of the main reasons to play, however the system is not good at all, forcing short dull fights, zergs and ninjas. A lot of work needs to be done by KK on this front. OP wars should be easy to begin and should last more than five seconds. More akin to UK2k4 Onslaught than one round of CS played every 3 days.

Suggested Changes:

- Allow each clan only five OPs. This adds a strategic element and forces factions to work together if they want to hold large swathes of the map. Tested on pluto, works.
- Re-open all GRs to all runners. Owning clan still goes into UG. UG still locked.
- Decrease SI penalty for GRing into a warzone.
- Reduce death SI penalty when GRing out of a warzone after death.
- Make vendor killing an entirely neutral event. No SL loss, no Faction Symp loss, nothing.
-
The virus idea suggested in these forums was pretty good a this respect. The attacking clan would have to set a virus inside the OP terminal, and from there a timer starts to count backwards. When the timer is over the OP can be hacked, and once it is hacked its defences become inmune to any virus for another period of time.
The same clan can only set 'X' virus per RL day.


Changes to PvP & summary
-------------------------------

This is really just a summary of the above :)

- Let noobies experience the game without being ganked
- Let people level in peace (or enforce penalties on people who stop them doing so) in certain places

- Remove specialisation, encourage experimentation and diversity
- Re-work items and rares to allow PvP at lower levels

- Make rares rare and not required
- Reduce effectiveness of rares
- Increase diversity of rare pool (ie more non-weapons, fewer weapons)

- Adjust weapon qualities to make things easier on noobies and more expensive for high rank players

- Re-think the op war system to make it more strategic overall, but more dynamic and fluid while fighting

Sleawer
17-04-04, 16:35
There is something I don't agree with in your Wishlist, if I'm allowed to say...

Add small SI hit (6%~) for killing Allied runners
The rest are changes that more or less I could agree with.

I add a small Wishlist myself:

Reward the conqueror of the OP with an static time of its possession.
- The virus idea suggested in these forums was pretty good a this respect. The attacking clan would have to set a virus inside the OP terminal, and from there a timer starts to count backwards. When the timer is over the OP can be hacked, and once it is hacked its defences become inmune to any virus for another period of time.
The same clan can only set 'X' virus per RL day.

Fix SL system so Good and Evil behaviours costs are balanced.
- If the idea is to punish with Red SL to those commiting criminal behaviours, then red SL must be viable and have an equal balance of costs. Basically we drive the crime across a defined path, so we can always control the actions that lead to it. Screw this and make the system unviable, and the player will ALWAYS find another way that he considers less costful, you cannot fight against this.
- In the same line Green SL must balanced aswell, so it envelops every player attitude in the game. I.E. combat chars must find equivalent roles in both Green and Red SL paths; same with tradeskillers, etc...

Add more missions and NPC-Player interaction.
- Even games with high playerbases need a big ammount of content to enrich the atmosphere of the world that they pretend to create. This basically balances the tendency of players to group their behaviours, and concentrate in certain aspects of the game, while leaving others aside.

NPCs talking between themselves, telling stories, creating a living atmosphere in towns, giving missions, encouraging players to actions that normally would not do... are essential elements in any RPG.

jiga
17-04-04, 16:36
that's a lot of writing

MrChumble
17-04-04, 16:42
The virus idea suggested in these forums was pretty good a this respect. The attacking clan would have to set a virus inside the OP terminal, and from there a timer starts to count backwards. When the timer is over the OP can be hacked, and once it is hacked its defences become inmune to any virus for another period of time.
The same clan can only set 'X' virus per RL day.

I like that idea, I must have missed it the last time it came up on the forums. Consider it added to the list, replacing the one hour 3rd layer idea :D

Zith Caldir
17-04-04, 16:48
rework the rare pool so that the lower tl items/weapons don't drop more often than the higher tl items/weapons

Aziraphale
17-04-04, 16:58
Some of those I like a lot, however, I don't like what you're suggesting with the PA at all.

I dont understand why weapons should be made weaker, that doesn't make much sense at all, except in a PvP sense maybe.

And reduce the number of rares? No, the more parts there are, the more rare a complete weapon is.
Instead of reducing rare stats, how about introducing new Non-Rares to the game of higer TL's? The best TL a rifler can get at the moment is 79 as far as I know, this sucks. Trying to level at with a high end character without rares (and their high TL's) would be horrible.

HellBreaker
17-04-04, 17:02
WOW! you had a lot of spare time to write that lol:D

MrChumble
17-04-04, 17:12
Some of those I like a lot, however, I don't like what you're suggesting with the PA at all.

hehe I'm not entirely sure in retrospect either! I think basically that the class specific PAs are just another way to force specialisation, which I think is a backwards step for neocron. PAs should be more generic, boosting skills and play styles without straight-jacketing each class into pre-defined roles.


I dont understand why weapons should be made weaker, that doesn't make much sense at all, except in a PvP sense maybe.

It's for both PvP and PvM. At the moment the rare weapons are very easy to get (with all the drugs, implants and armour) and they do incredibly large amounts of damage. PvM has become a total joke, and PvP is over practically before it starts.


And reduce the number of rares? No, the more parts there are, the more rare a complete weapon is.

Well yes, in theory, I suppose. However the drop rate is so high that no gun is hard to get hold of. There are no rare Rares, the only things that are truely rare are FH2s and Titan armour.


Trying to level at with a high end character without rares (and their high TL's) would be horrible.

It would take a long time, but with a more accessible PvP system there'd be less need to get all stats to cap. Right now capping is far far too easy. I can take a noob and have it's main stat capped in 3 days. That's ridiculous :(

Shadow Dancer
17-04-04, 19:21
Changes to Leveling
--------------------------

Suggested Changes:

- PvP in caves should not be possible, or carry extremely severe penalties.
- Increase difficulty of high level caves.
- Reduce barrel power.
- Introduce mid-level caves, re-use some worm & swamp caves.
- Lower rate of exp gain from level 50+
- Introduce harder Boss/Large Mobs {see also Rares & Items & Player Setup}



1.No

2.Mixed feelings. I would rather have KK make new "super" high level caves.

3.No. It's already weak and near useless for pvp.

4.Great idea.

5.Bad idea. One of the good things about this game is that it isn't a boring leveling treadmill.

6.Great idea.






Suggested Changes:

- Remove specialisation.
- Lower the requirements for all weapons so they can be capped at lower levels, with fewer points.
- Reduce power of all weapons and spells {see also Rares & Items}.
- Reduce number of PA's and make them generic to all classes.
- Reduce bonuses from PAs.




1.No comment.

2.I like this idea.

3.If PPUs stay as they are, then I don't like this idea.

4.Why?

5.Why? I don't see how this changes anything. I think PA are fine.


I don't see how some of this helps reduce specialization. Also hybrid monks might get crazy again with these changes. I guess it's good if pes use pistols and rifles and tanks use melee and hc.







Changes to Rares
-----------------------

Rares should be exactly that, rare. They should confer a small advantage, not be a requirement.

Suggested Changes:

- Remove all but one or two rares of each weapon type.
- Reduce stats on all rares to make them on marginally better than non-rare counterparts.
- Reduce rare part drop rate significantly.
- Increase significantly the number of rare items, such as armour, belts, implants. They should be fractionally better than non-rare counterparts and drop with same frequency as current filter heart 2.
- All leveling caves should contain a Boss Mob, which has a low possibility of either spawning, or dropping a rare. Current titan armour mob is good example, if it spawned a little more regularly.
- MC5 chips should replace, not be in addition to, PSI Core/SF/SS/Marine/RI chips.


1.Isn't it already that way? Do you mean like only 1 or 2 pistol rares, instead of the whole bunch they have now?

2.I kinda like this idea. I suggest giving rares some other sort of unique trait. Like maybe wyatt earp could make the player faster or something.

3.Filter heart 2 rarity? No thanks. That's just insane. Not fun.

4.Mixed feelings on this.

5.What do you mean replace?





Changes to Factions
--------------------------


I think the changes in DoY really cover this well. There is little I need to add.

Suggested Changes:

- Reduce rate of SL recovery {see also Outposts}
- Increase SL hit for killing neutral or allied faction runners
- Add small SI hit (6%~) for killing Allied runners



1.Noooo

2.No. SL should be removed and it doesn't make sense.

3.See above.







Changes to Epics
-----------------------


To help prevent Epic Gatherers

Suggested Changes:

- Make epic rewards faction specific, as like CA PA
- Adjust epic rewards so they are of similar value
- Add a time element to Epics (game or real-time) so it's impossible to do multiple epics in one day


1.I don't like this idea at all. The only way it would work is if EVERY faction has equally good rewards for each class. Otherwise all tanks will be in pp or biotech. All monks in crahn, all etc...............

2.Hrmm? What does that mean?

3.I like this idea.







Suggested Changes:

- Allow each clan only five OPs. This adds a strategic element and forces factions to work together if they want to hold large swathes of the map. Tested on pluto, works.
- Re-open all GRs to all runners. Owning clan still goes into UG. UG still locked.
- Decrease SI penalty for GRing into a warzone.
- Reduce death SI penalty when GRing out of a warzone after death.
- Make vendor killing an entirely neutral event. No SL loss, no Faction Symp loss, nothing.



1.I like this idea alot.

2.By itself I like the idea. But if specilization was reduced, more people could use vehicles and this wouldn't be needed.

3.Yes but only because I think GR si is lame.

4.No, because death should have some meaning.

5.Amen.



I think LE should be in a 5th brain slot just for the le. And their should be le clans.

Benjie
17-04-04, 21:43
:D

I loved this bit...


Changes to Rares
-----------------------

Rares should be exactly that, rare. They should confer a small advantage, not be a requirement.

Suggested Changes:

- Remove all but one or two rares of each weapon type.
- Reduce stats on all rares to make them on marginally better than non-rare counterparts.
- Reduce rare part drop rate significantly.
- Increase significantly the number of rare items, such as armour, belts, implants. They should be fractionally better than non-rare counterparts and drop with same frequency as current filter heart 2.
- All leveling caves should contain a Boss Mob, which has a low possibility of either spawning, or dropping a rare. Current titan armour mob is good example, if it spawned a little more regularly.
- MC5 chips should replace, not be in addition to, PSI Core/SF/SS/Marine/RI chips.


I hope for a similar thing.

:)

Shadow Dancer obviously doesn't get it.
Make it so someone with a Rare can equall someone with No Rare. Except the person with the Rares has a marginal advantage, and so has better chances.
Then make rares MUCH rarer.
That would make owning rares extremely fucking cool. It would make finding a rare extremely fucking cool too.


I like it a lot. :D

Shadow Dancer
17-04-04, 21:52
:D

Shadow Dancer obviously doesn't get it.



:rolleyes:

I do get it thnx. This doesn't make rares "omg cool lolololololo hi", it just makes them pointless IMO.

Moofausa
17-04-04, 21:58
The Pre-DoY Neocron Wishlist
-----------------------------------

- Lower rate of exp gain from level 50+



err... fuck that, all i say

jiga
17-04-04, 23:51
rares shuld be rarer but drop whole or should start of being an item dropped by a Wb and then by doing a mission becomes a rare

MrChumble
18-04-04, 00:17
:rolleyes:

I do get it thnx. This doesn't make rares "omg cool lolololololo hi", it just makes them pointless IMO.

I was aiming for the opposite :D

The goal is to have rares being something genuinely useful, without being overpowered.

Right now rares aren't rare, so everyone has them. They may as well be shop bought and BPable, it would make so little difference I doubt anyone would notice, we'd just have less hassle updating our rare databases.

If on the other hand rares were properly rare, as suggested, they be worth having, for the slight edge in PvP but if you lost one it would hardly be the end of the world.

Now consider if you collect say the Raypistol of Spanky Sex, the Dildo of Destruction and the Latex belt of Protection. You're going to be about 5% more spanky than a guy who's gone down to the local HEW and bought the non-rare equivalents. So you're gonna feel pretty sexed up.

Then some dude comes along with his Holy Blessed Shelter Y-Fronts...you don't have one of them, bummer. But hey, it doesn't give him too much of an advantage over your normal Holy Blessed Shelter Pants so PvP is still fair.

Each rare should be really rare, but rares shouldn't be rare, if you follow me. There might be hundreds of different rares, each confering a slight advantage over the non-rare counterpart. Instead of every monkey having the same stuff (rare or otherwise) there'd be more personality and, with a bit of trading (say you got traded your str favouring rares for dex favouring rares) there's more scope for individually taylored setups.

I'd trade you my Holy Explosive Uzi ammo mod for your Curry War-Gas ammo mod any day.

Kenjuten
18-04-04, 00:18
@ SD:


- MC5 chips should replace, not be in addition to, PSI Core/SF/SS/Marine/RI chips.What this means is that instead of allowing both a chip and its mc5 equivalent to exist on the same brain, you could only have one or the other.

I myself am against this idea as per the current requirements ingame.

MrChumble
18-04-04, 00:22
I myself am against this idea as per the current requirements ingame.

Yes, it totally wouldn't work with the game as it is now. It would be done like this to tie in with the "Rares as enhanced versions of normal items" theme. I'd sex the MC5s up a little and have them as rarer versions of a rare rare ;)

Shadow Dancer
18-04-04, 02:00
I was aiming for the opposite :D

The goal is to have rares being something genuinely useful, without being overpowered.

Right now rares aren't rare, so everyone has them. They may as well be shop bought and BPable, it would make so little difference I doubt anyone would notice, we'd just have less hassle updating our rare databases.

If on the other hand rares were properly rare, as suggested, they be worth having, for the slight edge in PvP but if you lost one it would hardly be the end of the world.

Now consider if you collect say the Raypistol of Spanky Sex, the Dildo of Destruction and the Latex belt of Protection. You're going to be about 5% more spanky than a guy who's gone down to the local HEW and bought the non-rare equivalents. So you're gonna feel pretty sexed up.

Then some dude comes along with his Holy Blessed Shelter Y-Fronts...you don't have one of them, bummer. But hey, it doesn't give him too much of an advantage over your normal Holy Blessed Shelter Pants so PvP is still fair.

Each rare should be really rare, but rares shouldn't be rare, if you follow me. There might be hundreds of different rares, each confering a slight advantage over the non-rare counterpart. Instead of every monkey having the same stuff (rare or otherwise) there'd be more personality and, with a bit of trading (say you got traded your str favouring rares for dex favouring rares) there's more scope for individually taylored setups.

I'd trade you my Holy Explosive Uzi ammo mod for your Curry War-Gas ammo mod any day.


O_o @your examples

lol

I think the rares should be equal to the highest level storebought. But they should look extremely cool. Like holy lightning would have electricity surrounding the caster and a super cool animation when he shoots. Then it could really be rare.

:D

Kenjuten
18-04-04, 02:58
Hm...

SD, I dunno, maybe he sorta meant that, more or less...not sure. o.O;a

Morganth
18-04-04, 14:32
Concerning all the stuff about specialisation, I understand this is an attempt to remove cookie-cut setups but it would also make everyone the same. If everyone has the same "generic" PA, then they would look the same, get the same benefits from it, and also makes it a little pointless all together.

Concerning the rares, I think your ideas are not suitable for the game. From what you are saying I am getting the impression that you want rares to be roughly the same as shop bought crap, and this is maybe because you don't have the capacity to obtain rares? Personally if the rare pool was sorted out so that the low TL rares' parts dropped more often than the high TL rares' parts then I think it would be fair.

Apart from that I liked all the other ideas, and maybe if KK gave half a shit they would read it and think "lets keep our current playerbase" rather than "Nah, fuck the lot of 'em".

jiga
18-04-04, 14:39
too much stuff is linked to combat atm. i'd like to see more things along the lines of holevests and stealth. i don't care if they don't get put in til doy tho

MrChumble
18-04-04, 14:55
Concerning all the stuff about specialisation, I understand this is an attempt to remove cookie-cut setups but it would also make everyone the same. If everyone has the same "generic" PA, then they would look the same, get the same benefits from it, and also makes it a little pointless all together.

Yeah the way everyone looks the same with armour is a bummer :(

I was thinking along the lines of a PE going HC and being able to throw on some tank armour, or perhaps a tank with HC and drone combat using some little bits of armour (like a belt say) that give additions to their drone skill, without having to totally gimp their HC in the process.

If the system was more freeform who knows what you'd be facing up to next time you go into combat? I droner/melee PE could be viable, or a PE could try to get together lots of DEX-enhancing rares, throw on some 'spy' PA and become a rifler. Who knows. Not knowing is what would make it fun :)

Edit:


too much stuff is linked to combat atm. i'd like to see more things along the lines of holevests and stealth. i don't care if they don't get put in til doy tho

Yup yup! More content items would be cool. However I'd like to see original uses to them. How about a melee tank who throws every dex and int point he has, plus some rares he's traded, to be able to use stealth 1?

Now before everyone yells "stealthing tanks wtf nerf nerf" at me, how do you know until you try? And how do we know there won't be an equally good counter-setup someone might come up with?

It would all be trades and balances, if it were possible for a tank to stealth he should have to sacrifice something, such as agility, to do so. A nightmare to balance, but that's why we have Lupus :lol:

jiga
18-04-04, 14:58
Yeah the way everyone looks the same with armour is a bummer :(

I was thinking along the lines of a PE going HC and being able to throw on some tank armour, or perhaps a tank with HC and drone combat using some little bits of armour (like a belt say) that give additions to their drone skill, without having to totally gimp their HC in the process.

If the system was more freeform who knows what you'd be facing up to next time you go into combat? I droner/melee PE could be viable, or a PE could try to get together lots of DEX-enhancing rares, throw on some 'spy' PA and become a rifler. Who knows. Not knowing is what would make it fun :)
it might ruin the point of having different classes tho if u happen to go OTT

Morganth
18-04-04, 15:01
Yeah the way everyone looks the same with armour is a bummer :(

I was thinking along the lines of a PE going HC and being able to throw on some tank armour, or perhaps a tank with HC and drone combat using some little bits of armour (like a belt say) that give additions to their drone skill, without having to totally gimp their HC in the process.

If the system was more freeform who knows what you'd be facing up to next time you go into combat? I droner/melee PE could be viable, or a PE could try to get together lots of DEX-enhancing rares, throw on some 'spy' PA and become a rifler. Who knows. Not knowing is what would make it fun :)

Basically this is destroying having classes. You may as well start of as a generic character, and depending on where you allocate your points would determine which class you were.

MrChumble
18-04-04, 15:06
it might ruin the point of having different classes tho if u happen to go OTT


Basically this is destroying having classes. You may as well start of as a generic character, and depending on where you allocate your points would determine which class you were.

The intent is not to destroy classes, just to re-introduce flexibility. Tanks will never be high end riflers with stealth 3, that is and always will be the domain of Spies. Likewise a Spy is never going to be a heavy combat CS wielding nutter.

I want each player class to be a framework to build from, rather than a clearly defined 'cookie cutter' setup. I don't see how this will undermine the class system, could you explain, or suggest ways to improve the idea (even if you don't like it :))?

jiga
18-04-04, 15:16
The intent is not to destroy classes, just to re-introduce flexibility. Tanks will never be high end riflers with stealth 3, that is and always will be the domain of Spies. Likewise a Spy is never going to be a heavy combat CS wielding nutter.

I want each player class to be a framework to build from, rather than a clearly defined 'cookie cutter' setup. I don't see how this will undermine the class system, could you explain, or suggest ways to improve the idea (even if you don't like it :))?
i don't mind flexibility I just don't want, as u pointed out, a spies with CS :p

Morganth
18-04-04, 15:27
The intent is not to destroy classes, just to re-introduce flexibility. Tanks will never be high end riflers with stealth 3, that is and always will be the domain of Spies. Likewise a Spy is never going to be a heavy combat CS wielding nutter.

I want each player class to be a framework to build from, rather than a clearly defined 'cookie cutter' setup. I don't see how this will undermine the class system, could you explain, or suggest ways to improve the idea (even if you don't like it :))?

I don't mind flexibility, but I also think the current system is the best one.

Mirco
18-04-04, 17:12
About reduced need for specialisation and lower weapon caps. If this is to have any use KK needs to make the difference between long range and short range weapons greater(rifles, pistols, non-aoe heavy weapons and aoe heavies). Today all fighting is at short to medium range so the weapons are somewhat balanced that way and their roles blend together. Not to say I dislike this idea. I simply luv it.

As for faction/noob experience/veteran players/missions. KK should go check out the agent system in EVE. It is very good.

Also I would like to see the inflation gone. It is simply to easy to make cash in Neocron(unless you are a droner). To much cash go in compared to what you use. If you ask me money should come from doing missions(incentive for getting better relations with your faction and if it is difficult to raise the mission lvls like it is in Eve it might limit faction jumping somewhat) and hunting mobs should only give you rares and/or loot.

I disagree with your suggestions for making lvling safe. I don`t think it should be. Safety is something that should be insured by ganging up with people you know. Go out on your own you accept a higher risk. Thats how its supposed to be imho.