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Siege
Minmatar Siegecraft Bounty Hunting
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Posted - 2008.10.25 18:58:00 -
[1]
Another thread in ships and modules got me thinking, are scripts really missing out on what they could be? Is it a powerful concept that hasn't been fully realized yet? I believe it is.
For instance, what about scripting ECM? Instead of having a multi-spec module and the 4 racials, that you mix and match as needed (and mostly making the multi-spec usless).... why not ditch all the racials. Make the multi-spec the ONLY ECM module, but slot it for scripts. Pop in your racial script to bring it to the current racial module stats.
Then you could also start making ECM changes that are much easier to balance than the current all or nothing approach. Short range, high power scripts become possible, as does long range but weak power scripts. Tweaks for duration, cap useage and all sorts of possibilities open up.
Of course this versatility also comes with a drawback in that the more versatile you make it, the more complex it gets.
Just a thought. |

Asno Malo
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Posted - 2008.10.26 04:11:00 -
[2]
Greetings,
Originally by: Siege Then you could also start making ECM changes that are much easier to balance than the current all or nothing approach. Short range, high power scripts become possible, as does long range but weak power scripts. Tweaks for duration, cap useage and all sorts of possibilities open up.
I have suggested something similar to this for a while. Especially the idea of ditching the race specific ECM modules in favor of race specific scripts for multispec ECM modules.
As for adding complexity, while it would add some complexity, the fact is that the base code to support these types of scripting are already in place, as such, it wouldn't really add that much. What it would add, however, is a great deal more balance and tactical versatility. |

Siege
Minmatar Siegecraft Bounty Hunting
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Posted - 2008.10.27 01:23:00 -
[3]
I was more thinking of the complexity from a player standpoint. Giving ECM a lot more options WILL make it more powerful, but also more difficult to manage. Then again, this aspect would also inject a greater deal of player skill into the role.
Running an ECM ship already isn't easy to do, but man would a good ECM pilot be able to take advantage of the versatility. |

NaMorham Santorin
Tech 1 Holdings Limited Tech Holdings Limited
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Posted - 2008.10.27 02:57:00 -
[4]
I like the idea of race scripts for a multispec ecm, but the scripted multi should be weaker than a race specific, if you risk "wasting" a slot for a race specifc ecm it should be better suited than an on the fly change to the multi
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Dark Place
EXCESS10N
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Posted - 2008.10.27 05:28:00 -
[5]
Scripting multispecs for a race makes ECM too powerful, the only real drawback with ECM atm is that you need to choose racial type before the fight, being able to switch once you know what type of ships you are fighting is too much.
Scripts for long range, or short range ECM however might be good. Getting a better chance of jamming if you go in closer, or trading increased range for slightly weaker ECM.
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