CtrlAltWheee#2640 posted (#post-58395)
U-505#1540 posted (#post-58357)
I actually disagree, just on the fact that when its changed, we should go back.
I think the absolute best idea for Dreadnought to do, is make each ship in the subclasses, unique.
Take destroyers as examples. They are main line ships right? ready for any role?
Make them different:
Missiles (2 missile slots),
Escort (Heavier armor, slower, closer to a dread),
Flanker (Lighter, little less damage, but here comes dat ram)
Normal (as is now)
Artillery (more damage, less speed, and health, better range)
(heck ill go past 5)
Brawler (more focused on close range and warping in)
Auxiliary (More energy, can stay in the fight longer)
Striker (everything to damage! torpedo all the ships!)
Why cant we have these ^^^^ And use a tech tree for them? We don't want straight upgrades, we want uniqueness, and the ship models are plenty different now to implement these changes!
Ah, fair point. There's a great post somewhere making this same suggestion with a graphic. Maybe it was you that created it.
The old way had some good things going for it that I hope do survive. It allowed players to get to customizing modules, cosmetics, and fleet much faster. In the current system, 100k credits to buy the next tier ship, just so you can spend another 100k credits or more to customize it sucks.
I would disagree with all. The tier system is a must for a very simple reason. You'll have social players and hard core players. Your hard core players will reach the top of the rung fast like it is their job. They will have the best ship and equipment while the social player going against them will have either average or below average ships. The tier system provides at best a reasonable challenge. Two levels up or two levels down and a mixture of hard core and social players.
Right now if anyone expects quality ships at this state of the game development.. CLOSED beta they should probably get out of testing games period. This isn't a fully fledged game people. Some companies are better at it than others. This game at it's current state is barely functional. We just had to deal with a very real concern and that is the MM. Without a functioning MM you couldn't test a game. Having done a reasonable fix on the MM we can now get back to the meat of testing and reporting bugs. THAT IS OUR JOB.. not to complain about eye candy that will most assuredly will happen over time.
Let us focus on the UI of the game. The movement of ships, the gaps that might be in the maps, such as falling through terrain or not being able to move or coloring of maps so forth and so on. That is what our jobs as volunteer beta testers. To be disgruntled because you can't play the game as well as you want because of it's current state is counter productive especially if you feel a tier system, (Which right now is not as important as the overall function of the game is) becomes your priority as a tester then you might want to reevaluate your job as a tester such as being an open beta tester.
Less worry on optimization abilities of ships and more on the functioning of the game. I agree we should have absolute open access to every tier ship right now..granting us four or five times the amount of money that would normally be earned at launch. Right now I feel were constrained in a process that should grant us access faster.
Function of the game should come first... it is closed beta.... Work on the tier system in open beta when you have more of a pool of people to work out those kinks...then after that is done.. you launch and start implementing eye candy projects and rewards. Just my thoughts. I am appreciative of everyone's thoughts and opinions. Building a game isn't easy and everyone's input is, I'm sure, appreciated by the devs.