Items rework and suggestions

New ideas or improvements to share.
Merak65
Posts: 55
Joined: Thu Dec 15, 2016 11:52 pm

Items rework and suggestions

Postby Merak65 » Tue Apr 04, 2017 9:35 am

The great items system rework
Following my '' polish and rework '' project, today I will suggest a rework for some items and for the item spawn system.

Starting off with the items that i think should be reworked:

-Weight reduction
The flametrooper's best friend, but only usable for 1 class out of plenty, I would suggest to make it usable on the shotguns too, since these guns also need to get close and thus they could use a hand in terms of movement speed.

-Magnetic stabilizer
Powerfoul allied of the shotgun classes, but only usable by those.
While indeed you can't make a '' each shot stun '' assault rifle, i think the magnetic stabilizer should be usable by the prototype too, wich doesn't shoot very fast and thus it could make him get overrun.

-Muscle relaxant
A rather rare but significantly powerfoul item, his main problem is that you are so worried about triggering it only in '' the perfect moment '' that you pretty much never use it but on the last minute of the match.
I would personally make picking up 1 muscle relaxant box give you 3 muscle relaxant application, this would give the user less '' when to use '' panic and make smart to trigger the boost on the most important objectives and not just on the last one.

-Scope
Simple and effective, this item is one of my favourites, but it does seem to spawn very unconsistantly, some matches I see everyone running it, other matches none seem to spawn ...
I would personally put a scope spawn in a fixed location ( like for the energy cells in the airfield ), so that you can get at least a class with it.

-Veicle items ( shield – miniguns – aim assist – recoil )
We only have 1 veicle in the game, and yet sometime 2 of the same veicle item spawn.
I fear this is not that simple to do, but I would make only 1 veicle item per-kind spawn.

-OPA
I don't get this armor, it offers weaker protection than other armors but increases speed, wich is good, but why would it just spawn on the last chapter where there's the least amount of running ?
I mean, love chapter is flat-out camp the hills untill the last mission, and citius only requires true roaming during the KEC find status or in the sanies counterpart.
It might just be me, but I would make it spawn earlier, where you can get his effectivness on the early-chapters missions.

-Recoil reduction
Maybe not the most needed of the reworks, but I still feel as if something that reduces recoil should go on the rifles too.
If we make it aviable to rifle classes however a lot of starters will pick it and keep it not really knowing that it's better use on a LMG class, but if we don't modify it just 2 classes can use it, wich I am not a fan of.
To solve this, I would personally make the recoil reduction equippable to riflemans once they have CSM bonus unlocked, with this we ensure only true players can get the benefit without risking too many starters picking it.

-Sushis
As we all know this item is flat-out overpowered and thus I think it should be nerfed as soon as possible!
Jokes aside, we have the quick cloth for instant-heal and aliment cure, we have the medkits for a great health boost over time, why don't we add in something that fits between the two ?
Like a '' first aid kit '' that cures moderate aliments and grants 150 health over 15 seconds or something like that.

And here we come to the sticky part ...

Item spawn system rework
As the game adds in more and more items, the spawn rates are still randoms, this wasn't such a problem when there were only a couple classes with unique items, but we are progressivley adding in more and more ( prototype – walker – ghost guns – flametrooper gun and item ).

As you might have noticed I suggested that more items are usable for more classes to increase the flexibility of the system, but i still think the game now needs a '' smart item spawn '' system that only makes usable items spawn.

I recognice this must be a lot of work from a development standpoint, and probably will not be done anytime soon, but i'm gonna put a list of items anyway to give you a general idea of how I think it should work:

NOTE: this list counts in my previous suggestions, but the overall idea stayes the same.

-Items that always spawn:
Ammo – medkits – quick cloths – energy cells – explosive charges – muscle relaxant – HK – steyner – USMCR – SOF-AR – M5 MAR – scope – aim asssist – recoil reduction – grenades – fire grenades – smoke grenades – flares – KI – OPA – kevlar – SPCS – flashlight.

-If flametrooper or shotgun class are present:
Flametrooper gun ( M67, right ? ) – iss7 – magnetic stabilizer – weigth reduction

-If ghost is picked
ghost weapons – spec ops armor – ghost stealth module

-If prototype is picked
KW experimental weapon - magnetic stabilizer

-If automatic rifleman or cyborg is picked
LMGs can spawn and the recoil reduction can spawn.

-If SDM is picked
DMRs can spawn.

-If Walker is picked
Veicle items can spawn.

-if cav scout is picked
spec ops armor

With this I think we are almost done with my ''polish and fix'' suggestion series, good luck with the developement Znimu, would love to ear what you think about this!

Sui
Posts: 19
Joined: Thu Feb 16, 2017 3:23 pm

Re: Items rework and suggestions

Postby Sui » Tue Apr 04, 2017 2:40 pm

I´ll agre with system rework, as it now sometimes is frustrating see a lot of unusable items arround and no one can use them.

If we classify the M.O.S. for weapons we had this:

Rifle - 7 - Rifleman, Combat Medic, Cavalry Scout, Javelin Gunner, Platoon Leader, Fire Suport Specialist, Grenadier.
Shotgun - 2 - SFAAT, Combat Engineer.
MMG - 2 - Autorfileman, Cyborg.
Sniper - 1 - Squad Designated Marksman.
Flamethrower - 1 - Flamethrower.
Plasma - 1 - Ghost.
Liquid - 1 - Protype.
Vehicle - 1 - Walker.

This is a lot of variety of weapons but only some weapons get more than 2 M,O.S. using them. When you see in a game that variety can be good or bad because a Flamethrower don´t "need" to Weight reduction ( I know, i know someone can blow away your items if you die) for that make some items usable for other´s M.O.S. or create more M.O.S in consideration of the weapons and items,

anubis
Posts: 93
Joined: Tue Apr 05, 2016 2:23 am

Re: Items rework and suggestions

Postby anubis » Mon Jun 26, 2017 11:22 am

Merak65 wrote:-Weight reduction
The flametrooper's best friend, but only usable for 1 class out of plenty, I would suggest to make it usable on the shotguns too, since these guns also need to get close and thus they could use a hand in terms of movement speed.


Let the slow classes stay slow. :) It is why SIs such as TT exist.

Merak65 wrote:-Magnetic stabilizer
Powerfoul allied of the shotgun classes, but only usable by those.
While indeed you can't make a '' each shot stun '' assault rifle, i think the magnetic stabilizer should be usable by the prototype too, wich doesn't shoot very fast and thus it could make him get overrun.


Friendly stun should be taken into account for this, if it gets incorporated into the game.

Merak65 wrote:-Muscle relaxant
A rather rare but significantly powerfoul item, his main problem is that you are so worried about triggering it only in '' the perfect moment '' that you pretty much never use it but on the last minute of the match.
I would personally make picking up 1 muscle relaxant box give you 3 muscle relaxant application, this would give the user less '' when to use '' panic and make smart to trigger the boost on the most important objectives and not just on the last one.


I agree. Muscle Relaxant ends up not being picked since it is almost always kept for the perfect clutch moment and almost never ends up being used. Making it at least two uses would help this issue. Effectivity could be reduced to balance the scales.

Merak65 wrote:-OPA
I don't get this armor, it offers weaker protection than other armors but increases speed, wich is good, but why would it just spawn on the last chapter where there's the least amount of running ?
I mean, love chapter is flat-out camp the hills untill the last mission, and citius only requires true roaming during the KEC find status or in the sanies counterpart.
It might just be me, but I would make it spawn earlier, where you can get his effectivness on the early-chapters missions.


I have a feeling that players overlook the probabilistic damage reduction OPA has. A unit with OPA takes 58% of the damage applied to it on expectation. For three attacks that deal 100 damage each, you would take approximately 189 health damage with an SPCS, while you would take around 128 damage with an OPA. It is the strongest armor with no weaknesses, apart from a single moment during the entire game; but even that is debatable.

Merak65 wrote:-Recoil reduction
Maybe not the most needed of the reworks, but I still feel as if something that reduces recoil should go on the rifles too.
If we make it aviable to rifle classes however a lot of starters will pick it and keep it not really knowing that it's better use on a LMG class, but if we don't modify it just 2 classes can use it, wich I am not a fan of.
To solve this, I would personally make the recoil reduction equippable to riflemans once they have CSM bonus unlocked, with this we ensure only true players can get the benefit without risking too many starters picking it.


I also disagree with this - since it leads to a buff creep. To put things into context: Being able to equip items such as aim assistants and flashlights is a new feature introduced in UAR. In UA3, you had to decide if you wanted to sacrifice your limited inventory space to carry a modifier item. I do not disagree with the decision of making things equippable since I personally find it more convenient, but the amount of items you can equip is constantly increasing.

The enemy units have not received similar buffs, causing a difficulty shift in the game at the moment. If the enemies are made stronger in return, the randomness in the game increases, as every unit becomes much more item dependent. Then, you would have to adjust or increase drop rate for items, which cause other issues such as people desperately searching for items all over the map, item fights and so on.

Hasty tinkering leads to further tinkering. Adding dish soap to your poached eggs is a real possibility after having used salt, pepper, chili, cinnamon and soy sauce already.

Merak65 wrote:[color=#00FF00]Item spawn system rework
As the game adds in more and more items, the spawn rates are still randoms, this wasn't such a problem when there were only a couple classes with unique items, but we are progressivley adding in more and more ( prototype – walker – ghost guns – flametrooper gun and item ).

As you might have noticed I suggested that more items are usable for more classes to increase the flexibility of the system, but i still think the game now needs a '' smart item spawn '' system that only makes usable items spawn.


I personally agree with this and I think it is necessary to do it.

hamasake
Posts: 3
Joined: Mon May 08, 2017 12:00 pm

Re: Items rework and suggestions

Postby hamasake » Fri Jun 30, 2017 2:47 pm

duno vehicle items are good that many spawn on nm you can have 3 vehicles now that heli is online

Merak65
Posts: 55
Joined: Thu Dec 15, 2016 11:52 pm

Re: Items rework and suggestions

Postby Merak65 » Fri Jun 30, 2017 3:05 pm

Keep in mind this is a very old suggestion, helicopter wasn't out yet when I posted this


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