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JLittge

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About JLittge

  • Birthday 11/28/1972

Contact Methods

  • AIM
    Not Used
  • MSN
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  • Website URL
    http://steamcommunity.com/id/rylak/
  • Skype
    commander_rylak

Live ENB Information

  • Guild
    Chaotic Rangers/Galactic Enforcers
  • Server
    Galileo
  • Race
    Terran
  • Profession
    Trader

Profile Information

  • Gender
    Male
  • Location
    Nevada
  • Interests
    I have vested interests in computers, computer gaming and radio communications. I currently hold a Technician Class Amateur Radio license.

JLittge's Achievements

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  1. As much as I hate to bring other game systems into the picture, I want to introduce a system that may work with this game. I've read the previous posts, and while alot of things shared has merit, in my opinion misses one key element. To encourage skill progression, as well as to prevent the use of downranking to circumvent encounters is to remove fixed reactor costs based on skill level. eg: Lets say rank 1 shield sap costs 20 reactor power, while rank 2 costs 40 reactor power etc. Instead, let's impose a percentage of base reactor cost of say 20% across the board. Another words regardless of whether you use rank 1 or rank 9 the cost is the same. A percentage of your base reactor power. It should be inefficient to use a skill rank below your intended level which can devalue the worth of a higher rank. If your OL-150 there is absolutely no reason why you would want to use rank-3 of an ability rather then your full potential. Of course this system has alot of upfront overhead as you would need to balance all players skills as well as mob skills to ensure proper balance, but having a fixed energy requirement based on a skill will promote downranking and defeat the purpose of strategy and teamwork. This is not a perfect system, but likely the healthiest in the long term. With that said items themselves would need to adopt simular fashions, asd would promote a wider array of ship equipment. Right now everyone pretty much uses the same crap. Create items to help with reactor recharge rates for say JE's only so they have a more prominent role. Not all classes bring firepower, nor should they at raid level encounters. So instead of bringing 3 beams, fill weapon slots with reactor transfering stuff, and for TT's fill missile mounts with maybe some kind of shield or hull whatever you want to call em to help. No idea what you would call it or how you would work em persay, but be creative. A JE isnt gonna shoot 3 silly beams and tip the scales. Just like fantasy games, a healer isnt going to go toe to toe with a 60 foot dragon. Make use of all slots even weapon slots with meaningful utilities and gadgets.
  2. Did receive an e-mail confirmation link, however after clicking on the link, still says account not active.
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