Bio Engineer Archive

Thread: BE Tissues as Negative Feedback Reinforcement

ThePuck
Sun Dec 14, 2003 5:41 pm
#1

I've posted this before, but I feel very strongly that new BE tissues should be used for negative feedback reinforcement.


NRF basically means "a very strong counter to a possibly strong tactic". As long as the amount of NRF you can use at any one time is low (as it is with tissues in clothing) players will concentrate on using the "counter-tissues" that work against what they perceive to be the strongest tactic used against them, thus auto-nerfing that tactic.


The great thing about NRF, though, is that the more it counters a tactic, the less likely you are to need it. I'll explain with an example:



Let's say I can make tissues that give Flame DOT Defense, and can have a tailor make you a suit that makes you nearly impervious to being set on fire.


"OUTRAGEOUS," scream the flamethrower-using Commandos, "now flamethrowers are useless!" and so they stop using them so much.


But if Commandos stop using Flamethrowers so much, that flame-proof suit of clothing becomes less useful because you're much less likely to come up against someone who wants to set you on fire. So you start thinking about maybe wearing a Bleed-proof, KD-proof or Poison-proof suit instead.


But when people stop wearing the Flameproof suit, Flamethrowers stop being useless, so the Commandos use them more. In this way, an equilibrium is reached. You know: BALANCE.


So what tissues do I want to see? Counter for every combat tactic that might be annoying.


Defense against: Dizzy, KD, Poison, Disease, Flame, Bleed (that works, please -- these currently don't)


Also, the +25 limit on these types of "reactive" tissues should be abolished completely. If somebody wants to wear a suit of anti-Disease tissues, they should be allowed to. After all, it means they don't have any protection from Dizzy, KD, Poison, Flame or Bleed!


Bio-Engineered Clothing can make for super-easy balancing of the game, as I've shown above. Devs, please take note.




Togashi | GoonSquad
Master BioEngineer
Saepiroth
Sun Dec 14, 2003 5:51 pm
#2

I like it, a lot!



Muscle shirt with +20 KD resist and +20 dizzy resist... whoo! Eat rifle, Mr. TKA!




Sapp O'Rath:
Booty Hunter, Imperial Colonel, Grand High Procurator of Dongs
Sapp's Postulate: SOE is a corporate experiment in just how hard you can piss in someone's eye and still have them pay you for the privilege.
ChasuNootslii
Sun Dec 14, 2003 7:57 pm
#3

/agree


D-Trick (retired)

Hitokiri_kenshin
Sun Dec 14, 2003 9:07 pm
#4

Wow this is a great idea. Blind proof clothing would also balance out eyeshot without moving it to master BH (really people, eyeshot is not that powerful, whats next? nerf moutain squills? Ohh wait they are already doing that).
Tal-N
Sun Dec 14, 2003 11:21 pm
#5

I'd think you'd need to extend the tissues limitations to fall into two catagories. have the usual +25 cap for any skill enhancers but allow +100 for defence ones as a grand total. That means someone can either become 100% protected from one status effect but are just as vulnerable to others, or they can spread themselves across multiple status effects while gives good all round protection but it's weaker on the whole.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Krakkles
Sun Dec 14, 2003 11:45 pm
#6

This seems like common sense.



weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

ThePuck
Mon Dec 15, 2003 12:14 am
#7






Tal-N wrote:
I'd think you'd need to extend the tissues limitations to fall into two catagories. have the usual +25 cap for any skill enhancers but allow +100 for defence ones as a grand total. That means someone can either become 100% protected from one status effect but are just as vulnerable to others, or they can spread themselves across multiple status effects while gives good all round protection but it's weaker on the whole.




Right, that's why I said "reactive" tissues should have their +25 limit removed. Active tissues like Biosensors (that givea bonus to your active abilities) can (and probably *should*) keep the +25 bonus limit.



Togashi | GoonSquad
Master BioEngineer
MissileToad
Mon Dec 15, 2003 2:10 am
#8

I agree with more types of tissues like this, but not the removal of a cap. No way in heck a character wearing clothing should have better resists than someone with the time and points invested a combat profession to earn those resists. The +25 cap is there for a reason... balance.



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

ThePuck
Mon Dec 15, 2003 4:10 am
#9

A combat profession would have clothing resists + skill resists. A non-combat character would only have clothing resists. If you're arguing that defenses should be greater from skill than from your items, you're going to have a lot of Armorsmiths that disagree. Stepping out of the game and into the real world here, no amount of training at resisting stun is going to stack up to a padded helmet.


Also, if you limit the resists to +25 they simply don't work as negative feedback reinforcement. A 25% chance that you don't get set on fire? Commandos will laugh asthree times out of four they stick you with the most dangerous DOT in the game, despite you spending good money ona tissue-enhanced article of clothing. And if you get lucky and manage to resist? They wait a few seconds and shoot again, with the odds totally in their favor that you're going ot BURN.


The key to NRF is that they *are* strong in stopping what a player sees as a threat.


Also, we can make clothing that's burnproof NOW. Star Wars technology is far in advance of our own, so it's silly that the most dangerous attack is something that could be stopped with an asbestos suit.




Togashi | GoonSquad
Master BioEngineer
Kharos
Mon Dec 15, 2003 4:45 am
#10

I likes the idea, but 1 thing sticks out in my mind, I used to macro my amour on off etc, I'd just do the same with these clothing / armours for the required effect..


"Oh he has a Falme thrower" Macro 7, Don's his flame thrower resistant armour


Enemy shoots you a couple times and realise's


"oh he swapped it to Rifle" Macro 5, Don's his mindshot resistant armour


etc etc ..


Okies I assume you'd want this tuff hard to make, but I still see that scenario as being bad for the game

Direpath
Mon Dec 15, 2003 4:55 am
#11

Hmm...not sure about the outfit of invulnerability idea, but we definitely need a few more options as far as tissues go. Look at skill tapes and steal some ideas...



Ezrat Sraona..............Vaegam Oodari
Asianguy
Mon Dec 15, 2003 5:54 am
#12

I agree w/ Kharos


you can macro an entire clothing changein a split-secondusing the toolbars


other than that, cool idea

KashinKoji
Mon Dec 15, 2003 8:59 am
#13

If you have the money to have 20 different suits to swap in combat, more power to you. Otherwise, I think that in the time it takes to run that macro, you can't heal or attack. But I think the thing to balance that out would be a realistic amount of time to put your armor on or change clothes. >.5 seconds to put your armor/clothes on? The best firefighter in the world still takes about 15 seconds to get into the full gear and get it on right. Hey, that's about 2-3 shoots from my flamethrower. Kevlar vest? About15 seconds to get it on without just leaving it hanging loose on the side


If you are worried about it being realistic, don't look at the clothes, look at the time to put them on.

Page 1 of 2
Previous Next