Public Starhawk BETA

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Re: Starhawk BETA - Skill-System Discussion

I like how it is now. Just wish there was an additional way to change the active skill without having to respawn. Maybe by way of terminal somewhere at home base, or at spawn beacons.
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Level 3

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AJebEn
Posts: 55
Registered: ‎24-11-2011
Message 42 of 49 (241 Views)

Re: Starhawk BETA - Skill-System Discussion

@hogezz

Yeah kindof true, I haven't experienced much against a player with stealth but I see that as more of an inconvenience instead of an advantage. It just means I'll have to look around a little more instead of checking the radar. Skills like that I think I can handle and the same goes for the repairman skill. I can still go and aqcuire a repair tool myself however it's going to be a mild inconvenience.

 


Arron_Rift wrote:

I think it REALLY needs a stronger RPG element.

 

Maybe it's just me, but I'm finding that I feel like once I've played a dozen matches or two, they all start to look the same. Plus, since you can only have one ability active at a time, I suspect that most people will just go for their favorite ability first, and then have no real reward for getting past level 2.

 

I propose that they should make more substantial abilities, and let you activate multiple at a time. Don't make them so powerful that it detracts from the skill of the game, just enough that people feel like they earned something after 5 hours of play. Perhaps even make the skills have some sort of interaction with each other, so that people will be wanting to find the best combinations.

 

What do you guys think?


 

I think the one skill per player is enough for now. Mixing skills, particularly the ones available, opens up a whole new thing of balancing for LBI. I can just imagine it now, stealth and combat intel, how annoying lol.

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Commandofin
Posts: 329
Registered: ‎07-11-2008
Message 43 of 49 (239 Views)

Re: Starhawk BETA - Skill-System Discussion


AJebEn wrote:

@hogezz

 

 


Arron_Rift wrote:

I think it REALLY needs a stronger RPG element.

 

Maybe it's just me, but I'm finding that I feel like once I've played a dozen matches or two, they all start to look the same. Plus, since you can only have one ability active at a time, I suspect that most people will just go for their favorite ability first, and then have no real reward for getting past level 2.

 

I propose that they should make more substantial abilities, and let you activate multiple at a time. Don't make them so powerful that it detracts from the skill of the game, just enough that people feel like they earned something after 5 hours of play. Perhaps even make the skills have some sort of interaction with each other, so that people will be wanting to find the best combinations.

 

What do you guys think?


 

I think the one skill per player is enough for now. Mixing skills, particularly the ones available, opens up a whole new thing of balancing for LBI. I can just imagine it now, stealth and combat intel, how annoying lol.


But there could be 3 skills at once if you categorize them properly. For example you could have the equipment skill (weapons and such), passive skill (stealth, intelligence) and gadget/vehicle/performance skill (More fuel, faster razorback).

This is an interesting idea to implement but would it work? We still don't have all the skills available.

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Level 3

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AJebEn
Posts: 55
Registered: ‎24-11-2011
Message 44 of 49 (237 Views)

Re: Starhawk BETA - Skill-System Discussion


Commandofin wrote:

AJebEn wrote:

@hogezz

 

 


Arron_Rift wrote:

I think it REALLY needs a stronger RPG element.

 

Maybe it's just me, but I'm finding that I feel like once I've played a dozen matches or two, they all start to look the same. Plus, since you can only have one ability active at a time, I suspect that most people will just go for their favorite ability first, and then have no real reward for getting past level 2.

 

I propose that they should make more substantial abilities, and let you activate multiple at a time. Don't make them so powerful that it detracts from the skill of the game, just enough that people feel like they earned something after 5 hours of play. Perhaps even make the skills have some sort of interaction with each other, so that people will be wanting to find the best combinations.

 

What do you guys think?


 

I think the one skill per player is enough for now. Mixing skills, particularly the ones available, opens up a whole new thing of balancing for LBI. I can just imagine it now, stealth and combat intel, how annoying lol.


But there could be 3 skills at once if you categorize them properly. For example you could have the equipment skill (weapons and such), passive skill (stealth, intelligence) and gadget/vehicle/performance skill (More fuel, faster razorback).

This is an interesting idea to implement but would it work? We still don't have all the skills available.



Ah yes, very good point I did not think of that. It could work like that, but then skills would become a very influencial part of the game. New players who don't have skills or who don't know how to combine skills properly to their advantage would also have a hard time. This could work but how much do we want skills to affect the game?

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Level 2

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Arron_Rift
Posts: 25
Registered: ‎28-02-2012
Message 45 of 49 (222 Views)

Re: Starhawk BETA - Skill-System Discussion

Yes, it would make it a more influential part of the game. 

 

I think it needs this, or something similar, because as much fun as the gameplay itself is, I'm missing that feeling that I am gaining something from one match to another that I get from other games.

 

Another Idea that I had was that perhaps certain structures, particularly the shield generator and anything stronger that they add, could only be available once you have reached a certain level. This would allow for the developers to add much more influential structures in the future without them becoming too commonplace, and it would make high-level players much more of an asset to their team.

 

Also, I think you should get a small xp bonus whenever your structures do damage, as right now there is not a lot of motivation for anyone to guard the base instead of just running to to go get kills.

 

What do you guys think?

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Re: Starhawk BETA - Skill-System Discussion


Commandofin wrote:

But there could be 3 skills at once if you categorize them properly. For example you could have the equipment skill (weapons and such), passive skill (stealth, intelligence) and gadget/vehicle/performance skill (More fuel, faster razorback).

This is an interesting idea to implement but would it work? We still don't have all the skills available.



Maybe my way of thinking is a little old fashioned but one of the things I loved about Warhawk was the fact that there were no unlockable perks. It helped keep a level playing field, everyone had access to the same weapons and no one had abilities that gave them an unfair advantage over the enemy.

 

Personally I hope skills are kept to a minimum in Starhawk, one skill at a time is enough for me.

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Re: Starhawk BETA - Skill-System Discussion

I was surprised to hear there were any perks at all, but I also think just having one selected is enough. Maybe there could be more to choose from though.

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Re: Starhawk BETA - Skill-System Discussion

Also was unsure about the perks. Not a fan of the concept of giving the best players the bigger guns. It's a one way ticket to a short lived game. Keep the skills to a minimum.
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Level 2

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commandoo
Posts: 63
Registered: ‎12-03-2009
Message 49 of 49 (47 Views)

Re: Starhawk BETA - Skill-System Discussion

Just to add.. Bought the game.. I think base camping sux.. Witnessed it other day.. Spawned and got hit by a turret or aload of them in my base maybe have a certain area where they can plant.... Also I think shields are great but planes can take them down so that sux if one isn't put up in some matches you get hit just after spawning.. By snipers or planes constantly hitting you! I think that should be changed

.. I've also noticed some either crazy sh*t or glitching people walk into your base.. Destroy half then leave or well its kinda annoying.. Think it's that mele thing.. But makes building a base pointless if they can do that.. Smash all the walls in 5 second destroy turrets within 2 seconds.. Take flag and run.. Meh.. Other than those points I'm happy with the game.. tempted to foward this game makes but I think I'd rather waste my time eating ice cream
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Starhawk Update 1.3

-- 32-Player Map "Dust"
-- Added Explore mode
-- Added Ox Heavy Tank & Sidewinder JetBike
-- Added Hawk Torpedo & Flak Cannon
-- Added Map Load-outs System
-- Added Clan, Party & Calendar Systems

NOTE: We have performed a Stats, XP and Level Reset.

REMINDER: As with everything you see in the BETA, the Skills are a work-in-progress! Some skills will be cut, some skills will be changed and new skills will be added. For an overview of the Skills-System, for more info see the Beta Dev Blog:  http://www.lightboxinteractive.com/beta


Over and Out, Vissy
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