Has Vs. Jps
Zek
Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
<div class="IPBDescription">A suggestion</div> We've seen already that the balance between HAs and JPs is very delicate in Combat. If HAs cost one less point than JPs, almost everyone gets them and we have a whole team with cheap HA and upgraded guns. If they cost the same, everyone decides that JPs are more worth the points because of the hive rushing, and HAs rarely see any use. If we want to see them balanced we need to come up with something inbetween those solutions, right? My suggestion is that JPs only require Armor 1 but cost 3 points, and that HAs require Armor 3 but only cost 1 point. Like so:
Armor 1 > Jetpack(3)
V
Armor 2
V
Armor 3 > Heavy Armor(1)
This way they both cost the same number of points as before and as eachother, but the tradeoff between them is more significant; JPs have slightly weaker defense unless you spend more on armor, and HAs have somewhat more and give you more defense as LA before you get there.
Just my two cents. I think as long as they both use the same pre-requisite it is going to be very difficult to make them balanced with eachother, and we've already seen that changing a cost by one point shifts the balance considerably.
Armor 1 > Jetpack(3)
V
Armor 2
V
Armor 3 > Heavy Armor(1)
This way they both cost the same number of points as before and as eachother, but the tradeoff between them is more significant; JPs have slightly weaker defense unless you spend more on armor, and HAs have somewhat more and give you more defense as LA before you get there.
Just my two cents. I think as long as they both use the same pre-requisite it is going to be very difficult to make them balanced with eachother, and we've already seen that changing a cost by one point shifts the balance considerably.
Comments
I like Zeks idea, it seems to help in both departments
Anyhow, if I were to suggest a change to JP and HA, I'd say it should be this:
JP can be achieved from armor 2.
HA can be achieved from armor <b>1</b>. So HA can come one level earlier yet it still costs the same amount of points to be effective.
Yes, as stated in the OP. Something needs to be done since making HA 2 points just made everyone use jp's.
it changes the prerequisits...like to go basic jp currently you always have at least lvl2 armor, but wiht zek's idea, you would only have lvl1 armor (unless you wanted to upgrade armor further)
i think this is an awsome idea. best ive seen in a long time. I really like the idea of weakening the base-jp upgrade. the one thing im a little unsure over is the jp costing 3. 3 is a bit much to have to save up to, and i feel making it cost 2 should be the upper limit. however, making it cost 2 would lead to a balencing issue...
so i guess a different prerequisit scheme should be brainstomed incase we think of a better one...
-first, id like to say that that getting jp or HA should cost the same # of levels overall
>what about getting a jp for 2 pts after getting armor1, but getting it prevents you from getting armor 2/3? its a bit radical but if you think of the extreme mobility jetpacks give...
Something needs to be done since making HA 2 points just made everyone use jp's. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I haven't noticed this at all. I've played quite a bit and I see marines going HA about 40% of the time. It's all really a preference issue. Do you prefer fast movement as your defense or strong armor?
When I'm playing seriously I will always use HA, but when I'm goofing around I will use JP, because its just fun to go zipping around everywhere.
Oh, and if someone takes the 5 points to get all 3 armors and a JP, I say let them, I'll use my 5 points to get a Fade with acid rocket.
In short, if it ain't broke don't fix it.