Nice false dichotomy. I'm saying create a small core of archetypes that are about as well balanced as you can get instead of trying to include granular customization that will lead to the same number of viable builds regardless
It's not a false dichotomy, it's simple logic (which is exactly what a dichotomy is).
You don't seem to understand the concept. By moving away from archetypes and making sure each loadout is geared against (in this example) 3 enemy unit types but each in the form of a different role (DPS, tanking, debuff) you can have far more viable loadouts than with a rigid archetype structure.
Where in FireFall the Biotech was a healer and DOT specialist, it could hardly swap roles into a DPS tank like the Dreadnaught. With this new system you could, but it would be based on the enemy composition combined with your loadout instead of a set role you'll have no matter how the fight goes. With my system, the medic could one moment be healing, then be fulfilling the DPS role, then tank, then become a debuffer. These roles would all be cycled through as the enemy composition changes (IE you murder them).
And that's just not something the core archetypes can offer as you seem to propose them.
With my system, each separate option in the loadout needs to be balanced against the unit it's good against... And that's it. Since the system would be build to prevent using a weapon and ability aimed at destroying armored units you can't have an OP combination. You also wouldn't have a problem with "one-size-fits-all" loadouts, since any loadout you pick would leave you vulnerable against a few other enemy unit types. That's not to say it's impossible to overcome as long as you play solo encounters, but the moment you play team encounters (like the T.H.M.P.R.) you'd better mix and match loadouts with your allies before beginning, because it turn into a nasty fight if you find out there's a unit type no one is good against between your enemies.
What does fighting against these enemies play like for someone who doesn't have those items? If I have a weapon that is weak against armored enemies, how much of a slog should fighting that entire % of enemies be? If it's only a minor bonus, what's the difference?
It would become a more difficult fight. There's half a dozen ways you could do this btw. If you have a weapon that's bad against a particular unit type, let's say armored unit, then you get reduced damage against that target. But there is always the possibility of keeping one or two small weakspots on the enemy that you can exploit for normal/increased damage.
If you have a weapon that's "normal" against armored units you could have next to no damage reduction and two or three weakspots on the enemy you can exploit, or the weakspots might be somewhat bigger.
If you have a weapon that's designed against armored units you not only have some bonus damage for hitting them normally, but hitting specific spots of the target will create weakspots there for your allies to shoot and kill the target more quickly.
That's just one way, just like having a trinity system can be done in half a dozen ways.
You appear to be forming another dichotomy between a standard trinity and ultra-specialization of bonuses.
It's ultimately less and less possible to balance outcomes the more of them you have, and with a focus on quantity over quality, the high end quality tends to go down (short of exploits and fun bugs picking up the slack)
You didn't understand a word of what I said!
My point was that the skill-ceiling and skill-floor aren't necessarily based on the archetypes/hybridization/whatever class/loadout system you invented, they are based on the actual mechanics that you create inside your game.
Look at Firefall, the skill-floor and skill-ceiling have been going up and down a lot depending on the way the classes worked. With the vertical progression the skill-floor and skill-ceiling got lower and lower the higher your level became, allowing you to engage more dangerous opponents because it took you less time and skill to murder them.
Or how about when those charging lizard-things were OP as hell? At some point I had an army that could do two Heavy thumpers at the same time anywhere... Except in any area where those charging lizard-things were running around, there we could barely fill a single medium thumper half-full before having to send it away or it would get destroyed. The skill-ceiling changed purely because
the enemy had a mechanic, health and DPS that just wasn't possible to handle with the tools and mechanics available to the players.
Ergo: It's the tools and mechanics that the players and the AI have at their disposal that determine the skill-ceiling and skill-floor. The archetypes can ofcourse change the skill-floor and skill-ceiling for
understanding what everything can do.
And as I already pointed out, my system only has to balance each weapon and ability separately, rather than every weapon, ability and armor available to each separate class. That last part is much harder than just "make sure this weapon does not outperform the other weapons in it's class".
Balancing around explicit unit types in an open world game based around exploration and adaptation seems a bit silly. Why would I want to pick anything but a decent all-around style build when I could be attacked by anything?
Because everything would be an all-round style build, they would just be geared against different unit types and have weaknesses and strengths. This doesn't mean you are instantly screwed when engaging a unit type you aren't strong against, it can increase the skill level and difficulty required, but since every other loadout would have the same "problem" during
solo encounters/exploration and have to
adapt to the situation by changing their playstyle it would just be part of the solo experience. Group experiences would be based on making sure the loadouts are all complementing eachother, this prevents groups from having 5 players with the exact same loadout, which you see just about everywhere else and creates much more stale gameplay overall.
So in short: The experience of each playthrough changes every time depending on the enemies you encounter and the loadout you had selected. This gives a massive range of possibilities and choices without any being inferior compared to other choices.
If I know what I'm going to come up against, haven't I trivialized the game somewhat? And then you have the extra problem of mixed groups possibly being overwhelming unless you happened to have the right combination of items
Unless of course, the bonus or penalty is trivial and I can safely ignore your entire customization system
You treat it as one's and zero's. Either it's trivial, or it'll completely stomp you into the ground. Do you really think there's no gray area?
And the point of my system would be to throw as many different unit-types against it. As I already explained in I think my first post, you wouldn't be fighting primarily aranha or lizard things if you choose to fight somewhere, you would be fighting a mixture of different enemy types (which could potentially still belong to a single race), so at no point would it be cookie-cutter clear what kind of loadout you should have to pick.
And imagine if you pick a loadout that's not primarily suited against all the enemy targets you encounter... Then you can still use your ability/armor 'normally' against units that your weapon is bad against (if that one is present), use your weapon and armor normally against the units that your ability is bad against, and use your ability and weapon normally against the unit your armor is bad against.
because you can't min/max your loadout you can't stab yourself in the foot if you meet a unit that's strong against your chosen loadout!