The problem:Lets cut it short: the commanders have two problems with com morph:
1.Module upgrades aren't cost effective. They have the worst cost performance in the game.
2.Some module upgrades don't synergy with one another, this applies mainly to damage modules and burning effects such as Hellfire Grenade.
This makes commanders effectively really bad at frontline combat, or overall risky to use at all. This is mainly because they have economy tied to them. Using commander at frontline is high risk, low reward gamble.
The number one is clearly a bigger problem and this suggestion is mainly aimed towards it, but it would be nice if number two was also addressed if/when coms get reworked.
The suggestion:I want to keep current early game com performance close to the current performance. However, I want that an actually upgraded commanders to start match the metal investment they are given. I believe this can be achieved with modules, which scale based on commander level.
Basically the multipliers of the modules would be smaller than the current ones, but they would scale based on commander level. Effectively this would mean, that the more metal you give to the commander, the faster they start scaling as the commander gets more and more modules and the previous modules also give better bonus.
Ideally, I would want to make level 4 the meeting point between the module upgrades. This would mean that the level 2 and 3 commanders would be even weaker than the current level 2 or 3 commanders and level 4 commanders have similar performance, but level 5 and beyond the commanders would start get increasingly better.
Example:
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Damage module: from 10% to 2,5%*level
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Ablative armor: from 600 to 150*level
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Autorepair: From 10 to 2,5*level
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...And so on
Of course there is some modules, that need to remain with fixed increase/decrease. These are modules that affect interaction between units such as range (Advanced Targeting System) and speed modules (High Power Servos). They could remain the same, or if they need a buff, the maximum number of these modules could be reduced and their overall increase could be increased. For example, rather than having 8X7,5% Advanced Targetting Systems, we could have only 6X10% Advanced Targetting Systems. Of course the speed maluses need to be adjusted accordingly to match.
Also, to limit the scaling, there should maybe be some kind of maximum level for commanders, I don't have any number in my mind right now. But if this model gets working, it will probably be figured out eventually.
I also have another suggestion: Armor class.
I would get rid off high density plating, and replace it with an armor class mechanic that can be selected at com level 2.
The mechanic is following: the player chooses either medium armor or assault armor. The medium armor is the base commander armor while assault armor would give increased health multiplier, but lowered base speed. By base speed, I mean that all % speed changes from modules are calculated by using it as a base.
Example:
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Medium armor: 1Xhealth multiplier, base speed modifier 0%
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Assault armor: 2Xhealth multiplier, base speed modifier -33%
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--The numbers can be tweaked to match the balance better--
Likewise there could also be a Raider armor with lower base health and increased speed and the armor classes could be restricted to some chassisses, such as only guardian and Strike can get the assault armor, while engineer and Recon can get the Raider armor.
Overall I think this suggestion would improve commanders without wrecking the existing balance too much.
Suggestions? Feedback? Feel free to comment.