quote: So…what if… comms would scale up in base attributes continually, for free, at a rate influenced by how much metal the team they are on kills? |
If the team that kills stuff stuff reclaims some of that, then it already is like that.
quote: In the meantime, make yourself heard! |
An inventation to neonstorm!
1) Imo it is a bit inconsistent how all units gain experience in combat and eventually unlock morph. Except for Commanders. One might expect that
especially the Commander profits from battle experience in some way.
2) E-Cell is imo no good module: It takes away the early basebuilding. In some 1v1 games the bases have no other energy buildings until several minutes, looks "wrong" and empty.
3) When you think about it, in OTA/BA/XTA the Coms actually scale quite nicely, without any upgrading system. (they have a laser+dgun that needs ~500 E to shot)
With laser+dgun they can defend vs rushes which satfies the idea of
quote: it is important to have a relatively strong starting units (for less rushing) |
Since the Dgun needs so much energy, it does not dominate the early game.
Eventually players get more eco & more energy for Dgun but at this stage there are already more units and defense that hold Coms at bay.
Think that fits the idea of
quote: allow comms to scale with the rest of the battle and remain relevant in the endgame either as a last line of defiance against striders, a surprise commnuke (single use of obviously), a running factory of guerilla mayhem, or something radically different. |
Other example how Coms scale is their cloak: It costs a lot of energy so as game progresses they can cloak more & longer.
Radar jammers, shields, constructors (healing) etc also help the Commanders be relevant throughout the game.
I think such symbiosis with other units and "indirect scaling" is elegant. Such unit symbiosis exists in zK too, so I do not really understand the need for rather simple "pay metal for more health" upgrade system.
Though since some players seem to enjoy pimping their Coms, modules/upgrading must probally stay in some form.
But for example remove all the different weapons except 1 or 2, instead have modules that promotes using units along Commanders.
So that Commanders are more interessting than just being Striders that can build.
Random ideas:
a) A flare/recon beacon: Commander shots this thing and where it lands it provides LOS. (for artillery or just for scouting)
b) Shield projector: Select a unit and it will be given a temporary shield.
c) Teleporter: Teleports selected allied unit to position of Commander.
d) "Freezer": Like in the "Worms" games - For some time Commander becomes immune to damage but can not move or attack.
e) Target Marker: Shot it on enemy unit and it will remain visible outside LOS