1 |
Right
now
Recon
is
hands-down
the
best
because
it's
the
only
chassis
that
helps
you
expand
in
early
game,
which
is
How
You
Win
Zero-K.
Chassis
balance
should
either
make
other
options
better
for
expansion
or
better
at
mid/lategame
tasks,
if
this
can
be
done
without
making
them
unstoppable
rushdown
units.
|
1 |
Right
now
Recon
is
hands-down
the
best
because
it's
the
best
chassis
to
help
you
expand
in
early
game,
which
is
How
You
Win
Zero-K.
Chassis
balance
should
either
make
other
options
better
for
expansion
or
better
at
mid/lategame
tasks,
if
this
can
be
done
without
making
them
unstoppable
rushdown
units.
|
2 |
\n
|
2 |
\n
|
3 |
Reorganizing the commander upgrade system should give more room to breathe if you're looking for special abilities for other chassis. Upgrades are rarely used in competitive play and either a meme or a metal sink in casual play. This seems like a closely related issue to Recon being the only viable choice.
|
3 |
Reorganizing the commander upgrade system should give more room to breathe if you're looking for special abilities for other chassis. Upgrades are rarely used in competitive play and either a meme or a metal sink in casual play. This seems like a closely related issue to Recon being the only viable choice.
|
4 |
\n
|
4 |
\n
|
5 |
A criticism of the commander upgrade system is that it can't decide whether to lock the commander into a specialized role or let it become whatever it wants. You can make a kind of tanky recon commander by always picking health upgrades, but being able to do so is weird and probably kind of a trap.
|
5 |
A criticism of the commander upgrade system is that it can't decide whether to lock the commander into a specialized role or let it become whatever it wants. You can make a kind of tanky recon commander by always picking health upgrades, but being able to do so is weird and probably kind of a trap.
|
6 |
\n
|
6 |
\n
|
7 |
Consider a different system for managing commander upgrades. Instead of picking two things at each level with some arbitrary breaking points for weapons and/or major abilities, each chassis gets some paths they can upgrade one at a time. MOST differences between chassis are represented by paths. The tree might look something like..
|
7 |
Consider a different system for managing commander upgrades. Instead of picking two things at each level with some arbitrary breaking points for weapons and/or major abilities, each chassis gets some paths they can upgrade one at a time. MOST differences between chassis are represented by paths. The tree might look something like..
|
8 |
\n
|
8 |
\n
|
9 |
Recon:
|
9 |
Recon:
|
10 |
* Starting Weapon -> Choice of Recon Weapons, swappable with morph at any time
|
10 |
* Starting Weapon -> Choice of Recon Weapons, swappable with morph at any time
|
11 |
* Jump Jets (just enough to get up a cliff, long recharge) -> Faster Recharge -> Longer Distance
|
11 |
* Jump Jets (just enough to get up a cliff, long recharge) -> Faster Recharge -> Longer Distance
|
12 |
* Choose one of.. (or both?)
|
12 |
* Choose one of.. (or both?)
|
13 |
* Radar Jammer -> Personal Cloak
|
13 |
* Radar Jammer -> Personal Cloak
|
14 |
* Faster Movement -> Faster Movement
|
14 |
* Faster Movement -> Faster Movement
|
15 |
\n
|
15 |
\n
|
16 |
Guardian:
|
16 |
Guardian:
|
17 |
* Starting Weapon -> Choice of Guardian Weapons, swappable with morph at any time
|
17 |
* Starting Weapon -> Choice of Guardian Weapons, swappable with morph at any time
|
18 |
* More Health -> More Health -> More Health
|
18 |
* More Health -> More Health -> More Health
|
19 |
* Choose one of.. (or both?)
|
19 |
* Choose one of.. (or both?)
|
20 |
* Personal Shield -> Area Shield
|
20 |
* Personal Shield -> Area Shield
|
21 |
* AA Weapon -> Better AA Weapon
|
21 |
* AA Weapon -> Better AA Weapon
|
22 |
\n
|
22 |
\n
|
23 |
Strike:
|
23 |
Strike:
|
24 |
* Starting Weapon -> Choice of Strike Weapons, swappable with morph at any time
|
24 |
* Starting Weapon -> Choice of Strike Weapons, swappable with morph at any time
|
25 |
* Faster Movement -> Faster Movement -> Faster Movement
|
25 |
* Faster Movement -> Faster Movement -> Faster Movement
|
26 |
* Choose one of.. (or both?)
|
26 |
* Choose one of.. (or both?)
|
27 |
* Personal Cloak -> Area Cloak
|
27 |
* Personal Cloak -> Area Cloak
|
28 |
* Some D-gun -> Some better D-gun
|
28 |
* Some D-gun -> Some better D-gun
|
29 |
\n
|
29 |
\n
|
30 |
Engineer:
|
30 |
Engineer:
|
31 |
* Starting Weapon -> Choice of Engineer Weapons, swappable with morph at any time
|
31 |
* Starting Weapon -> Choice of Engineer Weapons, swappable with morph at any time
|
32 |
* More Buildpower -> More Buildpower -> More Buildpower
|
32 |
* More Buildpower -> More Buildpower -> More Buildpower
|
33 |
* Choose one of.. (or both?)
|
33 |
* Choose one of.. (or both?)
|
34 |
* Build Capacitor (store BP for quick builds) -> More Build Capacitor
|
34 |
* Build Capacitor (store BP for quick builds) -> More Build Capacitor
|
35 |
* Longer Radar -> Stealth Detect Field
|
35 |
* Longer Radar -> Stealth Detect Field
|
36 |
\n
|
36 |
\n
|
37 |
Damage potential of each chassis determined by the set of weapons they can choose.
|
37 |
Damage potential of each chassis determined by the set of weapons they can choose.
|