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I though about the following:
What about allowing people more customization within their ultimate abilities.
While this is not limited to EiR but more a general question, I will let exsamples follow my train of thought.
General Though: People like customization.
People like to outfit and skill their Protagonist in Roleplaying games, they like to tune their car in Racing Simulations, and in EiR they customize their army, not only with skills, but also with unique unit deployment.
It's all about identification with what you have achieved, the evidece for personal effort put into something.
So I'm of the oppinion that expanding this system will most of the times make a game better, though more complex, and the limit is reached when it gets too complex for the player to see what he just achieved.
Exsamples for EiR are of course the T4 abilities, which already bring a decent level of customisation and persistency to the game.
As exsamples I will take the following T4 Abilities:
- 'Raidassault'
- Artillery Expertise
- Rocket Artillery
I may give other exsamples as well.
1.)
Raidassaultwhen reaching the T4 for about 20 Cps, the player get 30% bonus for 50 seconds.
__Time__ | __Bonus__ |
| - +20%,-5 seconds
- +20%,-5 seconds
|
This would players allow to choose between a moderate, yet powerful bonus for a relatively long time of 160 seconds,
or a kickassability to kill that Panther with a single recoilless and beat KCH in a brawl, but expires in 40 seconds.
2.)
Artillery ExpertiseWhile this ability seemed problematic for me at start, it has a lot of customizeable abilities.
They vary from Speed
(which should be unchaged, as it must not go faster than 1.5 seconds),
over Number of Shots and Precision
(Decide between Sniper Artillery or longlasting barage)
to the Number of uses.
As by now the reader of this Thread should have figured out what I try to explain, I will not make a Table for this one, as it wouldn't catch all the possibilities.
3.)
Rocket ArtilleryHere you could vary the time from callin to barage,
the Number of Rockets,
the Area,
and the uses.
I'm aware this system probably wont work for things like Stacked or German steel as well, so this is more of a general Idea.
Another possibility would be the leveling of T4s into 2 seperate levels, that both cost half of the overall cost of the ability, but the second level is stronger.
Posts show this is rather unpopular, as it would reduce diversity, and as such is against my actual idea.
I will keep the following text in only for context purposes.
For Exsample:
If you can't decide wether to take Heat Rounds of Lightning War, chose both, but get only 40% of the strengh of both.
So instead of having +25% Damage and +15% penetration dealt
OR +25% Speed and sprint for 60 seconds
you would gain
+10% Damage, +6% Penetration, +10% Speed, and 30 Seconds sprint.
While it seems significantly weaker, it focusses less on specific abilites that can be countered, and by doing so grants your units better allroundskills.
The player would be able to choose between strong specialisation and weaker but harder to counter allround bonusses.
The two ideas will
not stack together, and I hope you understand this is a question of abilities-customization that would also aply to Action-Rpgs/Hack'n Slays , Strategygames like C&C, and for sure normal CoH.
I think implementing such a system will be code-intensive, even if it would just need a modification of the existing one, but I'm barely interested in the 'how's.
I would like you, dear community, to tell me what you think about this thread, and I DON'T want a balace discussion of sorts here.
This thread may question the balance of what I proposed, I'm aware it is just an idea, it's not polished or thought through, but please don't start questioning the power of actual abilities implemented in this mod.
Keep in mind this will most likely not affect EiR in anyway.
UnLimiTeD