Post by quicklite on May 7, 2013 14:01:43 GMT -5
Armadas
Now, I'm not talking about the old, easy, city destroying armadas. Firstly, I know that they were taken out for a reason, and secondly I know that rob doesn't really wanna get something destroying cities. Also, I know convoys already exist. But the armada I'm thinking about is a different kind of enemy entirely. To explain, I'll show you how an armada would compare to a convoy (or what I think a convoy is >_>)
Convoys
1-7ish enemies
Travels from point A to point B, crossing map entirely. Doesn't stop for anything.
The player is supposed to chase down, possibly stop (via immobilize), and then kill these.
Armadas
15- enemies
Patrols any number of sectors. Follows a complicated, but constant pattern. Will avoid towns, and will chase after any player in range. However, past their line of sight, they will just passively wander around their patrol path.
Players are supposed to engage or avoid these, depending on the type of armada, the amount of people around, and the still of said people.
Augments
Ok, people use these now. Heck, I use them now. But not because a 5% stat buff is that valuable. Frankly, I use them because after getting every tank, they're the only thing to spend money on, and after maxing pulchs, the only way to further upgrade one's tank. But this will change. Upgrades will become more diverse, useful, and interesting. And thus Augments will become more unappealing. I'm not saying buff augments. I can appreciate why they're weak; make them too strong, and you will start alienating newbies. But perhaps make them cover different things, like rotation speed, gridshard drop rate, health regen, etc. Heck, maybe even allow players to augment their guns. But that brings me onto my next point; I'd prefer a max augment for each tank. I understand the 'neverending goals' drive, but once you start paying 4000+ VP for a 0.5% stat bonus, you start to think 'f**k it, I've maxed', and stop trying. Also, it will let you make augments tailored to your tank of choice. Instead of just buffing everything, allow players to focus their augments on their favourite stats, making more noticeable (but not game-breaking) differences on more specific things.
Anti-Aircraft Guns
Now, let me be clear. I have nothing against flying enemies, not in the slightest. Sure, they're a nuisance; they distract your guns, attack from all sides, hit those weak spots in your shield. They can be a hard time, and that's why I love them. But, nonetheless, having an AA gun would be awesome. Because it would give tanks with AA guns more tactical flexibility, the ability to get the flying minions (or convoys?) out of the way (or simply weakened, in the case of convoys), allowing the main gun to finish the fortress. It would make said tank a great ally. Attacking a delta? Bring the AA tank along. I feel like it would open more strategies and possiblities without being flat-out OP (because it can't target 70% of the enemies there, anyway).
Now, I'm not talking about the old, easy, city destroying armadas. Firstly, I know that they were taken out for a reason, and secondly I know that rob doesn't really wanna get something destroying cities. Also, I know convoys already exist. But the armada I'm thinking about is a different kind of enemy entirely. To explain, I'll show you how an armada would compare to a convoy (or what I think a convoy is >_>)
Convoys
1-7ish enemies
Travels from point A to point B, crossing map entirely. Doesn't stop for anything.
The player is supposed to chase down, possibly stop (via immobilize), and then kill these.
Armadas
15- enemies
Patrols any number of sectors. Follows a complicated, but constant pattern. Will avoid towns, and will chase after any player in range. However, past their line of sight, they will just passively wander around their patrol path.
Players are supposed to engage or avoid these, depending on the type of armada, the amount of people around, and the still of said people.
Augments
Ok, people use these now. Heck, I use them now. But not because a 5% stat buff is that valuable. Frankly, I use them because after getting every tank, they're the only thing to spend money on, and after maxing pulchs, the only way to further upgrade one's tank. But this will change. Upgrades will become more diverse, useful, and interesting. And thus Augments will become more unappealing. I'm not saying buff augments. I can appreciate why they're weak; make them too strong, and you will start alienating newbies. But perhaps make them cover different things, like rotation speed, gridshard drop rate, health regen, etc. Heck, maybe even allow players to augment their guns. But that brings me onto my next point; I'd prefer a max augment for each tank. I understand the 'neverending goals' drive, but once you start paying 4000+ VP for a 0.5% stat bonus, you start to think 'f**k it, I've maxed', and stop trying. Also, it will let you make augments tailored to your tank of choice. Instead of just buffing everything, allow players to focus their augments on their favourite stats, making more noticeable (but not game-breaking) differences on more specific things.
Anti-Aircraft Guns
Now, let me be clear. I have nothing against flying enemies, not in the slightest. Sure, they're a nuisance; they distract your guns, attack from all sides, hit those weak spots in your shield. They can be a hard time, and that's why I love them. But, nonetheless, having an AA gun would be awesome. Because it would give tanks with AA guns more tactical flexibility, the ability to get the flying minions (or convoys?) out of the way (or simply weakened, in the case of convoys), allowing the main gun to finish the fortress. It would make said tank a great ally. Attacking a delta? Bring the AA tank along. I feel like it would open more strategies and possiblities without being flat-out OP (because it can't target 70% of the enemies there, anyway).