Post by Ood on May 19, 2013 9:55:55 GMT -5
Well, I've said it before, I'll probably say it again... here's more of why I think augments as items is a bad idea.
First, assuming augments would be like any other item we have seen so far in Grid, they would be meldable. This is a nice feature for things like storage, where every little bit adds up, and eventually you can make your level 5 storage drops into level 10+. However, augments are upgrades to a tank and directly affect your ability in game, these drops would permanently make your tank better. Given the loot system currently in place, each drop could make a whole horde of people's tanks people's tanks permanently better. Given that trading is likely an eventuality, it also means that eventually people will find a way to 'merch' augments, and make themselves better at the game without really playing it.
Second, it eliminates the (current) need for VP. If there's no VP, why does there need to be gridshards? Yes, VP is quickly becoming obsolete, but that isn't to say that a new viable 'sink' for it can't be found. Having VP upgrade buildings that are placed with gridshards is a simple option that would be quite effective (with some adjustment, obviously) in my opinion (but that's talk for another topic).
Finally and perhaps most of all it, along with trading, will fundamentally change the game. Instead of:
Play however you want > Get gridshards > Upgrade towns and stuff > Get VP > (previously unlock tanks) > Upgrade tanks.
The game becomes:
Find X (with X being the most 'profitable' thing available) > Trade profit of X for augment wanted > Upgrade tank
All in all:
Currently, augments are an eventuality, no matter how you play, if you can kill things and survive, eventually you are rewarded with the ability to upgrade your tank. As items, augments become 'currency', not necessarily representative of the dedication, play time, or effort one has put into his or her tank, but more representative of how well one can trade.
First, assuming augments would be like any other item we have seen so far in Grid, they would be meldable. This is a nice feature for things like storage, where every little bit adds up, and eventually you can make your level 5 storage drops into level 10+. However, augments are upgrades to a tank and directly affect your ability in game, these drops would permanently make your tank better. Given the loot system currently in place, each drop could make a whole horde of people's tanks people's tanks permanently better. Given that trading is likely an eventuality, it also means that eventually people will find a way to 'merch' augments, and make themselves better at the game without really playing it.
Second, it eliminates the (current) need for VP. If there's no VP, why does there need to be gridshards? Yes, VP is quickly becoming obsolete, but that isn't to say that a new viable 'sink' for it can't be found. Having VP upgrade buildings that are placed with gridshards is a simple option that would be quite effective (with some adjustment, obviously) in my opinion (but that's talk for another topic).
Finally and perhaps most of all it, along with trading, will fundamentally change the game. Instead of:
Play however you want > Get gridshards > Upgrade towns and stuff > Get VP > (previously unlock tanks) > Upgrade tanks.
The game becomes:
Find X (with X being the most 'profitable' thing available) > Trade profit of X for augment wanted > Upgrade tank
All in all:
Currently, augments are an eventuality, no matter how you play, if you can kill things and survive, eventually you are rewarded with the ability to upgrade your tank. As items, augments become 'currency', not necessarily representative of the dedication, play time, or effort one has put into his or her tank, but more representative of how well one can trade.