Post by gingerbear on Aug 15, 2013 10:33:23 GMT -5
I'm creating this thread with the hopes of being able to give constructive feedback on the roadmap plans, possibly nudging ideas there in a hopefully right direction before they get implemented.
I'm encouraging everyone to do the same in this thread, provided they are actively following the roadmap. Note that this is not an "official" thread, but a player-based one. If Rob and Tim decides to ignore / delete it, it's in their own right.
I'm asking the following:
My initial comments
Build #64 cards: (as of aug. 15.)
- I don't think that as of the moment [Zeta refactoring to be unaffected by buildings] is neccessary. Two reasons:
1) The removal of VP crippled the building system as much as it could, and since you wanted to kind of remove/rework the whole building system, why bother implementing something now that will be likely changed anyway?
2) If I understand the mechanics that lie in the building system now, the only buildings that are affecting the Zeta now are the ones that make their turrets turn slower. Given that the main source of damage are the mines that spawn periodically regardless of nerfs, I'd say from the zeta's POV the building system is quite irrelevant anyway.
- [ Class specific XP ] sounds indeed weird for tanks, the question is, whether we want to manifest the players in game?
a) If yes, then it could be something like "Tank driving expertise" or "Engineering knowledge".
b) If not, and we strict ourselves to the tanks as smallest units, then it could be "Rank" (the more enemies you kill, the higher your rank is, could be aligned to an existing military rank system. The tank specific extras could be the result of the higher rank: a commander is allowed to drive a better prepped tank than a shoddy private.), or maybe "[Grid] Influence" (meaning the more time you pass actively on the battlefield, the more "material" and thus influential you become. This increasing presence would mean that the tank learns more of the niches of the Grid, allowing it to get specific extras that "newcomers" do not.)
Build #65 cards: (as of aug. 15.)
- If you implement [floor tiles showing convoy paths], may I ask it to synchronize with the map lines, with the following way? Let the tiles (and lines) not only show the path, but somehow suggest the capacity of a convoy route? I mean, as the route dries up, the floor tiles (and the map lines) should fade out gradually, and then getting deleted in the end. Aside from this creating a nice visual effect, it would also incentivize people to search for new tracks if they see the current ones emptying. (Well, the exploration rewards are good incentives now anyway but I expect these to be cut back a bit.) It would also remove lines that are no longer used, resulting in a cleaner map.
I'm encouraging everyone to do the same in this thread, provided they are actively following the roadmap. Note that this is not an "official" thread, but a player-based one. If Rob and Tim decides to ignore / delete it, it's in their own right.
I'm asking the following:
- Do NOT comment on bug fixes (like "yeah this is much needed", or "I can't see Bug #2626254 on the roadmap please add it!")
- Do NOT post here new ideas that aren't on the roadmap already (make your own thread instead), but feel free to comment on the ideas you see there. (Notice the shiny new "Half-baked ideas" column!) Many of those ideas may seem familiar from previous discussions all around the forum, so you might want to dig around to see what other people have come up with.
- If you can, refer to the original card in some way ("I saw it in half-baked ideas", or "was under build ## on this day", etc.)
My initial comments
Build #64 cards: (as of aug. 15.)
- I don't think that as of the moment [Zeta refactoring to be unaffected by buildings] is neccessary. Two reasons:
1) The removal of VP crippled the building system as much as it could, and since you wanted to kind of remove/rework the whole building system, why bother implementing something now that will be likely changed anyway?
2) If I understand the mechanics that lie in the building system now, the only buildings that are affecting the Zeta now are the ones that make their turrets turn slower. Given that the main source of damage are the mines that spawn periodically regardless of nerfs, I'd say from the zeta's POV the building system is quite irrelevant anyway.
- [ Class specific XP ] sounds indeed weird for tanks, the question is, whether we want to manifest the players in game?
a) If yes, then it could be something like "Tank driving expertise" or "Engineering knowledge".
b) If not, and we strict ourselves to the tanks as smallest units, then it could be "Rank" (the more enemies you kill, the higher your rank is, could be aligned to an existing military rank system. The tank specific extras could be the result of the higher rank: a commander is allowed to drive a better prepped tank than a shoddy private.), or maybe "[Grid] Influence" (meaning the more time you pass actively on the battlefield, the more "material" and thus influential you become. This increasing presence would mean that the tank learns more of the niches of the Grid, allowing it to get specific extras that "newcomers" do not.)
Build #65 cards: (as of aug. 15.)
- If you implement [floor tiles showing convoy paths], may I ask it to synchronize with the map lines, with the following way? Let the tiles (and lines) not only show the path, but somehow suggest the capacity of a convoy route? I mean, as the route dries up, the floor tiles (and the map lines) should fade out gradually, and then getting deleted in the end. Aside from this creating a nice visual effect, it would also incentivize people to search for new tracks if they see the current ones emptying. (Well, the exploration rewards are good incentives now anyway but I expect these to be cut back a bit.) It would also remove lines that are no longer used, resulting in a cleaner map.