My solution is to remove the module unlocking process.
quote: The disadvantage exists but is minimal. Commander modules are generally weak for their cost. |
This may be true in some situations but is it true everywhere? We have one unlock system which is apparently supposed to have good balance and pacing everywhere.
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In 1v1 Commander upgrades have mostly been made useless (with a few exceptions which still need to be dealt with).
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In teamgames Commanders can be quite powerful or at least desirable. Do new players get annoyed at this? Do some leave because they feel a uselessness which stems from a lack of modules (even if it is unfounded).
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in FFA Commanders are really powerful. For example the ability to morph a high BP, cloaked Commander can significantly improve your survivablity. Rezz improves this further (it needs removing).
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In Chicken/CAI the imbalance between players does not matter so much. Commanders can be fun to use and upgrade here but the pacing for unlocks is probably too slow.
XP for singleplayer cannot be significantly increased because it is now linked to wiki editing ability and up/down voting. It would be a problem if someone could farm SP games quickly to get a new account with which to abuse these abilities. But it could probably be doubled.
Is unlocking Commander modules during Chickens a fun activity? Is it something to preserve? If it is fun perhaps we could replicate the experience with something similar to the Planetary Annihilation Galactic War. That is basically a branching story-free campaign in which you unlock things by picking a battle to play. We could design it better, remove some of the randomness, and make it coop. That could work quite well as a structured coop unlock mode, if unlocks are desired.