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Idea for a new unlock system

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13 years ago
In addition to the current unlock system, add a dynamic aspic to it.
If a unit or structure is not unlocked allow it to be buildable if the metal income from mexes is above a certain number and the player is not trying to spend much more then the income (-10?). This number will vary based on the metal cost of the unit.

This could allow new players to build everything and not feel left behind because they are new. Also force them to not go overboard on spending more then the income.

(as implied, this will only effect items that has not been unlocked through the web site)
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13 years ago
We could make different unlock classes.

Things which are locked, because they are expensive can be build while you are able to build them in less then a given time.
* check out the income *( 0.5 < income/expense < 1 )

Things which are locked because they are hard to use can be build, if your elo excess a given number.

Also I would give each new account:
* 1 E-Cell
* 1 Nano-Lathe
* 1 Booster of each of the 4 types ( 10%-Modules )
* 1 Light Armour
* 1 Com-Laser
for free, so that newbes don't complain so much about the unlocks.
Also their com morphs are often a real waste beacause of no modules at all.
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13 years ago
Simpler approach: any unit that you reclaim that you don't have is added to your unlocks for the remainder of the game, but is not unlocked on the web-page.

So if a teammate wants to give you access to unit X, they can do that. If you want to obtain it yourself, you can do that.

Also, I agree that players should get a limited starting-list of unlocks available for their comms to configure them. It feels like newbies have a rush just to get any comm stuff so they can start having that option available.
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13 years ago
But don't forget resurrect :)
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13 years ago
You forget that comm morphs suck and are toys and newbies should be unlocking units instead.
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