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[quote] In Zero-k Currently you can resurrect your commander with the strider-hub engineer, although he'll be reset to level 1, and non-upgradable. I find this an issue[/quote]
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[quote] In Zero-k Currently you can resurrect your commander with the strider-hub engineer, although he'll be reset to level 1, and non-upgradable. I find this an issue[/quote]
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Rezzed commanders not being upgradable sounds like an [i]issue[/i] indeed. As in: an unreported bug.
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Rezzed commanders not being upgradable sounds like an [i]issue[/i] indeed. As in: an unreported bug.
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Giving commander classes more identity while not compromising their modularity could be cool. Maybe something like this:
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Giving commander classes more identity while not compromising their modularity could be cool. Maybe something like this:
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- Recon: gets to choose between speed and jump paths, and gets to have a juggernaut impact-jump upgrade in the jump path. Jump is optional (an upgrade), and not taking it means taking something else.
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- Recon: gets to choose between speed and jump paths, and gets to have a juggernaut impact-jump upgrade in the jump path. Jump is optional (an upgrade), and not taking it means taking something else.
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- Support: gets to choose perhaps between buildpower and drone power paths. Almost exclusive access to drones, definitely exclusive access to battle drones. Now that Funnelweb no longer produces battle drones, this is pretty much your unique tech tree ability. Perhaps there could even be a mixed class upgrade where getting drones and buildpower gets you buildpower-drones.
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- Support: gets to choose perhaps between buildpower and drone power paths. Almost exclusive access to drones, definitely exclusive access to battle drones. Now that Funnelweb no longer produces battle drones, this is pretty much your unique tech tree ability. Perhaps there could even be a mixed class upgrade where getting drones and buildpower gets you buildpower-drones.
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- Battle: gets to choose between run-and-gun skirmisher path (as current Strike) and stomp-and-bomb path (as current Guardian). Unsure in which way this needs to be articulated beyond the already available loadouts.
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- Battle: gets to choose between run-and-gun skirmisher path (as current Strike) and stomp-and-bomb path (as current Guardian). Unsure in which way this needs to be articulated beyond the already available loadouts.
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- Strike: has no meaningful difference to Battle, so is folded into Battle as a specialisation path.
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Going with the "cool makes stronk" approach i espoused in the other thread, these general things may happen regardless of any gameplay design:
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Going with the "cool makes stronk" approach i espoused in the other thread, these general things may happen regardless of any gameplay design:
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- There will probably be less increments of stackable modules (max 11 -> max 3, for example), but every module will be several times stronger and will visibly be shown on the model.
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- There will probably be less increments of stackable modules (max 11 -> max 3, for example), but every module will be several times stronger and will visibly be shown on the model.
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- This also goes for guns, shields, and other non-stackable modules. You should be able to see how the new toy makes your boi bigger in its unique way, and seeing the enemy commander should tell you at a glance what you're going to be spanked with.
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- This also goes for guns, shields, and other non-stackable modules. You should be able to see how the new toy makes your boi bigger in its unique way, and seeing the enemy commander should tell you at a glance what you're going to be spanked with.
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- The current models will likely be entirely replaced to allow for the above two points.
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- The current models will likely be entirely replaced to allow for the above two points.
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