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Hi, here's some input from a somewhat new player (some of this has already been mentioned by others in this thread).
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Hi, here's some input from a somewhat new player (some of this has already been mentioned by others in this thread).
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The main problem with commanders is that many of the upgrades have a negligible effect compared to their cost. It would feel both more impactful and more meaningful to have fewer but more significant upgrades. Just making the upgrades cheaper would not be as interesting.
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The main problem with commanders is that many of the upgrades have a negligible effect compared to their cost. It would feel both more impactful and more meaningful to have fewer but more significant upgrades. Just making the upgrades cheaper would not be as interesting.
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To
make
commander
rushing
less
effective
and
to
make
deciding
when
and
where
to
upgrade
it
you
can
do
two
things:
increase
the
upgrade
time
(
significantly,
meaning
minute(
s)
instead
of
seconds)
,
and
make
the
commander
immobile
while
upgrading.
This
also
works
regardless
of
the
cost
of
upgrades.
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5 |
To
make
commander
rushing
less
effective
and
to
make
deciding
when
and
where
to
upgrade
it
important
you
can
do
two
things:
increase
the
upgrade
time
(
significantly,
meaning
minute(
s)
instead
of
seconds)
,
and
make
the
commander
immobile
while
upgrading.
This
also
works
regardless
of
the
cost
of
upgrades.
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6 |
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Upgrading the commander should add the gained max HP as health, currently it stays at the same HP percentage (applies for both HP from level and HP upgrades). This would add a way to burst "heal" the commander with upgrades, and would make for some exciting battles over stationary commanders being upgraded.
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Upgrading the commander should add the gained max HP as health, currently it stays at the same HP percentage (applies for both HP from level and HP upgrades). This would add a way to burst "heal" the commander with upgrades, and would make for some exciting battles over stationary commanders being upgraded.
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One
idea
to
make
it
more
reasonable
to
send
commanders
to
battle
would
be
to
remove
the
mass
yield
from
them,
but
keep
(
or
increase)
energy
yield.
That
way
losing
a
commander
hurts,
but
is
something
you
can
actually
replace.
Increasing
income
with
just
morphs
as
opposed
to
upgrades
would
run
counter
to
this.
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9 |
One
idea
to
make
it
more
reasonable
to
send
commanders
to
battle
would
be
to
remove
the
metal
yield
from
them,
but
keep
(
or
increase)
energy
yield.
That
way
losing
a
commander
hurts,
but
is
something
you
can
actually
replace.
Increasing
income
with
just
morphs
as
opposed
to
upgrades
would
run
counter
to
this.
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10 |
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Commanders are defenseless under water, and often this feels frustrating. Being aggressive on water maps pretty much means you have a deathwish, and I don't see a compelling reason for this.
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Commanders are defenseless under water, and often this feels frustrating. Being aggressive on water maps pretty much means you have a deathwish, and I don't see a compelling reason for this.
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Regarding the individual commander chassis:
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Regarding the individual commander chassis:
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Overall the four chassis suffer from the same problem as the upgrades, other than maybe the recon with its jumpjet they don't really feel different in a meaningful way. I feel like either make them more different, or combine them into one base commander which can be modeled along your chosen path with very different upgrades.
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Overall the four chassis suffer from the same problem as the upgrades, other than maybe the recon with its jumpjet they don't really feel different in a meaningful way. I feel like either make them more different, or combine them into one base commander which can be modeled along your chosen path with very different upgrades.
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The recon commander is unique in having a significant ability right from the get go in the jumpjets. I'm not sure I like the ability overall, since it often works as a get out of jail card. Could it just be a faster chassis instead?
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The recon commander is unique in having a significant ability right from the get go in the jumpjets. I'm not sure I like the ability overall, since it often works as a get out of jail card. Could it just be a faster chassis instead?
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The guardian and strike commanders are very similar, and could probably be combined into one commander. What is the significant difference between them, they are both battle commanders?
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The guardian and strike commanders are very similar, and could probably be combined into one commander. What is the significant difference between them, they are both battle commanders?
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So, overall I think that one of the main issues is, do we want commanders in ZK to have a big impact or not, are they powerhouses or just some starting unit to give defender's advantage in the early game. Even if commanders should take a backseat, I think the upgrade system and upgrades would benefit from changes aimed towards whatever goal is decided.
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So, overall I think that one of the main issues is, do we want commanders in ZK to have a big impact or not, are they powerhouses or just some starting unit to give defender's advantage in the early game. Even if commanders should take a backseat, I think the upgrade system and upgrades would benefit from changes aimed towards whatever goal is decided.
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