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Something needs to be done about unlocks

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Date Editor Before After
6/4/2014 7:52:03 PMCArankPxtl before revert after revert
6/4/2014 7:51:05 PMCArankPxtl before revert after revert
Before After
1 I'd drop CommJR and just give new players some free modules and pre-configured comms with those modules. Start everybody out with 2 chassis, 3 weapons, and 1 of each of the range/speed/damage boosters. Comm Slot 1 replaces CommJR for "I didn't pick a comm" default. If a player has deleted their Slot 1 comm, they get the default comm loadout anyways. That way players get to play in the "comm configuration" screen from day 1. 1 I'd drop CommJR and just give new players some free modules and pre-configured comms with those modules. Start everybody out with 2 chassis, 3 weapons, and 1 of each of the range/speed/damage boosters. Comm Slot 1 replaces CommJR for "I didn't pick a comm" default. If a player has deleted their Slot 1 comm, they get the default comm loadout anyways. That way players get to play in the "comm configuration" screen from day 1.
2 \n 2 \n
3 Then make the L2, L3, L4, and L5 morphs into unlocks. No morphing beyond L1 until you unlock them. This gives you a coherent place to explain the diminishing returns of higher-level morphs. 3 Then make the L2, L3, L4, and L5 morphs into unlocks. No morphing beyond L1 until you unlock them. This gives you a coherent place to explain the diminishing returns of higher-level morphs. You can describe the trade-off that the enhanced specialization of higher-level morphs means because they're also lower-cost-effectiveness when the player is buying the morph.