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.
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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.
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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.
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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.
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