Editing User:CrazyEddie/Draft Commander Framework Proposal
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This rule ensures that morphing a Commander is cost-effective, but only under the right circumstances. If the comm is morphed but remains in the base where its combat capabilities will be largely unused, the player will have spent 100 metal for only 50 EV and would have been better off spending the metal on economic development directly. If the comm is morphed and used as a disposable unit in battle in an attempt to make cost in kills while expending the unit, the player will have spent 100 metal for only 75 UV and would have been better off spending the metal on units directly. | This rule ensures that morphing a Commander is cost-effective, but only under the right circumstances. If the comm is morphed but remains in the base where its combat capabilities will be largely unused, the player will have spent 100 metal for only 50 EV and would have been better off spending the metal on economic development directly. If the comm is morphed and used as a disposable unit in battle in an attempt to make cost in kills while expending the unit, the player will have spent 100 metal for only 75 UV and would have been better off spending the metal on units directly. | ||
− | With this rule, morphing a Commander is cost-effective only if the player makes use of the morphed comm's capabilities, either offensively in battle or defensively in high-threat locations, AND the player keeps the comm alive to get the payoff from the morphed comm's increased resource production. If the player can manage to do that then the morphed comm is very cost-effective, as the player will be getting 125 metal worth of benefit for only 100 metal cost. | + | With this rule, morphing a Commander is cost-effective only if the player makes use of the morphed comm's unit capabilities, either offensively in battle or defensively in high-threat locations, AND the player keeps the comm alive to get the payoff from the morphed comm's increased resource production. If the player can manage to do that then the morphed comm is very cost-effective, as the player will be getting 125 metal worth of benefit for only 100 metal cost. |
The balance rule encourages players to upgrade their comms and make use of them because doing so is effectively free metal, but it also increases the risk in order to claim the reward. Making use of the morphed comm offensively or defensively puts the comm at risk; higher morph levels have both a higher payoff - an extra 25% of all metal spent on the morph - and a higher risk - a larger UV and larger EV combined in a single unit that could be killed. This creates a strategic decision. Morphing a comm is neither definitely correct or definitely a mistake; the player must evaluate the trade-offs and make the best decision given the circumstances. | The balance rule encourages players to upgrade their comms and make use of them because doing so is effectively free metal, but it also increases the risk in order to claim the reward. Making use of the morphed comm offensively or defensively puts the comm at risk; higher morph levels have both a higher payoff - an extra 25% of all metal spent on the morph - and a higher risk - a larger UV and larger EV combined in a single unit that could be killed. This creates a strategic decision. Morphing a comm is neither definitely correct or definitely a mistake; the player must evaluate the trade-offs and make the best decision given the circumstances. | ||
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Modules are organized into tracks, with the modules in each track growing stronger as the upgrades progress along the track. The modules available at each morph level, and the costs of those modules, are structured such that all Commanders of a given level will have the same cost regardless of which weapons or modules have been chosen. Accordingly, all Commanders of a given level will have the same UV and EV. This allows us to estimate that, for example, all Level 2 Commanders are roughly equivalent to a Minotaur. | Modules are organized into tracks, with the modules in each track growing stronger as the upgrades progress along the track. The modules available at each morph level, and the costs of those modules, are structured such that all Commanders of a given level will have the same cost regardless of which weapons or modules have been chosen. Accordingly, all Commanders of a given level will have the same UV and EV. This allows us to estimate that, for example, all Level 2 Commanders are roughly equivalent to a Minotaur. | ||
− | Starting Commanders (Level 1) are roughly equivalent to an Ogre, Felon, or Jack in combat strength, but also have build capacity and economic production. The highest-level Commanders (Level | + | Starting Commanders (Level 1) are roughly equivalent to an Ogre, Felon, or Jack in combat strength, but also have build capacity and economic production. The highest-level Commanders (Level 5) are substantially stronger than a Grizzly, Likho, or Cyclops, but still substantially less powerful than striders such as a Scorpion or Dante. |
=== Level Chart === | === Level Chart === | ||
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=== Modules and Tracks === | === Modules and Tracks === | ||
− | At every new morph level, the player can choose various modules, similar to the current system. Unlike the current system, the modules are organized into tracks, and each track has a sequence of modules that must be added in order. | + | At every new morph level, the player can choose various modules to add, similar to the current system. Unlike the current system, the modules are organized into tracks, and each track has a sequence of modules that must be added in order. |
The tracks are: | The tracks are: | ||
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* Shield | * Shield | ||
* Drones | * Drones | ||
+ | |||
+ | We can add more tracks and modules as inspiration and balance allow. | ||
Each track has three levels of module: Minor, Major, and Ultra. The lower module levels are prerequisites for the higher module levels. | Each track has three levels of module: Minor, Major, and Ultra. The lower module levels are prerequisites for the higher module levels. | ||
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* Regen II (Major): +20 HP/sec (total of +30 HP/sec) | * Regen II (Major): +20 HP/sec (total of +30 HP/sec) | ||
* Regen III (Ultra): +30 HP/sec (total of +60 HP/sec) | * Regen III (Ultra): +30 HP/sec (total of +60 HP/sec) | ||
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=== Weapons === | === Weapons === | ||
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* 200 UV of chassis improvements | * 200 UV of chassis improvements | ||
|} | |} | ||
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=== Unit Value Allocation === | === Unit Value Allocation === | ||
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{| | {| | ||
! Level | ! Level | ||
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! Added Unit Value | ! Added Unit Value | ||
! Total Unit Value | ! Total Unit Value | ||
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|- | |- | ||
| 1 | | 1 | ||
− | |||
| n/a | | n/a | ||
| 600 | | 600 | ||
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|- | |- | ||
| 2 | | 2 | ||
− | |||
| 150 | | 150 | ||
| 750 | | 750 | ||
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|- | |- | ||
| 3 | | 3 | ||
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| 300 | | 300 | ||
| 1050 | | 1050 | ||
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|- | |- | ||
| 4 | | 4 | ||
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| 450 | | 450 | ||
| 1500 | | 1500 | ||
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|- | |- | ||
| 5 | | 5 | ||
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| 600 | | 600 | ||
| 2100 | | 2100 | ||
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|- | |- | ||
| 6 | | 6 | ||
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| 750 | | 750 | ||
| 2850 | | 2850 | ||
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| 150 (II) | | 150 (II) | ||
| 50 (I) | | 50 (I) | ||
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|} | |} |