More balance suggestions

Discussion in 'Feedback' started by SniperJP02, Jun 18, 2006.

  1. SniperJP02

    SniperJP02 Member

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    Ok, these ideas are basically my thoughts and explainations for some current issues. I know alot of this has been discussed but everything is her and there so these are my composed and compiled thoughs. They are as follow:


    Weak Infantry, especially Grenaiders.

    Well firstly lets think for a moment. How much does you RL/Mortar cost? Nothing just the ticket for you to spawn, a class switch, or even a revive from a friendly Engie. Not how much does the vehicle cost? Well it could be as cheap as 300r or as high as a few thousand. And Most have upgrades which cost further costs and also time. Infantry should get owned by vehicles. Well now you're saying "WTF thus guy make a suggestion post for?" well simply to give a reason for my following idea.


    Advanced Classes.

    Advanced Classes are as follows:
    Engineer=>Technician
    Scout=>Forward Observer
    Riflemen=>Expert Riflemen
    Grenaider=>Demolitions Expert


    Basically an advanced class would work either as a COM research upgrade (not cheap or perhaps time consuming) or my personal preference point/stat based. These Adv. Classes would automatically unlock when you reach say maybe something as high as 60 points. But I would prefer that you need say 60 points as Engineer to become a Technician. This would lead to player specialization.

    Adv. Classes would also be signicficantly more powerful than thier peers. I would prefer it to work in such a system:

    Technician: 150% repair bonus and perhaps have access to more building preferably an armory or bunker of some sort.
    Forward Observers: Can disguise and sabotage.
    Expert Riflemen: Would gain access to better weapons and armor bonuses for more effiecient killing.
    Demo Experts: Would be far more powerful against vehicles and gain TNT/C4 of some sort. Pehaps gain homing capability especially useful against aircraft.


    Bunkers/Beefed Defenses.

    Armorys should simply be changed into bunkers in a sense they can be fired out of. Or a bunker could simply be a beefed up Armory.

    All these insane turret ideas, laser defenses, shields are a bit over the top. I'd rather see buildings gain more hit points but in a way they wouldn't affect build times. This could be done by simply boosting Engie repair per bullet to give the illusion of un-affected build time. Or perhaps as an end game research upgrade that gives then just a little more defense. The way things are now the best way to counter one thing is with another it is too linear. The best way to beat Arty is with a better Arty. But Currently the only things that get better with the games elapsed time are vehicles and turrets.


    Nade Spammage.

    I like the idea that Engie crates cannot fill grenades or simply have an ammo limit of thier own. Simple fix for a gameplay killing problem. Will also boost usefullness of Grenaiders/Vehicles/Engies vs. Buildings.


    Other than that I think we all know of the obvious fixes that need to be done between the two teams so I won't even discuss it. Once again I'd like to mention that most of these ideas aren't mine but are tweaked and inspired thoughts of others that I like and are compiled into one post.

    As usual bring on the criticism,
    -SniperJP02

    P.S. Names and Ideas aren't perfect and should be further tweaked and worked on.
     
  2. Flolou

    Flolou Member

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    Maybe infantry should spend some rank points to switch their class or to "learn" definitive skills? (and then the rank points of class skill are given back when you switch your class)
     
  3. blizzerd

    blizzerd Member

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    maybe a commander needs to assign infantry to its advanced class

    as a reward to good players,

    or maybe once reseached, players can pick up there "upgrade kit" in the armory (needing to purchase it, just as tanks, for 150 credits) and commander can enable/disable it

    so they get upgraded until they die
     
  4. Krenzo

    Krenzo Administrator

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    A disguise ability will never happen. See the previous thread about it.
     
  5. SniperJP02

    SniperJP02 Member

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    NP Krenzo just ideas :) if you say no disguise then no disguise. Like I said it's all open to changes these are just my thoughts and opinions.

    I got to say I like Blizzerd's idea about COM assignment to promote teamplay. And even his idea to pay for them.

    Flolou I don't totally understand what you are getting at sorry.
     
  6. blizzerd

    blizzerd Member

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    TY :D

    im full of great ideas, only trouble is getting them out ;)
     
    Last edited: Jun 19, 2006
  7. Revolver

    Revolver Member

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    Interesting idea. Not necessarily a good one, but very interesting. I could only see it being balanced late game, and it would have to be something that a commander would want to research after tanks, instead of tanks. (This way we don't get supermeganotfuninfantrybattlesbecausetanksareobsolete. That, and a cap on how many per team. Otherwise everyone will switch to Engineer->Technician 2nd Class and drop barracks all over the goddamn place in spam.

    I like the homing idea, but not the TNT/Satchel crap. Just give them seismic grenades that the engineers use. In a larger quantity. Does the trick perfectly.

    As for grenade spamming, I don't ever encounter it because we don't have District in our map rotation. That seems to cure the nade spamming problem quite well.
     
  8. Private Sandbag

    Private Sandbag Member

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    i like it. I recon there should be TWO classes that each origional class splits into, each offering a little more specialisation, so grenedier could have Demolitions Expert and Seige Unit. it wouldn't lead to problems of "oh i wish i had a normal grenedier around", because they would both still have the powers of the origional.

    Demo: timed Explosives for destroying buildings with, powerful remote mines (on top of ordinary)
    Seige: Better Mortar
     
  9. FalconX

    FalconX Developer

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    The classes are customizable for a reason. I imagine specialization will be more obvious when infantry are incorperated into the research tree.
     
  10. thelonetaco

    thelonetaco Member

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    I think there is a more streamlined way to incorporate the class upgrades. Every "promotion" would increase the players skill in some domain relevant to their selected class. Rough ideas:

    Engy: +5% efficiency with calc every promotion
    Scout: -5% skill use time (note that there are supposedly more scout skills on the way...at the moment this may only affect hide)
    Rifleman: +1% to health, armor, accuracy, speed, and damage
    Gren: +5% damage

    Note that most games end with the top score around ~50. So even the best player would only get +25% skill increase. I think a cap should be imposed at 50%, however...if someone manages to get insane amounts of points (I've seen Grim get 200+), they would be practically invincible.
     
  11. mr_quackums

    mr_quackums Member

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    i know scout hide time goes down as he lvls and i think engi build/repair fire rate goes up (but not amout healed per shot). mabey give rifleman and nader some lvl based, nonskill boost.
     
  12. blizzerd

    blizzerd Member

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    i mostly end with 80 score, so 40 % bonus

    allso if you get a high bonus, you will be able to kill new server joiners far easely, scare them off, and you make more points

    so in stead of tops 80 il get tops 120 to 140

    thats a 70% bonus
     
  13. Flolou

    Flolou Member

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    I suggested to "buy" skill with rankpoints... but in order not to see riflemens with only-scout skills, some rankpoints should be given back when you switch of class.
     
  14. blizzerd

    blizzerd Member

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    i suggest not to add this,to mutch rpg
     
  15. Flolou

    Flolou Member

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    It was quite nice in Natural Selection co_ maps ^^
     
  16. blizzerd

    blizzerd Member

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    i know, but empires allready has a skill system, woud be crappy to add another on top

    (man i used to play ns alot, it is really good, i am waiting for ns:source btw)
     
  17. Flolou

    Flolou Member

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    Who said the already existing skill system in Empires was perfect?
     
  18. blizzerd

    blizzerd Member

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    not me, but even if it is not perfect, then it dous not need anotherone
     
  19. SniperJP02

    SniperJP02 Member

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    Well some good ideas in here guys. And just to clear it up the purpose is that late game infantry can keep up somewhat with vehicles by buying upgrades. Also I would invision it being a small boost for everyone, or a costly point bought one for the Elite Few. This would act more as a new strategy than simple using vehicle or turret siege tactics.

    And honestly I don't have major issues with these thing it is what I see most people arguing about so I compile my solutions.
     
  20. blizzerd

    blizzerd Member

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    i think infantry is allready very strong vs tanks

    in late games it is supposed to be that tanks are strong
    cous of the cost...
     

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