Static cost for that one power really doesnt make a whole lot of sense to me. Often you find yourself in a situation where you have like 2 guys out in the open that are dead. Problem: You could use them. They are bored as shit. Using 6 points is a waste. Another situation is where lategame you organise rev squads. How many times do you have people screw around and not quit the squads after getting revived or join rev squads for no reason? Originally i wanted it to be a flat one per guy, but it costs 6 points for 4 dead guys at best and points are not dividable. It would also be wayy too spammable at one point, hence the +1. Really, if anyone figures a better system sure, the core is making mass revive not shit for fewer dead guys.
In a vacuum, this isn't a bad idea. However, it causes some inconsistency with the other skills. If only one player in the squad is damaged, can I get a discount to heal just him? Or if we only have three total players in the squad, can squad hide be cheaper?
It does so indeed, however healing is way cheaper and making it dependant on current health would lead to it costing like 10 points or somesuch if everyone got clipped by a nuke. Others.. I dont really see the problem. One is that i dont think making rev better would somehow invalide the other, secondly they are highly situational, chances are, if you are using them, you have a full squad of people who have their shit more or less together. Im not really trying to reinvent the wheel here. Sure making other powers be dependant on that would perhaps be more fair, but it really would add too much confusion, with every power having some other way of scaling points cost. Rev just seems like it hurts the most. Oh and another thing that really bugs me, so ill throw it in as well: If you do not meet the points cost necessary to revive every person, the power revives as many people as it can instead.
So to sum it up in words I can understand. The cost of revive changes depending on how many people are dead? I can go with that.
Dynamic squad powers... Squad Armor based on number of squadmembers costwise Squad Speed based on number of people costwise Squad Arty damage and points scales with people Squad Damage cost scales with amount of people Squad Hide cost scales with amunt of people Squad Radar cost scales with amoint of people Squad Heal scales with total amount healed (1 point per 50 damage?) Squad Res scales with total deadpeople squad heal cost... 1 + (int)((squadMaxHP-squadCurrentHP)/50)
See I took it more that it's a tactical sacrifice to use a constant amount of points for all numbers of people, that if you REALLY needed to squad rev just 1 or 2 people you'd put your points into it. Just my opinion.
Before this change: Simpler implementation Gameplay exists Choice matters (spend more for less now, or take a risk and get better value later) After the change: Complex implementation Less choice (still slight change in efficiency but still) I'll keep it as is, complexity remains the same and there are choices. No reason to add more wheels and gears to a functional system.
Im sorry guys, but im not sold on your argument on it being complex. Its an equation with one simple variable with four possible outcomes, possible for a kindargardener to solve. Your math also seems faulty, as while Id agree you could call it a "choice", the equation still makes reviving less people less efficient, you would stil have a "choice" to use points less efficiently, but without depleting the pool as rapidly
Yeah, honestly I like this idea. If you want a consistency thing, just add plus 2 instead of plus 1, it would effective be like if the whole squad was dead. Expect you can use it at lower counts. I do have to ask, who here actually waits til everyone is dead? Most of the time it is 2 people being revived, maybe 3 if the whole squad pushed. I know when I'm doing it most of the time one of the dead guys is usually right next to me, with the rest dead out of reach. Not like I'm saving anything ya know?
I kinda see both points here. Is there a middle ground? Something like 4 points for 1-2 and 6 points for 3-4? Like Lazybum's idea. Also...might sound a little retarded, but do we want all the squad heals/revives with the engy and also the regular healing/revive abilities? Would it make more sense to say, move heal to evil riflemen in trade for rifle's best ability?
Yeah, it can be rather neat to have a constant charge and squad hide going. Problem is no one in the current player base would ever take advantage of such shenanigans. Which is why the only abilities I ever see used are heal/revive, arty strike, and squad hide. You know, the ones with a very physical effect. That last one is usually used more as a troll type thing in district and escort really, I don't see much getting accomplished with it otherwise.
Squad hide is not really trolling. I think it's a valid tactic on infantry maps, though I'd like to see an increase in visibility while moving because sprinting against 2 walls = total invisiblity.
I suppose it is, but as someone who's been in such squads it felt more about trying to punch out as many dudes as you could before timer ran out. I mean passively, yes it helps the team to push up, but personally it felt like a fun way to spend the next 5 minutes and an easy problem to deal with if I'm dealing with it.
I used to be rifleman squad lead on Escort and yeah, charge is useful from time to time. Until NF ticket dropped, now squad revive is almost compulsive for NF to win on escort. It's just engineer squad powers are really overshadowing rifleman's.