Augment System Suggestion


(NeroKirbus) #1

The current augment system may not be fully fleshed out yet, but it has fallen quite flat and few of them actually impact the game. I understand that they have just been released, but I have an idea that could actually have them impact the game more and are unlocked during a match. Very similar to the leveling in a traditional MOBA, without having the active leveling of a single ability.

So currently the augments are unlocked through the leveling of a card, which works really well. This should be kept to allow players to slowly learn the character’s abilities as well as your opponents (and everyone in between).

The augments would be much more powerful than the current ones and actively play a part throughout the match; these would also make the players figure out which character to focus to gain an upper hand in a firefight.

I have yet to sit down and truly think about complete reworks of these augments, but this is a single character’s I quickly thought of.

Proxy

Augment 1: Increased Mine Cache: +1 mine output as well as in her inventory. Acquired at 2k xp in match

Augment 2: Mine Upgrade: Increases AOE by 50% Acquired at 4k xp in match

Augment 3: Double Time: An active with a long CD which allows proxy to move faster and allows her to wall jump three times as well as not having a slow down on her long jumps. Acquired at 6k XP

Every character would have their own unique augments and each different card would focus on a single niche; this would allow a greater variety in game play between each character and in team comps. \

The XP values would be according to the average gains within a match. For stopwatch, they would reset at the end of the round.


(tokamak) #2

On the part that we need this MOBA active in-match levelling, I agree.

However, right now your type of levelling is horizontally rather than vertically. A merc acquires more different augments rather than one single increasingly stronger augment.

It think that makes mercs too homogenous again.

A better start that would still retain the active levelling is to let each augment have three tiers that you grow during a match. The xp is acquired by that merc only. This means that you still have to ‘grow’ your three individual mercs separately, which means that you could end up with 3 tier 1 augmented mercs or 1 merc with tier 3 augments (or if you’re doing insanely well 3 mercs with tier 3 aguments).


(Mustang) #3

Augments should be more impactful, I agree, at the moment they are a pointless choice because the difference between the choices is negligible.