[QUOTE=Anti;433388]The passive upgrades we’re talking about are actually very small, changes like affecting ability cool down time, amount of energy regained by picking up your turret etc. For example Airstrike cool down might go from 30 seconds to 26 seconds. The main impact we want from the system is with the tier three abilities, but we want some build up to getting them.
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I understand the idea better now, after reading it a few more times and also your extra comments
And if they’re minor and easy to handle for the player, it might work well. But wouldn’t it also affect map design a bit, as most of the 3rd tier stuff will mostly be available in the end?
But what about more mid-term progression, like the old campaign mode - do you have any thoughts on that? As others said the campaign system itself had flaws, like players joining in the middle of a camp. But I was wondering if it could work if it was more based on game sessions, so each player starts building up when he joins, and ends it when he leaves - unrelated to the other players. With more stuff to temporary unlock, over 3-6 maps or so. Not sure, just a thought.
Would maybe complicate it even more, but I must confess that one thing that really drove me into ET, was the rather advanced xp and class system (for it’s time). I read that little manual that followed the game, over and over in the beginning - it was excellent
And yeah, I know a lot of players don’t care about xp progress system, but for some, I think it is a good motivator to make them more objective and focused on their class tasks. And it also add an extra dimension to the learning curve. Which others can ignore, if they don’t care about it anyway.
Or something like Bloodbite suggested, kind of like that double stream idea, to make some more variation.