Less mercs? (twin ones)


(Glottis-3D) #1

Proxy and Fletcher - they are almost the same.
I say, get rid of the guy, leave the girl. Give a player to choose type of mines and primary weapon.

Same with THunder(or COnker?)/Fragger. CHoose between or (what the hell!!!) give both types of nades!

the more mercs you do, the more “Let’s distinguishing them!!!” problems occur.

Add merc, only if he REALY is sometheng different. Like Phantom. he is Covert Ops, instead of just another sniper.

+++upd
No one will test 20 mercs in a f2p game, if he does not like first two…


(spookify) #2

[QUOTE=krokodealer;487937]Proxy and Fletcher - they are almost the same.
I say, get rid of the guy, leave the girl. Give a player to choose type of mines and primary weapon.

Same with THunder(or COnker?)/Fragger. CHoose between or (what the hell!!!) give both types of nades!

the more mercs you do, the more “Let’s distinguishing them!!!” problems occur.

Add merc, only if he REALY is sometheng different. Like Phantom. he is Covert Ops, instead of just another sniper.

+++upd
No one will test 20 mercs in a f2p game, if he does like first two…[/QUOTE]

They dont want you to test them they will want you to buy them…
The down fall will be owning all 20 characters and only being allowed to have 3 in a game. I am not going to leave a full server to go change people. I will just quit. DONT GIVE PEOPLE A REASON TO QUIT!!! Should be the number one rule in game making…


(Kendle) #3

Pretty sure the intention is that you’ll have 5, and you’ll be able to switch between rounds without having to leave the server. The game is still in development you know. :slight_smile:


(tokamak) #4

A character should be more than just that one single trick and an alternate rifle though.

A ‘mine’ character is great but then there’s going to be more tools, more mines and other stuff that fit that specialisation. A turret guy is great but there’s got to be more than just being the dude that plants a turret somewhere.


(Glottis-3D) #5

[QUOTE=tokamak;487954]A character should be more than just that one single trick and an alternate rifle though.

A ‘mine’ character is great but then there’s going to be more tools, more mines and other stuff that fit that specialisation. A turret guy is great but there’s got to be more than just being the dude that plants a turret somewhere.[/QUOTE]
upgrade it to something?
-make a remote-mode. (safe for engie and ability to pre-shoot.)
-different HP/damage turrets

  • 2 Alarm no-damage(or very little damage) miniturrets (mostly turret is an alarm tool)

(Humate) #6

Had a look at the keyboard config, and theres something like 5 empty available item slots for each character.
If each character had their own unique upgrade tree where you got to choose which tools you earned throughout the course of the match, it may be enough to differentiate them.


(Protekt1) #7

I would like more mercs. More and more. Gimmie 20. Gimmie 40.


(RasteRayzeR) #8

[QUOTE=Humate;487986]Had a look at the keyboard config, and theres something like 5 empty available item slots for each character.
If each character had their own unique upgrade tree where you got to choose which tools you earned throughout the course of the match, it may be enough to differentiate them.[/QUOTE]

Agreed, and with a progression tree, you push players to be XP whores. This can work if doing objectives gives you more XP than going rambo through the whole game.


(tokamak) #9

This is a very old discussion.

On one side there’s puritan gamers who believe a player should only be in it for the prestige and not for ulterior rewards. On top of that this type of player doesn’t trust that the distribution of the rewards is in accordance with the value the actions have in game.

And they can’t be blamed for that. In a shooter it’s very difficult to gauge the appropriate reward for certain actions because it’s all so context-sensitive. Too much xp and people will start doing things that don’t make sense (statpadding). And too little and people will feel underappreciated.

SD didn’t help out with this either when they started handing out marginal xp rewards for kills and damage because ‘that’s something gamers will do naturally’.

Then there’s the other side. People who want to see the xp be of value. There’s two arguments: Firstly, humans like collecting things, especially if there’s a challenge. Players should be able to be rewarded for doing the right thing and letting players bank in on their rewards with upgrades is a way of increasing the skill gap.

For example, if you wanted to get anywhere in ET, you had to think up a plan at the start of the campaign. In this way xp becomes a system for resource gathering.

two conditions are required for that:

  • Xp is temporary and doesn’t stretch further than a match or a short campaign.
  • Xp distribution is representative.

If both conditions are met then I feel it cancels out the arguments against using xp in this way. After all, if the accumulated xp is anccurate representation of the player’s value in the game so far, then there’s no difference between a player playing purely to win and a player playing purely for xp. Their behaviour and their rewards will be the same and nobody will be able to tell the difference.

Then there’s a last argument, and that is that competitive teams that gain an advantage at the start will be able to extend that advantage throughout the match.

Now, personally, I think that’s just an obsession with wanting a level playing field. The rewards aren’t intrusive enough to dictate the game so a small disadvantage won’t break anyone’s chances.

In turn, it will only add more tension to games. Imagine this game as a professional Esport. What’s better than having teams become favoured or unfavoured? Teams being put in the underdog position and all the come-back stories that may ensue?

For an audience this will only add to the entertainment value of the game. This is one of the reasons why games like LoL and Starcraft are pupolar. Esport Athletes frequently find themselves backed into corners, something that was their fault to begin with, and then they have to crawl back in order to achieve an even footing or even win. It adds narrative to a game.


(PixelTwitch) #10

[QUOTE=spookify;487938]They dont want you to test them they will want you to buy them…
The down fall will be owning all 20 characters and only being allowed to have 3 in a game. I am not going to leave a full server to go change people. I will just quit. DONT GIVE PEOPLE A REASON TO QUIT!!! Should be the number one rule in game making…[/QUOTE]

Limiting the number of Mercs you can take into a match means that team composition actually means something. It also prevents people keep going to class menus in a public game, stacking team with turrets on defence and promoting the learning of the classes.

You cannot change your classes mid game in many games.
I for one think this is one of the best features of XT…
Also, YES!!! I have also been frustrated by being on a team with a class I can do nothing with.


(INF3RN0) #11

Need more useful abilities and merc to merc counters. There should be times where an ability or saturation of abilities becomes very useful for a given situation or map or strategy, and the opposing team can have the opportunity to punish that over-reliance by responding with more available counters.