[left]We’ll never get loadouts cards for all the possible combinations, there are literally tens of thousands of them.
IMO, for loadouts to work they either have to be build piece by piece like INF3RN0 said above or create sub-classes of the merc. The first approach requires a pretty good balance of all the pros and cons of each weapons and augments to avoid optimal builds. The second approach is kind of what we have now, but with a clear goal behind each loadout that pushes the merc playstyle a little bit further in a given direction. For instance, if we take Proxy, we could have the following types of loadouts:
-
Objective Monkey: Weaker weapon loadout, augments that improve survivability and objective completion time
-
Glass Cannon: Stronger weapon loadout, augments that improve mobility but make her more brittle
-
Road Block: Average weapon loadout, augments that improve her mines (faster cooldown, larger AOE, whatever)
For those who’ve played Borderlands, I’m thinking about loadouts shifting a merc’s gameplay in a consistent manner like a selecting a different skill tree for a character does in that game, instead of combining things in a seemingly random manner.
Balancing complete packages is much easier than balancing all the building blocks, you can give them meaningful names that highlight their overall role shift (making them easier to pick out of your inventory) , and you could even bind skins to them that would reflect that shift as well (e.g. a tankier loadout for any merc could come with the digital urban camo, while all mobility-focused loadouts could have the forest camo one, etc…). The earlier skin sets had corporate names (Edge, Grid, ecDecon, etc…) so this could easily translate into corporate operational styles (Edge mercs are more heavily armored but slower, Hunter mercs are better at stealth / recon, etc…).
TL,DR: Loadouts should either be fully-customizable or offer clear sub-variants of the merc archetypes, not just a random combination of weapons, augments and skins. [/left]