Source please?
Skill trees
Okay, the points vs credits thing is a bit confusing, so here goes…
Each time you go up a level, you get one ability credit.
Turrets are the best example of the ability upgrade system; you must have the Light Turret ability purchased in order to buy the Medium Turret ability (Medium is what Engineers were using at Quakecon/Gamescom/PAX/EGE). If you buy the Medium Turret ability, you can only place a Medium Turret.
So no more light turrets then? Your ‘lower’ ability disapears.?
Yeah, like he said earlier.
So higher tier upgrades don’t take up more slots after all, that means that there will indeed become a difference in power between the levels and not just a difference in the amount of options one has.
It’s a way to look at it, but more defensive options are also available as well.
that there will indeed become a difference in power between the levels and not just a difference in the amount of options one has.
Not necessarily. A player does not HAVE to upgrade their turret, and if they choose to, then they will have less overall abilities to choose from.
This light role playing thing sounds good, it allows for a lot of different play styles.
If abilities become more powerful without having to take up more slots then that means that as long as there’s a difference in the amount of credits a player has obtained there will be a difference in power.
A high player could have the same set up as a lower player but instead all have upgraded versions of those choices.
[QUOTE=tokamak;246631]If abilities become more powerful without having to take up more slots then that means that as long as there’s a difference in the amount of credits a player has obtained there will be a difference in power.
A high player could have the same set up as a lower player but instead all have upgraded versions of those choices.[/QUOTE]
And this is why they have
- matchmaking by rank
- Options to turn high level abilities off
Yeah, but that player who spent his points upgrading his turret all of the way will not have spent those points on other abilities. So the guy with the sweet turret probably didn’t have the points to spend on something else.
If a player has amounted more points than another then he has more points to spent on getting more powerful abilities than the other.
If you actually ability slots it would sound like this.
“Yeah, but that player who filled his five slots with upgrading his turret all of the way will have no more room to fill his slots with abilities. So the guy with the sweet turret won’t have any or fewer other upgrades on something else.”
Such a distribution system will lead to way more specialised types of play than people who can simply fill their character with a variety of high-tier abilities.
That is, unless there’s a limited amount of credits each player can have. Which would still only be a compromise.
[QUOTE=H0RSE;246633]1. matchmaking by rank
2. Options to turn high level abilities off[/QUOTE]
Both of these are terrible solutions. Matchmaking by skill-level, like in Starcraft 2 is great, but matchmaking based on the gear someone has is not, because you’re not treating the game balance itself that way. Same goes for options to turn those abilities off, that can be said about any objectionable feature in the game, it’s akin to ‘well just mod your own version then’.
That is, unless there’s a limited amount of credits each player can have. Which would still only be a compromise.
From what I have gathered, leveling up is what grants you the ability to purchase a new skill - the credits are how you pay for it, so regardless how many credits you have, you will still only be allowed to have 20 skills (max lvl of 20)
Alright then, that makes it essentially two groups of slots on different scales.
so, its kinda like [hidden]level-cap ?
so players,can’t be Good-like in Brink.
thats good, IMO.
[QUOTE=brbrbr;246665]so, its kinda like [hidden]level-cap ?
so players,can’t be Good-like in Brink.
thats good, IMO.[/QUOTE]
yeah, once you hit your 20 you need to start spending your credits on a new character. So you can build a character for a particular role. Except…
… since you can sell the abilities back, you’re not locked in on a partcular strategy (so if you didn’t think ahead it won’t be that big of a deal), if you decide you wanted your guy to go in a different way you could sell your abilities and buy others.
One would assume you don’t get as much when you sell them back as they cost originally else the 20 ability limit wouldn’t mean anything. But regardless, being able to sell them back both gives you flexibility and makes the cap less meaningful.
But then again I think it would be more of a help to choose for another character. SO you can pick the character that you made for a purpose. Can you switch between characters in a round?
So when I have specialized in say, turrets for engineer,
and I am playing a game inwhich the situation calls for a soldier, I should have spent my abilities on that, instead of turrets? Cause then they are useless?
