Team Perks linked to Mercs.


(PixelTwitch) #1

Now I have just got home from watching my girlfriend do a 10k run in Manchester so have been sat around for a while with nothing but my brain… Never a good combo…

One thing I got thinking about was the idea of TEAM PERKS in Extraction… Why they would be cool, balanced and work… I came up with a kinda crazy idea that I really feel I need to stick on these forums or it will eat away at me inside…

Imagine if each Merc had a SMALL effect on the team via a mini Perk…
Faster Reload… Faster Defuse… Faster HP regen… Faster Ability Recharge… More Damage… More HP… Faster Hacking…

Now this sounds crazy but I am talking about small perks that could end up making a difference when it comes to PICKING Mercs more than actually playing them.

if you think about 5v5 thats 5 mini perks that overall could influence a game if combined right.

When I say small… I mean 1%-10% differences.
One golden rule… THEY DO NOT STACK! so having multiple of the same Merc removes a potential perk.

I would imagine it would not be TOO hard to implement and needs no additional assets.

BOOM!
My crazy idea documented for you all to see :smiley: enjoy :smiley:


(DJswirlyAlien) #2

Would this be class specific or would each merc have their own unique passive?


(Mustang) #3

W:ET had this.


(PixelTwitch) #4

Well I never knew that… However I assume due to the number of classes vs number of mercs it was not quite as adaptive as I feel it could be in XT?
Do you think the feature would be a good feature or are you against it?

Each merc have their own perk (I avoid saying passive because I also feel some mercs should have their own passives)


(Scarhand) #5

Don’t think this is necessary, they already have perks, and adding these passive ones would reduce the effectiveness of pub. Simplicity is key.


(DJswirlyAlien) #6

Could add a interesting layer of depth. So mercs deemed weaker could have stronger perks that boost the team. Hard to say really…


(BrightIs) #7

I like the idea, more complication keeps it from being too simple and boring like other fps’.

Didn’t ET have some kind of negative perk as well (not really a perk) but the Field Ops shared their charge for calling airstrike and artillery so if too many were using it you couldn’t use it or it took longer to charge. The command post when built by engineer enabled charge to replenish faster I think.


(RasteRayzeR) #8

[QUOTE=BrightIs;497792]I like the idea, more complication keeps it from being too simple and boring like other fps’.

Didn’t ET have some kind of negative perk as well (not really a perk) but the Field Ops shared their charge for calling airstrike and artillery so if too many were using it you couldn’t use it or it took longer to charge. The command post when built by engineer enabled charge to replenish faster I think.[/QUOTE]

Yes, but I’d rather have secondary objectives to grant team boosters, because they would create a real new challenge in the game. That’s how W:ET did it, and that’s pretty much how this should be done. I’m not against team perks or auras, but it shouldn’t be granted without skill.


(Protekt1) #9

IIRC W:ET had it so the more medics you have you get like a passive max hp boost. I don’t remember anything else or even if that is accurate.


(shaftz0r) #10

the only 1 in ET afaik, were more medics made max hp up to 156 (i believe). fops didnt share strikes or anything like that, thats a server side cap for spam.