Things I'd like to see added to this game


(cardinalTortoise) #1

Here I will just be posting about what changes/additions i’d like to see in the game.

  1. Progression System
    I think that a player should be able to pick a Merc that they would want to play at the beginning for free. The “trial” Mercs are good but if you like a Merc that is on trial and then the trial Mercs changes the player would have to grind for a while to get that Merc via credits. This happened to me with Fletcher and he is a 50,000 credit Merc. I spent around 10 hours in the game so far and I only have 34,000 credits so it will take many more hours to get him.

Another solution to this problem is to increase the amount of credits that you can get from doing normal matches. I can get around 200-300 in a good match (i’m still new). The missions are nice but they still only provide a minor increase in money. Increasing the average income of a good match and win to around 1,000 would be great.

After level 4 the extra 12,000 credits that you get for leveling up stopped. This dramatically slowed down the process of earning credits. It would be nice if that 12,000 credits you get for each increase in level continued or even became larger after you get past a certain level (ex. after level 10 you can get 15,000 credits because it takes longer to level up).

  1. Mechanics
    It would be nice if the game integrated the wall jump ability more. Its a cool little mechanic but it just seems useless in this game.

Another thing that would be cool is trading load out cards with other players. This would allow you to get cards for the Merc that you like the most and trade the cards that you don’t need to another player who might want it.

Those are just my thoughts about changes/additions to this game. Please tell me about other ideas our your thoughts on my ideas. :slight_smile:


(GregHouseMD) #2

2 - 300 credits in base fee for a match isn’t too bad. I think you underestimate the importance of doing missions, though. There’s nothing minor about the increase they provide. We ran some numbers in another thread, and it’s quite easy to earn about 5K credits in about an hour ( maybe two, depends on the missions ), if you do all your missions and include the bonuses for your first matches/wins of the day. Just do that - and don’t waste your cash on trading up or buying loadouts - and you’ll have that Fletcher in 4 days. :smile:

Mechanics wise, I think you’ll be pleasantly surprised.

As I understand, the current maps were designed before wall-jumping was even a thing, though don’t quote me on that. We did have a beta map available a few weeks ago, and it featured a lot more wall-jumping spots. I’d expect more of that, so fear not.


(Amerika) #3

Wall jumping is ANYTHING but useless. You can strategically use them to get to places on a map you wouldn’t normally be able to (you might not know these jumps yet), use them to avoid detection, used as an evasion mechanic and they can be used offensively.

Go watch some videos and tell me how wall jumps or jumps off of people are worthless! Also, the map Dome was designed with Parkour in mind and it was kind of awful. Most of the jumps might as well have had big signs that said HEY USE ME and in previous builds there pretty much was that on the walls. Of course Dome wasn’t very good for other reasons though.


(GregHouseMD) #4

[quote=“Amerika;24344”]
Most of the jumps might as well have had big signs that said HEY USE ME and in previous builds there pretty much was that on the walls.[/quote]

Wait, is Dome open in Execution or something? Because last time I played it, it had those signs!

I don’t know that it was awful, though.


(Amerika) #5

It was open for a week before Execution mode came out. And I don’t remember the signs in that version but I do remember them from the previous version.

I don’t like Dome because it’s wayyyyyy too big and open and you can very easily lockdown areas with a lot of crossfire and it’s much better to play cat and mouse in doorways than to play straight up like the normal maps tend to force on people. Some might like it but I just did not enjoy my time on that map. Just too easy to be flanked/get flanks and shot from all different angles and distances.


(flow) #6

You say Wall Jumping is useless? Race me on Chapel, and be surprised how I’m at the end of the map, when you barely left the spawn :lol:

EDIT: As for credits, I can just agree the others.
To play effective at low effort: Maybe log in in the morning before work, to cancel out missions you don’t want… to hope for better rng. Play 1 hour after you came from work, play 1 more hour before you go to bed, period. 5-6 missions done, probably.


(cardinalTortoise) #7

Ok, thank for the feed back on wall jumping. I still need to learn and this helped me a lot. No one seems to use it though in the lower level matches that is why I really never though of using wall jumping that way.

Any ideas that you have that you would like to see implemented into the game?