[QUOTE=Humate;406851]Granted, etqw strategy comes to life in organised play, not pub play.
So I can understand being frustrated by that.[/QUOTE]
So that’s why I’m arguing for a more flexible approach. You’re allowed to build a specialisation focus, a profile that dictates which ‘trees’ you grow in faster than others. Those specialisation focuses are visible to the rest of the team so you know which routes your team-mates tend to favour.
Now, most of the time this tends to balance out. 8 or 12 players with different focusses, provided there are enough. But I agree that a game should allow for flukes where you end up with people specialising the same way.
Say you get a budget of ‘100%’. You have to spent it out of the game and can’t change it while playing. What’s more, you actually have to earn resources in order to start shifting things around in your budget.
You put 60% in covert ops. 30% in soldier and a medic at 10%. These are xp-gain modifiers (not score modifiers, dont worry). This allows you to grow the covert ops class at 160%, the soldier at 130% and the medic with 110%. When you then see someone else with 180% covert ops specialisation then you may opt to forego your 160% growth rate because you see your team still needs fast-growing soldiers. And hey 130% is better than nothing.
That’s what I mean with having a permanent plan affecting your long therm choices in a campaign. You could put one class in 200% and grow very fast but then you also risk not having any options in case your team does the same thing.
And the percentages can of course be hidden under a more intuitive interface. It can be simplified in coins representing ‘10%’ which you can then spend on your classes or you can keep the dynamic aspect and have some visual chart where you can stretch a amoebae diagram in different directions.
The coolest part about this is that this allows for rewards that retain their value permanently. If there’s a cost to shifting weights somewhere else then players will need to keep on playing in order to adjust their build. That’s different from Brink where you eventually have everything unlocked and are ‘done’ in that part of the game.