Res AND Experience resource model

Human ShieldHuman Shield Join Date: 2007-11-27 Member: 63029Members
<div class="IPBDescription">Looking at Company of Heroes...</div>Here is the base idea in principle I guess:

Res and fighting over res tower could theoretically go on forever and is dynamic. Continued battle has a constant res drain for both sides.

Experience is linear start to finish.

What this means is that res points are balanced to work indefinitely but experience is designed to encompass early, mid, and late game dynamics. There means that game time could theoretically be adjusted by an experience multiplier. This makes the game easier to balance because end game can be tweaked separately and can be reliably timed as opposed to res hoarding.

In the RTS <a href="http://www.gamereplays.org/coh/task.php?nameid=guide_armor_comp&page=1" target="_blank">Coh</a>, experience is used to diversify strategies within a side and to bring out special and end game units.

This also has lots of possibilities:

Instead of res for kills, you get experience (helping to balance res tower importance).
Experience could be individual and team based.
Experience for welding and helping the team (maybe have welding use up an individual res pool).
Points on a score board don't always motivate people, real benefits would.
Would flow into a possible combat-like mode called "quick res" in which there is no commanders and res points are captured like BF2 flags.

This would help games feel more unique, because each team chooses a path that can't be reversed later on (this leads to strategies and counter-strategies that can actually work). It also allows spreading out special unique units where they can't be used together at the same time.

Thoughts about Marine Options:

1. Sword; Team chooses this to specialize in power armor and heavy weapons.
2. Steed; Team chooses this to specialize in fast assault, phase gates, and jet packs.
3. Shield; Team chooses this to specialize in building defenses and sieges.

This are usually the 3 main strategies marines use. It wouldn't limiting building stuff but would give buffs in the chosen area and commander "spells" that assist in that mission. Examples: The commander has a 'CHARGE' ability in which all marines yell and move faster for 30 seconds; or one called 'Hold the Line!" in which marines not on infestation get defense buffs; or an offensive beacon that sends a squad behind enemy lines.

Alien team could play off the 3 classic chambers as ideas.

Individual experience should be small buffs and would be cool to change the model a bit to look more bad-ass (the Devs have seen how WH40k handles veterans <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> ).

This would be a change, mostly it would mean that res should be given more uses to keep res drained but commander spells look to do that.

Comments

  • obsidobsid Join Date: 2003-09-16 Member: 20909Members
    Sounds way too much like combat for me.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Whoa, I like this one:
    <!--quoteo(post=1664160:date=Dec 15 2007, 06:32 PM:name=Human Shield)--><div class='quotetop'>QUOTE(Human Shield @ Dec 15 2007, 06:32 PM) <a href="index.php?act=findpost&pid=1664160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. Sword; Team chooses this to specialize in power armor and heavy weapons.
    2. Steed; Team chooses this to specialize in fast assault, phase gates, and jet packs.
    3. Shield; Team chooses this to specialize in building defenses and sieges.<!--QuoteEnd--></div><!--QuoteEEnd-->
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