#Unit "Eliting" or upgrading max rank units to a better version of the same unit

1 messages · Page 1 of 1 (latest)

solar bough
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In order to make r6 ing units and earlier game units in general more desirable, it'd be nice if we had a building (potentially +pop adjustment to accommodate) which would allow us to promote, or "elite," an r6 unit to a better version once the unit type has reached r6.

The promotion process would require time and resource as though training a unit, but, similar to infecting units, it would also require a unit, the main difference being the unit would need to be r6 and the promotion/eliting cost would include t3, possibly t4, and/or even new resources designed for this mechanic. It would also not be random. Other prerequisites such as a level requirement or specialized buildings (gun foundry, rocket factory, armor shop) could be used.

The promoted units would only be available through this method and they ideally should be level scaled similar to the TF2 units to keep them somewhat relevant.

Both units would have the same move pool to keep the feel and niche of the unit intact

This method could also be applied to Infected, going from proto-normal-advanced-archetype.

It could also be how players obtain the Brutal Raiders should Madrona wish to implement them as player-controlled units.

Why should this exist? To further reward players for ranking up units as well as adding more content into the game at most levels of play.

This would also allow players to have access to a wider variety of units and has the potential to breathe life into underused units.

Battle Nations has a scaling problem, and a suggestion such as this, if implemented and balanced well, could help with that by allowing more units to remain relevant at more levels

fallen hazel
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I like the idea of extending some life into weaker units or earlier game units, but at the same time there has to be a sense of progressing to new units

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Id say the best way to encourage using weaker or early game units is pvp tier system like pokemon which would have tiers from the weakest units to all the most op promos

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This would allow every unit to have a place and use that will be more widely used that is proven to be wildly successful in a different popular pvp setting

real lichen
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Like the idea or at least the identification of the problem. I think I have typed it before but one concept I had that might be able to work in with your idea or solve the same issue is to require lower tier units in an archetype as a training cost.
Using basic infantry as an example, instead of training an artic trooper directly at the barracks maybe you need to train a regular trooper and upgrade him to a junior officer, then a ranger then to an artic trooper. Make a branching path for nanos and that same trooper can upgrade to a shock trooper then to a commando then a veteran as you progress. This makes each unit a step on the way up as opposed to just having a huge roster of isolated units.
With your idea, maybe they can only promote after hitting R6? Maybe make lower tier units max at something like R3/4 and only the highest tier goes to R6? Numbers would have to be reworked and such and this is a bigger change than your suggestion. I think this helps your idea by not making the roster bloat even worse.

distant lantern
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I say this works, since some of the more advanced infantry variants are stated to be troopers who have lasted long enough.

This can also solve the issue of having too many low tier units and making it hard for late game players to quickly locate their units.

hollow rover
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Yeah this would be awesome for tanks too, send them to Zoey to convert Supers to Megas, or mini tanks to light tanks, to heavy tanks to heavier tanks

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But I definitely think if a shock trooper has been sent to a hospital enough times, they're bound to become a veteran at some point lol

vast blaze
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Was this based off another suggestion? It really reminds me of a suggestion an HSC member made...

solar bough
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yeah I think some units that are basically the exact same as a later unit, and of the same faction, should probably just be promoted to their later game counterparts instead of having an elite version...

hollow rover
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Would make newer/low level players feel more comfortable spending nanos on units knowing it won't go to complete waste when they get to higher levels if we can upgrade a medium tank into a super tank at a reduced cost compared to training supers

solar bough
vast blaze
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I like both ideas, I thought you had expanded upon his for a moment.

solar bough
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They're similar enough, I basically did

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without realizing it

real lichen
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Lots of good ideas in the community. It's not surprising somethings come up a lot like the warehouse upgrade proposal.

vast blaze
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-# The warehouse proposal repeatedly showing up is my own doing, they've responded to multiple things from the community, and I think it's probably one of the biggest things the community wants- not just because I wrote it.

distant lantern
hollow rover
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Maybe it can be integrated with our shops

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Like we have to make certain parts in the machine shop, and then we combine those with a tank plus some other resources to convert it

real lichen
hollow rover
real lichen
vast blaze
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-# Primarily Isreali developed tanks...

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These are all M48's (Maybe an M60 in there), while they don't look like much the difference usually comes down to the gun & engine.

Further changes are usually interior or basic exterior stuff (flattening the bulge in the front of the tank...)

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Anyways point being it's historical to "Promote" a tank by just adding random crap to it.

tribal zinc
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same with the Type 59

distant lantern
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Yeah, that is the thing, a lot of our BN tanks are not like the T-55 or the Patton, most do not even share chassis.

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Makes me wonder... what if, we take non-nanopod units, the Dragon and the Heavier Tank for instance, once they hit Rank 6, piece them together with a bit more in game resource into, say, a Mega Tank.

vast blaze
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Aktuhally! They do!

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The Light Tank appears on some other units, actually.

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-# Lightning Tank and Lt. Chem Tank...

distant lantern
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And the medium tank chassis was reused, on the Railgun and the Laser Tank

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Railgun Tank, Laser Tank, Plasma Tank... why do all of the exotic tanks need Nanopods?

vast blaze
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Otherwise generally speaking, Z2 preferred the fantastical over-the top elements over having 30 variations. The game doesn't really have much thought behind tanks other than "shield"

vast blaze
distant lantern
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Reminds me of that one suggestion, there should be like... an exotic endgame tank that is a bit below the Plasma Tank for F2P fellas

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Speaking of which, we should make the Heavy Arctic Tank "free" as well

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It's another one of those failry underwhelminhg units

vast blaze
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It's a seperate topic, so I'll start being more quiet here- but what I personally feel needs to happen is that all tanks after the Super Tank and Heavyr Tank, basically abandon F2P players.

In my opinion the tanks that come after should be free, but as a caveat, there should be a newer, more interesting variant that is nanopod only. I don't think I've said this anywhere, it just makes sense to me. But some tanks are just utter garbage anyways!

distant lantern
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Any flame thrower tank is automatically rubbish, it seems. Except the Heavy Recon which is not a tank and is meant to be used like, say, an arty.

solar bough
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An Elite or Hardened Firedrake would be fun to have. I like them but they are... not great. Though I suppose there are worse things

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I'd spend more money on them if an idea like this was implemented and they became more useable as a result

distant lantern
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Now this is something I wanna see

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A flame tank that somehow does not suck

vast blaze
solemn thistle
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Never understood why they asked for T3/T4 ressources to upgrade early game units, by the time you have the level to get them (lv25-40) the unit is obsolete.
Either make the latests ranks of early units accessible by low levels or scale them to lvl 40+ once they reach said rank, pretty much like wimps

solar bough
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In this suggestion’s case, it’s because the units eliting unlocks are supposed to scale.

In z2s case it was probably a combination of laziness and those resources being much more abundant at earlier levels

lapis bane
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I had the thought that bars and gears are like advanced training manuals and when used in promotions give like double the stats of a regularity and merits and widgets would double used in promotions would be a double the bars and gears. This would only work if the unit does not have gear or bars or higher in training cost. For example a trooper does not require bars to train so with my thinking when a promotion includes bars as it’s cost it would received a bigger stat boost. Compared to say a field agent which requires bars to train.

vast blaze
lapis bane
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Other idea was nanopod units are upgraded of free to play units, just like supreme mini tank is the upgrade of a mini tank, except then the devs would have to make nanopod versions of every other free to play unit.

devout kindle
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We could have trees with it like a shock trooper could have a branching path of scout bike > aces, and another branching path to ranger>commando>veteran

solar bough
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The elited units could be called Veteran "insert unit name", though it be cool to have variations like we see with the Raiders, Silverwolves, etc.

pine ferry
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Honestly, this just sounds to me like we use the Rank up system more.
Give new attacks, and a cosmetic change after a certain rank.
Which I'm all for.

charred sleet
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How about a building-"Training Hall". You put in 2 units, and get the next unit up: ie 2 troopers is a grenadier, 2 grenadiers gets an arsonist, 2 arsonists gets a hunter. By excluding the nano units the company keep the $. But you still have a way shift your low tier units into something more current.

solar bough
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Because that would allow you to bypass nearly every steel and t3/t4 cost in the game, also save tones of gold, unless it had a cost attached to it, but at that point its just a more expensive version of the same idea or it ignores one of the points about r6 and ranks not having enough incentive behind them for earlier units.

amber sigil
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Is this a Arknights reference?

charred sleet
# solar bough Because that would allow you to bypass nearly every steel and t3/t4 cost in the ...

What about combining 10 max rank early game units into "Rifle Platoon","Grenadier Platoon", etc. It could have a 4 square footprint, and look like 'first rank fire, second rank reload', or maybe a in the trenches kind of look. It would a giant amount of health(maybe combined value of all 10 health pools), but its attack damage would be bad(maybe like 4 times whatever the original base damage was). Its role would be as a bulletsponge mainly. it would prevent the devaluing of the third tier resources, provide a requirment to max the rank of the early game unit, and it would still have a role in late game to take hits.

solar bough
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I think that sounds like an entirely different idea

thorny acorn
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You know what could be a nifty idea?

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Using the prestige academy for this.

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Redistribute all the prestige academy units to their appropriate training facilities, then use the prestige academy itself to promote a unit to elite status.

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Just a thought, nothing more.

hexed kiln
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Upgrading your raider units into brutal raiders would be awesome. As it stands now the only raider unit that stands the current level cap is the skirmisher.

coarse stone
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You mentioned that this "elite promotion" system would apply to infected units. Are you suggesting that lower tier infected should be brought up to r6 before being promoted to the next tier? I could see the appeal of such an idea but the grind necessary scares me

vast blaze
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Currently units don't have independent XP. I doubt they ever would? But, since they currently dont that'd be impossible to implement, yeah it'd be a hell of a grind but once you reach R6 any lower tier infected ever become the next tier regardless because R6 is applied across the board.

solar bough
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Yeah I mentioned r6

SP numbers probably need some looking at anyways, and allowing specifically infected to just be promoted for a resource cost could be fine.

But yeah- you get it to r6 then can turn lower levels to higher levels (or if a higher level doesn’t exist, a special, level scaled unit) for a cost was the idea.

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So like get proto to r6 then you can spend (insert resource here) to promote it to the normal version of that infected

Or get grenadier to r6 and be able to promote it into heavy grenadier (1 Grenadier at a time)

Stuff like that.

I guess a better way of putting it would be you’d be able to train units for an alt cost (or only for the cost) of an r6 unit + other stuff.

solar bough
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just make it so they can clear standard content like encounters, they don't all need to be meta and probably shouldn't be, but at least do something them feel useful

fresh moss
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experiment x17 should allow you to upgrade your existing frags rather than/in addition to dropping new ones

tepid axle
fresh moss
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maybe you could do this at the hall of bounty