#[Idea] - Upgrade Progression rework

17 messages · Page 1 of 1 (latest)

feral gale
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I thought of a unique way to completely shift the upgrade system for parts and weapons.

  • Parts: Parts will go by the same upgrade for each level. However, once you reach max level, you are not done with tuning parts. Parts will have another feature called "Overdrive". It is a feature where you can go past the upgrade and tune your stats to increase it at the cost of another stat to decrease. If you want to decrease a torso cooldown, it would be at the cost of armor. If you want to decrease the shield delay for regenerating shields, you can do that but your shield HP will go down, etc.

  • Weapons: The current upgrade system for weapons will be removed entirely and will be replaced by a linear system of progression. Each weapon will have their set of levels. So Punisher could have a max level of 10 and Magneto of 30. Each weapon will have module slots. Those slots will either improve a stat of the weapon, or also improve a stat, but at the cost of a decrease of another stat.

Punisher for example will have 4 module slots (Barrel, Ammo Feed, Gunpowder, and Speedloader). Every time you level up your weapons (through Playing matches), you will unlock a module for that weapon.

prime dirge
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I appreciate the idea about parts and I think this will help to create more freedom to strategically choose upgrades for parts in combo. I think all weapons could have the same set of levels though otherwise some weapons might reach their final level faster than others and give an additional advantage.

feral gale
prime dirge
lyric karma
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But weapons can be balanced at each level. If they all reach the same level, then fine tuning the damage output, fire rates, etc will overcome that.

However, if you can't pay to level up your weapons at all, I doubt they will go with something like this. It will most likely cut heavily into their profits.

feral gale
# lyric karma But weapons can be balanced at each level. If they all reach the same level, the...

I mean, the weapon progression is kind of similar to what we have now. X module slots on a weapon you can equip on a weapon, you can freely swap them, etc. The way to aquire them is to just level up the weapon with XP from battles. So they can get premium to just accelerate it more.

Plus, Parts (and probs gears) will still go by the same as they have now, just with an extra feature to tweak them around at max level. So they can buy salvage to upgrade stuff quicker (granted, they have enough intel in the first place).

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The purpose of the weapon rework is to give similar stats to what we have now. But at the same time, allow the use of swaping module to create new stat changes to change how a weapon performs vs another combination of modules, etc.

feral gale
lyric karma
feral gale
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bceThinkPonder It's kind of like the battlepass tbh. 1 war robot, new weapons, gear, paintjobs, currencies, etc, for 8$ USD. I would've bought it for 20 but here it is at 8.

lyric karma
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I get that. All I am saying is I doubt that players that are not paying for premium will be encouraged to buy premium anymore than they are now.

upbeat pollen
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I like the idea, I'm just doubtful it'll get adopted since it feels like a big change the devs will have to make

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With your idea would most modules work with all the other weapons or at least certain classes for example ammo type works for anything that does the same type of damage like blast, kinetic, electromagnetic, energy and so on?

feral gale
upbeat pollen
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If the modules at least for ammo worked like modifiers (10% more armor damage, 5% longer reload etc) I think having them be compatible on certain weapons could work well and maybe there are some rarer modules completely exclusive to specific weapons

feral gale
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That's more what I was thinking.