Friday, April 13, 2012

Not veterancy, but kill-enabled upgrades

[:1]Veterancy is an eat concept, but it didn't add anything to SC, FA, or SC2 and there's no compelling reason to believe it will add anything to KNC.
However, something that runs along the same vein is kill-enabled upgrades. A historical example of this is the GLA faction in CNC: Generals. When an enemy vehicle was destroyed by GLA forces, a wreckage would appear that was only visible to GLA factions. If a GLA vehicle ran over the wreckage, it's weapon would be upgraded (complete with visual indicators), up to 2 additional levels. Level 2 had double the firepower of the original unit.
This system was pretty awesome and made the preservation of individual units valuable. It was also strategic in that you could pick the units you wanted to upgrade. (You can't really pick what units you want to get vet.) Furthermore, this strategic element worked with other elements to add depth to the GLA strategy. See, there were two tanks, the light scorpion tank and the heavier marauder tank. The marauder required research points to unlock (similar to SC2's system) and the scorpion did not. However, marauder's firepower was upgraded far more by wreckage than scorpion tanks were. This helped create a lot of variability between two otherwise similar tanks.
A similar system should be utilized in KNC, but only for the larger/higher tech/legendary units. But they should also work differently. Catapults (or similar units) should have the option to upgrade with kills in order to get a range/firepower buff. Dragons could consume humans for damage and health upgrades. Perhaps dragons have a bite-attack for humans and a claw attack for vehicles. The dragon could turn into fire-breathing airborne variant upon consumption of 10 humans or turn into a tunneling variant through the clawing-destruction of 5 vehicles.
Plain veterancy is just that, plain. Our units should respond to the combat environment and give us the options to upgrade them strategically like this.|||FunkOff|||chosan|||I like the Idea of getting new skins for upgraded units. Makes the game more visual appealing, and more tactical. You have more intel availble to you, meaning you can make better choices and games are about choices.|||You're forgetting that the scale here is huge--people wouldn't think strategically about it much at all. They'd win a fight, then move their biggest person into the front of the formation and formation move through the dead enemies.|||I don't think that every unit in the game should have the ability to collect "kill enabled upgrades". The way it worked in CNC was good, give it to some special kind of unit/units.|||Veterancy isn't important in SupCom2? :lol:|||Vet is/was very useful with the commander and experimentals but useless otherwise, but I really don't mind it staying that way. Having wrecks that you need to order your tanks to pick up seems like unnessary micro to me when you are considering the scale of SupCom/KnC.

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