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Post by jknut on Jun 16, 2015 13:01:03 GMT -5
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Post by Cory Trese on Jun 16, 2015 13:05:49 GMT -5
The game consists of maps with 0-3 TP.
That means a range of somewhere between 4 and 12.
Should try to break it down into A-Squad, B-Squad and C-Squad for your teams.
Some people will deploy them with an eye on balance, other people will focus on tactical advantage map by map.
Both approaches should be viable on 6-12 Templar maps.
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Squad Size
Jun 16, 2015 13:29:01 GMT -5
via mobile
Post by Kanly on Jun 16, 2015 13:29:01 GMT -5
On the one map that has 4 TP I pulled out 15, but it felt like a waste, since I couldn't ever use them all again. With that many I didn't feel connected to them all.
I chose 9. When you start getting more than that I just feel like they are superfluous.
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Post by Cory Trese on Jun 16, 2015 13:38:32 GMT -5
I think 12 is great ... especially when you have a split squad, and the two sides have to fight independently of each other.
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Post by En1gma on Jun 16, 2015 13:41:43 GMT -5
I picked 6, 9, and 12
I have a good squad for all stages of deployment, and as we gain TP, I am able to begin ramping up my presence accordingly.
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Post by contributor on Jun 16, 2015 14:51:21 GMT -5
Getting 9 templars in one place always feels like a huge crowd to me. At the same time I often find myself trying to get people in just because I want to level up my existing templars. I love giving them new skills and new gear so I'll often throw in a few extras whenever I can just for that. I am actually curious to know how it's going to work with Templars that really start getting behind the rest of the squad because you're not using them. It seems like there should be some mechanism for keeping anyone from falling too far behind. Maybe they didn't deploy, but they still get to do the debrief and watch the game footage right?
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Post by jknut on Jun 16, 2015 15:11:04 GMT -5
Getting 9 templars in one place always feels like a huge crowd to me. At the same time I often find myself trying to get people in just because I want to level up my existing templars. I love giving them new skills and new gear so I'll often throw in a few extras whenever I can just for that. I am actually curious to know how it's going to work with Templars that really start getting behind the rest of the squad because you're not using them. It seems like there should be some mechanism for keeping anyone from falling too far behind. Maybe they didn't deploy, but they still get to do the debrief and watch the game footage right? I'm hoping we're able to permanently dismiss Templars from the HQ. I think it would also be good for new Templars to come in at the squad average for all difficulties. That would encourage people to experiment more. I'm also worried about new recruits falling behind. Another option would be each map in the story to have progressively higher XP so new recruits level up faster but never quite reach the rest of the squad. This strategy also needs each XP level to be progressively further apart.
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Post by Cory Trese on Jun 16, 2015 15:22:51 GMT -5
Just like a player can get into trouble in the Alpha with blindly recruiting tons of Templars, they could get into trouble by dismissing Templars. For both features, we need to provide protections.
The goal of the design is to make the A-Squad, B-Squad, C-Squad mechanic really fun. I'm open to any and all options that support the A-Squad, B-Squad, C-Squad mechanic.
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Post by contributor on Jun 16, 2015 18:05:01 GMT -5
Cory Trese, I'm curious to know more about what you mean by creating A-Squad, B-... etc. I'm not positive I understand the mechanic enough to try and think of any good ideas for you.
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Post by fallen on Jun 16, 2015 18:38:10 GMT -5
contributor - your best squad members are automatically selected to enter combat. Those team members who hit the battlefield every time (and your Captain with them) will be your A-squad. When you get a TP or two, you start bringing in your B-squad and C-squad who see combat a little less often, and are called in on harder and larger levels.
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Post by bobc on Jun 17, 2015 2:24:22 GMT -5
contributor - your best squad members are automatically selected to enter combat. Those team members who hit the battlefield every time (and your Captain with them) will be your A-squad. When you get a TP or two, you start bringing in your B-squad and C-squad who see combat a little less often, and are called in on harder and larger levels. How is the Xeno level decided please? Is it based on the A-squad who are first to deploy (perhaps the average) or some other consideration? From what I understand I'll be evolving a battleforce with tiered squads, in that the troopers are at range of levels as determined by deployment frequency, maybe with as much as a 4 - 10 level spread? So, playing on Normal difficulty, am I right in assuming that this means that the A-squad is playing on Normal but the C-squad is effectively playing on Hard?
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Post by anvil on Jun 17, 2015 7:55:25 GMT -5
Interesting thread! Just goes to show, never assume. I assumed the squad size was 6 max. This definitely opens up new dimensions of plsy, not to mention inter squad customization.
More faces and colors!
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Post by anvil on Jun 17, 2015 8:01:52 GMT -5
Of course this brings to mind an engineer section of 4 that can set up 8 turrets with interlocking fire etc. Just thinking out loud.
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Post by jknut on Jun 17, 2015 8:39:16 GMT -5
In the main game, maybe a tutorial that directs the player to form Squad A & Squad B to go to different destinations would be good.
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Post by fallen on Jun 17, 2015 8:59:54 GMT -5
Of course this brings to mind an engineer section of 4 that can set up 8 turrets with interlocking fire etc. Just thinking out loud. A heavy Engineer army is a definitely valid build!
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