Post by Vae Victus on May 28, 2016 0:07:36 GMT -5
List of Suggestions
-Apologies in advance if some of these are already in the game. I have played it a significant amount of time, but there is always more to discover.
Enemy-Based
-Enemies with overwatch AOE like damage and or grenade like-damaging powers. This will occasionally discourage Templars from clumping up and will encourage interesting tactical decisions.
-Enemies who can buff other enemies.
-Enemies who can debuff templars (-accuracy, damage, crit, movement, etc)
Tact Upgrades
Tact upgrade- Increase squad cap by 1. Upgrade cost: 400 SP.
Other
This probably is low priority, but so that it can be considered:
-In game enemies rogue gallery
Possibly in the library with pictures and details unlocked as you discover enemies. (e.g. defeat a map they are on). The images are grayed out until the enemies are encountered. This could encourage some people to play longer and give them extra incentive to beat the game--people like unlocking things.
-Achievement for completing the Stratos Orbital mini-arc.
This could encourage players to go back and play the new expansion...
And it could be a good reminder to others to be aware that it exists!
Templars
-Scout with a flame based talent upgrade so as to obviate the need for a Hydra. E.g. so you could take an all-scout unit with a flame-talent to the "flame-purge" required levels. This allows player agency so they can level up templars they want to run if they are planning on a particular style. As it is, there are at least 2 maps some of your templars may be missing out on due to the requirement for a flame-throwing hydra.
-Templar stats to track Amount healed, heat removed, heat generated, squares walked (distance traveled)
This could encourage "no heal runs; least distance walked" as competitive measurements... something other than just violent statistics.
-War Gear or Pilot Kit to increase stealth (like a null field etc.).
Mission Design
-Mission suggestion: Beat the clock. Don't recall that any missions needed to be completed by X number of turns. One mission like that may be interesting although I know some people find these types of missions annoying.
THUS, even better, a mission that has secondary objectives that expire over time-- secondary objective 1 expires by turn 10, #2 by turn 15, etc.
Tech Tree
I want to really analyze the technology tree in more depth, if it would help. Some things about the technology tree concern me--I love the concept and the basic set up but it seems that a few items may not be used often (do you have a way to track their use? Maybe I just do not understand the best ways to use them), so they need to be made more powerful or other items need to be moved farther down in the tech tree to encourage use of the 'interim' items first.
-One example: Melee Specialists 2 has Power Gauntlet Level 7... seems an odd location for the Power Gauntlet. Melee Specialists 2 will probably be unlocked relatively early in the game (it is low on the tech tree and only costs 30 RP); yet it has this really high level gear that will likely not be used until at least mid-game along with a level 3 and a level 1 gear. In fact, until someone is level 8 I think, they really couldn't have the gauntlet at all, and until they're level 10, they would be holding only the lowest possible other gear--but Melee Specialists 2 can be unlocked when someone is level 4, I think.
-Somewhere that logs the total number of RP spent.
-Apologies in advance if some of these are already in the game. I have played it a significant amount of time, but there is always more to discover.
Enemy-Based
-Enemies with overwatch AOE like damage and or grenade like-damaging powers. This will occasionally discourage Templars from clumping up and will encourage interesting tactical decisions.
-Enemies who can buff other enemies.
-Enemies who can debuff templars (-accuracy, damage, crit, movement, etc)
Tact Upgrades
Tact upgrade- Increase squad cap by 1. Upgrade cost: 400 SP.
Other
This probably is low priority, but so that it can be considered:
-In game enemies rogue gallery
Possibly in the library with pictures and details unlocked as you discover enemies. (e.g. defeat a map they are on). The images are grayed out until the enemies are encountered. This could encourage some people to play longer and give them extra incentive to beat the game--people like unlocking things.
-Achievement for completing the Stratos Orbital mini-arc.
This could encourage players to go back and play the new expansion...
And it could be a good reminder to others to be aware that it exists!
Templars
-Scout with a flame based talent upgrade so as to obviate the need for a Hydra. E.g. so you could take an all-scout unit with a flame-talent to the "flame-purge" required levels. This allows player agency so they can level up templars they want to run if they are planning on a particular style. As it is, there are at least 2 maps some of your templars may be missing out on due to the requirement for a flame-throwing hydra.
-Templar stats to track Amount healed, heat removed, heat generated, squares walked (distance traveled)
This could encourage "no heal runs; least distance walked" as competitive measurements... something other than just violent statistics.
-War Gear or Pilot Kit to increase stealth (like a null field etc.).
Mission Design
-Mission suggestion: Beat the clock. Don't recall that any missions needed to be completed by X number of turns. One mission like that may be interesting although I know some people find these types of missions annoying.
THUS, even better, a mission that has secondary objectives that expire over time-- secondary objective 1 expires by turn 10, #2 by turn 15, etc.
Tech Tree
I want to really analyze the technology tree in more depth, if it would help. Some things about the technology tree concern me--I love the concept and the basic set up but it seems that a few items may not be used often (do you have a way to track their use? Maybe I just do not understand the best ways to use them), so they need to be made more powerful or other items need to be moved farther down in the tech tree to encourage use of the 'interim' items first.
-One example: Melee Specialists 2 has Power Gauntlet Level 7... seems an odd location for the Power Gauntlet. Melee Specialists 2 will probably be unlocked relatively early in the game (it is low on the tech tree and only costs 30 RP); yet it has this really high level gear that will likely not be used until at least mid-game along with a level 3 and a level 1 gear. In fact, until someone is level 8 I think, they really couldn't have the gauntlet at all, and until they're level 10, they would be holding only the lowest possible other gear--but Melee Specialists 2 can be unlocked when someone is level 4, I think.
-Somewhere that logs the total number of RP spent.