My goal for balance after this release is to transition from the normal cycle of balance playtests into single issue project work.
What do I mean by project work? Several of the remaining issues are simply too big to be thrown into a pot of several minor changes, and would be disserviced by not being in a stand-alone playtest map. I also feel like the game is at a state where we can start focusing on one issue at a time.
(1.)
A good example of this is the potential rework of unit veterancy. If we end up changing the rates of experience gain, and/or add special per unit abilities on max rank, that's going to need it's own playtest.
There are several thoughts I've had and heard that we can work with here. I'll list them in no particular order. I'd like to hear feedback on which sound good, which ones sound like fluff, and if you have your own idea.
- Change the percentage of unit value killed per rank from 200, 400, 800, 1600 to something like 200, 400, 600, 800 (or even 300, 300, 300 ,300)
- Reduce the number of ranks from 4 to 3
- Give every unit a specific perk on max rank. An example of this could be ranger gets a grenade launcher at max rank, or maybe +3 vision. Artillery could get +3 range.
- Lower the damage benifiets of veterancy so that infantry doesn't go bonkers if the xp per rank is lowered. Or....
- Give infantry a seperate xp per rank table than vehicles, so that vehicles can rank up easier.
I'm pretty big on the idea of specific unit perks on max rank, but we're going to need one perk for each unit to do so. That means I need some
IDEAS on what perks would look good on particular units.
(2.)
Another example of project work would be Orb's Allied overhaul, which will be
the next big conversation this community needs to have. If you aren't familiar with this project, catch up on these threads:
http://www.sleipnirstuff.com/forum/view ... 83&t=20529
http://www.sleipnirstuff.com/forum/view ... 82&t=20544
(3.)
To wrap up, lets talk about something a bit lighter. ENGI HUSK SALVAGE!
If you haven't heard by now, I'm pretty big on the idea of Engineers scrapping vehicle husks for credits. I like this idea because
it's the only good idea I've had engineers have a lack of duties outside of capturing oil derricks and suiciding into the enemies base in a likely vain attempt to capture something important. I also feel like it would make husks more interactive.
There are a couple things to consider looking at this:
-How long should it take for an engineer take to scrap a husk?
-What percentage of credits should a salvaged husk yield?
So far, I've gone with 5 seconds and 40% of the vehicle's value.
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Post your ideas and feedback on these three matters here or in discord.