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Community Update: Player Levels And Modules


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#1 Alexander Schmidt

    Game Designer

  • 9 posts

Posted 20 December 2013 - 12:40 PM

Player Levels

To get the feeling of progression into the game a level system for players is being investigated. The system uses the overall Mech XP gathered over a lifetime. The maximum level aimed at is [50] and, utilizing the current player data set, around [10] % of all players will be in end-game content, which is considered to start from level 35. Another way of earning more XP in the future will be playing together in your group/lance. An intuitive command system will support team play. More info on this will come.
Tied to player level, the Mech efficiencies are also split up into different levels and tiers. As players gain levels, they will unlock tiers sequentially, one after another and will be able to buy the efficiencies in the next level tier. The 2x multiplier for basic efficiencies that got activated automatically after having bought all efficiencies in the elite modules will be removed with the level system, as it is reincorporated into the efficiency tiers.

Modules

Currently there are a lot of new modules in the planning phase as well as a system on how modules will be grouped into sub-categories. Modules will be assigned to different categories (Module Hardpoints).

The module categories are:
- Weapons
- Movement
- Sensor
- Pilot Feat
- Support
- Flexible

Each of those Hardpoints will have module slots to equip the module of choice. Besides fixed categories, some modules will be in a “flexible” category. These can be equipped in the flexible slots. Due to the high number of modules the overall number of slots available may be increased as well. We are also looking into separating consumables from modules in order to make them two different categories.

As you can see in the list above a new type of module is being looked into. The category Pilot Feat describes the connection between a pilot and his Mech. This allows pilots to keep a Mech running a little longer even though the damage it took would normally cause the Mech to shut down. It can also be described as the pilots’ willpower to carry the Mech a little further. These modules offer powerful boost but come with a downside for a short amount of time.
Modules will be grouped in tiers. You can think of them like different levels of one module providing better advantage with each tier.

Example

As an example let’s have a look at how this would work on the new module “Longer Medium Laser”. All numbers used are for the purpose of the example only and not meant to be final balancing.

Tier 1 “Longer Medium Laser 1”:
- Increase the maximum range of a Medium Laser by [3] meters, increase heat output by [0.1]
- Cost: [2.000] GXP
Tier 2 “Longer Medium Laser 2”:
- Increase the maximum range of a Medium Laser by [3] meters, increase heat output by [0.1]
- Cost: [3.000] GXP
Tier 3 “Long Medium Laser 3”:
- Increase the maximum range of a Medium Laser by [4] meters, increase heat output by [0.15]
- Cost: [5.000] GXP
Tier 4 “Long Medium Laser 4”:
- Increase the maximum range of a Medium Laser by [4] meters, increase heat output by [0.15]
- Cost: [6.500] GXP
Tier 5 “Long Medium Laser 5”:
- Increase the maximum range of a Medium Laser by [5] meters, increase heat output by [0.2]
- Cost: [8.500] GXP

To unlock a higher tier the player has to have the stage below unlocked already. For example, to unlock Tier 4 of this module, Tier 3 has to be purchased.
In total there are around [90] modules planned only for the weapons. A lot more are to come for different categories.

Note: We are considering resetting pilot trees and refunding already purchased talents with GXP. The plans mentioned above are long term goals and may not come all at once.

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