The more I read, the more it disturbs me.
First, about a commander role. This role from point of giving orders is mostly social role, not functional. Instead - to my mind - commader should be a specific class, that can manage squad's resources and raise overall effectivness of squad's ‘Mechs use. Like some gadget guy. For example - use gadgets to gather and distribute intel information as was announced, or manage AMS systems of every squad's mech to shoot down enemy missiles, targeting at any ‘Mech within the squad (in case if missiles would go through AMS range, of course). And so on. So commander, depending on installed modules, could increase effectiveness of nearby units, performing role of
tech suppoter and coordinator.
What I see now is just airstrike-user class (4 abilities). That could lead to exploits, like 8 Atlas/commanders, spamming air/naval/artillery strikes to completely supress their enemies. Not good. Not interesting. Also it seems more logical, if there will be one skill - use support. And depending on the situation (whether commander is defending planet with land defense set or attacking one with support of air units) commander could choose resource he would like to use. Needless to say, resources also should have long cooldown period or limited nuber of uses per round to prevent exploits.
Another thing, that disturbs me - is UAV. You just created game mechanics where scouting is playing a great role. Now any commander can just press the button and targeted area would be revealed. So UAV, to my mind, should have limited amount of uses or long cooldown period. Radius of view and possibility to shoot down UAV is also a matter of balance between commader and scout roles.
Satellite scan - an exploit as it is. Unless half of map will be hidden by obstacle, it gives too much advantage to it's user. It could be thermal scan, that register a high heat signature as running or shooting ‘Mech (perhaps, with some sort of probability - the more heat, the more probability to detect an object), but then it should have extended or even constant duration.
Another thing is 2 first skills in commander skill tree. Player just gains ability to read information from other units and give orders? So I can just get that skills, then take my assault ‘Mech and.. be a commander. Ok, it had being said earlier, that certain pilot skills gain access to certain modules. Perhaps, second skill just gives access to C3-master module, that should be installed and used then. But since every pilot can gain and use skills and modules despite of actual role, we'll end up with a bunch of 8-12 commaders with C3-master modules on each side. In BT C3 system was a master-slave interface, where commander performed role of collector-distributor of information (btw, haven’t seen
any information about distribution of intel to team in skill description). So, there was only one C3-master and up to three C3 slaves within a lance, and if master had being disabled, all lance became blind.
I think situation can be fixed through a lance organization before match. For example, we have 8 players in a match. Some of them allocate themselves in fire support group. For example, it's two Catapults. They need a target coordinator and a scout, that would gather intel (that could be a med/heavy ‘Mech, that just will engage in fight with other lance and provide targeting to support) - so free players would pick ‘Mechs to fill these roles. Another two players decided to pick heavy ‘Mechs, and 2 more - light scout ‘Mechs. So they desided, that one of heavies will be a coordinator within their lance.
First, C3-master should be assigned within lance and by players, all other mechs with C3-master installed automatically become C3-slaves. Second, information shared between C3-master and connected (within particular lance) C3-slaves. Two lances will not share information, but if C3-master in one squad would be destroyed, then other squad would not become blind. So, third, it would be interesting move to allow players form squads before match by allocating as many “Mech to squad as they want (also to mention, that C3 have limited range). That could fix problem with multiple commanders, overlaying orders and a situation, when every player would install commander module (mechanics exploit). Also, that will make commander role really valuable.
Unlocking/applying modules is also looks strange to me. According to diagram from dev.blog 3 (p. 4, post 4) player unlocks a module slot in ‘Mech by advancing through
pilot skill tree. So when he changes ‘Mech, he has all gained slots unlocked at new ‘Mech, thugh pilot haven’t mastered it yet. That’s really weird. And possibility to unlock 6 slots just frightens me. To my mind, it would be more convenient, if modules are unlocked though pilot tree progress, and ‘Mechs slots – though progressing ‘Mech tree.
Existing pilot/’Mech tree mechanics will give advantage to players, who level up as many ‘Mechs as they can. That will just force players to grind xp to gain all available pilot point in ‘Mech tree only to gain access to all available module slots. Principle of sticking to your ‘Mech is just.. ineffective. Loyalty to a ‘Mech model (that encourage to master that particular ‘Mech’s tech tree and capabilities) should be a matter of gaming experience, not technical advantages.
Edited by Brigand, 19 March 2012 - 03:49 AM.