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Haswell

[OFFICIAL] Community Poll: Commanders

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SS is looking for some feedback regarding commanders.

https://docs.google.com/forms/d/e/1FAIpQLSdlYE3J2hqtZ4DFErTzOjXlIytkcGD5-3Pna-0eUdW0hB8DJg/viewform

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To give a full design doc on the poll would be way too long, so I just summarized some of the key issues I see with the current commander system:

1. Too many useless skills. Their effects are either too minor to make any significant gameplay difference for their investment cost, or are overshadowed by other commanders with better skills entirely. All skills, even with different tiering, should have some noticeable effects and significant use cases.

2. Too many commanders overlapping each other and competing in the same niches, and subsequently powercreeping each other. All commanders should be useful in their intended roles, and there are more than enough roles still unfilled in the game for the currently less useful commanders to be overhauled towards.

3. The grid-based skill system is littered with the illusion of choice, despite the many possible skill builds on each commander there are very few variations for useful builds. This relates to the problem of too many useless skills. Consider adopting a more linear skill system, with limited branching for skill build variations while keeping the variations also practical and competitive.

4. Commanders take a very long time to progress through their levels, costing just shy of 19 million XP to fully level up. This makes the commander system the longest, most tedious and potentially most expensive grind in the game. Shorten the grind, reduce the number of skills on each commander but also make them more significant.

5. The chain of command mechanic, when operating in tandem with the already extremely long commander progression, only serves to make the initial grind to fully level two commanders even longer. If you want to keep players invested in the game, try a different mechanic that doesn't force such long grinds on players while giving very minimal return.


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22 hours ago, Haswell said:

5. The chain of command mechanic, when operating in tandem with the already extremely long commander progression, only serves to make the initial grind to fully level two commanders even longer. If you want to keep players invested in the game, try a different mechanic that doesn't force such long grinds on players while giving very minimal return.

Straight up this forces you to grind meta commanders since the exp cost is too high its roughly 3-4 tech tree lines of exp cost, some commanders are so great because of their skills therefore they get placed in more vehicles overall. Niche commanders have to be buffed through their main skill or skill tree to make them outperform the universal commanders.

Buff useless filler skills in commander trees and rip out empty squares its bad game design if you offer a level 3 skill that requires taking 3-4 dead squares for it. 

I gave feedback on some commanders are extremely strict conditions to proc their main skill, looking at you Joshua Seagrove.

Freja Højbjerg straight up 22% turret traverse rate that's it? its ether a stupid amount of traverse turning a 50 into a 61, or its a 27 to 33 looking at you Challenger ATDU.

 

  

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