Level 3 skill branching choices

Discussion in 'Monday Night Combat 360 Wishlist' started by Vinticus, September 13, 2010.

  1. Vinticus

    Vinticus New Member

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    I think that it would be rather interesting to have the skills split into a couple different choices at level 3 and have you choose what side of the skill you want more. Things like:

    Assassin:
    -sprint: longer duration (normal L3)/faster sprint but no increase in duration
    -cloak: recharge while active and still with auto-crit shurikens(normal L3)/quieter cloak, auto-crit blade for up to 3 consecutive swipes
    -smoke: bigger radius (normal L3)/poison bomb, no added radius
    -passive: sword (normal L3)/kunai throwing knives for stronger and faster ranged weapon

    Assault:
    -bomb: (normal L3)/higher damage, no added radius
    -fly: (normal L3)/faster movement while flying, no added duration
    -charge: (normal L3)/farther charge distance with wider area of damage, no grapple
    -passive: (normal L3)/slightly higher damage with no increase in crit chance

    Things like those kinda.
    Last edited: October 13, 2010
  2. mipegg

    mipegg New Member

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    Re: Different level 3 skill choices

    I kinda like this idea, lets Uber alter classes to be useful for blitz and xfire without being insane for either one.

    Tank:

    Product nade: Bomblets vs slow on hit
    Charge: knock down vs further knock back
    Deploy: Ammo regen vs much quicker deploying and undeploying
    Tank 3: More health vs longer range/more jet gun damage
  3. Vinticus

    Vinticus New Member

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    Re: Different level 3 skill choices

    I know this is a fairly old thread by now, but I still want it, lol. Maybe that's just me though.

    indirect bump
  4. BroTranquilty

    BroTranquilty New Member

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    Re: Different level 3 skill choices

    oh so branch upgrades. sounds similar to tower defence games. i do hope they look into this. maybe even if it takes a sequel to incorporate it.

    so like assassins can level cloak to either last longer or be quieter but short. assualts can get faster regenerating bombs or stronger bombs. tanks charge can increase damage or distance. a choice of upgrade that leaves one aspect weak but another strong. and you can choose which ability you perfer to the added flaw it creates.

    this can also apply to turrents. shaveice turrents can either have a more crippling effect on speed, or have a larger radius. longshots can either fire faster or do heavier damage. lazer turrents can have armor or range.

    stuff like this is how "bloons tower defence" evolved. it could work on a turrent game played on a ground level too. i think so anyway. nice idea in my opinion
  5. defiliation

    defiliation New Member

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    Re: Different level 3 skill choices

    I don't really see how they can fit this in, besides using class specific endorsements and maybe an added slot for "support" endorsements which would affect turrets, bots etc however that may take away the importance of the support class.
  6. Vinticus

    Vinticus New Member

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    Re: Different level 3 skill choices

    I'm not entirely sure what you mean, but you would choose these in the skill pick menu during a game. At level 3 there would be an option to choose stronger version vs longer lasting version for example. I'm also confused how this would negate the usefulness of a support.
  7. defiliation

    defiliation New Member

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    Apologies, I was trying to say that generally I like the idea, but thought it would fit a bit better in the endorsement system.

    My comment regarding the effect of the support class was in relation to the ideas of being able to improve turrets, especially with the example of the shaveice range etc, as that is what turret hacks are for.

    Like I said, I do generally like the idea though :)
  8. bgolus

    bgolus Uber Alumni

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    It's been mentioned before on the forums, but at one time we had 4 active skills with each skill branching at the second level. At one point we even had 5 skills. You also had to buy the first level to even be able to use the skill at all.

    We simplified it down to 3 active skills and one passive skill with all skills usable at the start and no branching to make the game more accessible for new players.
  9. rudigarmc

    rudigarmc New Member

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    So...after word of mouth and you build up a dependable community, would you consider a branching system of upgrade for MNC 2?
  10. BroTranquilty

    BroTranquilty New Member

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    i see. new players and players who enter a game midway do need to be in the same ballpark strength to even compete with upgraded pros.

    but im thinking instead of higher level skills, take the same amount of skills and branch them into different upgrades. so there is two choices for a lvl 3 upgrade, and they should be balanced of course, but focus on different abilities. like either the primary or the secondary weapon being boosted.

    perhaps this should be a sequel idea tho. with more hype in this game, you could add more overall content, like 12 turrents 8 characters 3 weapon choices per pro with different balances of speed/range/damage, ect.
  11. bgolus

    bgolus Uber Alumni

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    Not for players who join a game in progress, but for players who are new to the game itself coming from a more standard shooter.

    Certainly the exclusion of branching skills is something we miss, but it'd be presumptuous for me to say if they'll show up in the future or not.
  12. Vinticus

    Vinticus New Member

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    Nice to know branching was going to be in the game at one point, but oh well. I'm pretty impressed an uber member posted here though! Maybe in future DLC there could be something of an "advanced crossfire" mode where there is branching?
  13. Ekanaut

    Ekanaut Uber Alumni

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    The game was way more complex than it is now and really the idea was to make it more accessible but still retain depth. It's much harder to simplify a game than it is to keep adding stuff on. Our goal was to make all the systems work together in a tight package at least for the first release. There's a ton of ideas that were thrown out that we might revisit now that we have a decent base game to build on and fans are familiar with our form of shooter.
  14. rudigarmc

    rudigarmc New Member

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    I asked if it would be considered, which still gives you wiggle room for "We said we would think about it, not that we would do it." You guys need a pr man.
  15. rudigarmc

    rudigarmc New Member

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    See, that is how you properly answer my question with ton of space to grow or move.

    Also it is true, an engineer knows when he is down not when there is nothing more to add, but when the is nothing more to remove.

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