Game modes, maps, Pro's, protags, etc have all been discussed, but I was thinking about how to make the Pro's even more unique than they already are. I came up with a two-prong suggestion: Personal Player Turrets. The 1st Idea was "How about each Pro gets their OWN special turret they can build." Then I got to thinking about the turrets we currently have and figured: Why not make turrets cost LESS for their corresponding Pro? I.E. Longshot turret costs less for a sniper, etc. It can be elaborated on more in our discussion here, but do you folks think that would be ideal in gameplay?
I considered that -- I was thinking maybe the sniper for the Shaveice, and the Tank for the longshot?
That sounds like a great idea...but considering the ramifications of having an all sniper lobby using just long turrets would make the game unplayable. I do like the idea of having the ability to use special turrets, but that's what makes the support class awesome with the ability to hack turrets. This seems like it would be a great facet to have in the game, but it could leave the game unplayable. What do y'all think???
It wouldnt LIMIT the type of turret players build, but it gives a certain one to a class at a reduced price.
That would make more sense. I was just commenting on how it would be if you gave special abilities to certain turrets to certain classes. Long Turrets do some real damage in the game, are cheap, and matched up with a sniper's ability could make the game unplayable with an all sniper lobby.
I don't like this idea. I think support should be the only class capable of building turrets. You allow everyone to make turrets and the support class loses strength by default.
Not standalone "class specific" turrets -- the turrets that can ALREADY be built. Just give a discount.
Well I think it would be interesting if each class had one turret that only they could build in addition to the ones we already have. It would add to the reasons to have a diverse team.
As a support much of my D game takes place building and hacking my bases turrets. Sometimes my money goes to building a slow turret or a rocket one before I have fully upgraded all my skills. At least for the first part of the game my wallet is anywhere from 0-$99. So I dont think it would be very balanced if other classes got a discount when most of the time its better they upgrade skills before turrets. I have been in a few games without the support class playing an effective defense and its a little rough to have to keep coming back and destroying bots that slip through. Plus in about 85% of the matches thus far it seems people are more interested in a DM style of play. Go out kill the other players, die, respawn, repeat. I have only seen a few people actually escort the bots to the shield, killing opposing bots and players as they go.
I don't think this is a good idea. Anyone could just switch to whatever class to get a reduce priced turret. As it is right now, it's perfect. Everything is equal.
I agree, leave the turrets alone. I would like to see addittional turret choices in the future. Heal turret, bot-gen booth, flame?.. anything to keep the game growing.
Interesting idea. So how would you break down the turrets to each class? Lazer Blazer: 25/50/100. Already extremely cheap to upgrade so I'm guessing this one doesn't get any decreased cost, right? Long Shot: 75/150/300 (525 total) becomes 60/125/250 (435 total)? That is a discount of 15, 25, and 50 (90 in savings). Shave Ive: 100/200/400 (700 total) becomes 75/150/325 (550 total)? That is a discount of 25, 50, and 75 (150 in savings). RockIt: 200/400/800 (1,400 total) becomes 150/325/700 (1,175 total)? That is a discount of 50, 75, and 100 (225 in savings). So which two classes would be assigned to each turret?