janev wrote:Aaah ok, I didn't catch that. I suppose that could work but it would be tricky to balance. A few days after release there would be build orders and powergaming strategies online that limit the actual choices available to players if they want to succeed. Like in the elder scrolls you would quickly gimp your player if you chose the wrong route. I was thinking along different lines. You have the classes and they can either focus on their primary or seconday ability. Luck determines the individual attributes or hivemind enhancements as you call them.
This is definitely true, it would be hard to balance, but it would leave space for the players to explore and create new strategies for the game. As well, it may be good to keep the stage system in the game so that certain abilities (poison, zap, levels 4/5 of body types, etc.) cannot be unlocked until then.
I don't like luck determining anything in the game, really. It just leaves too much room for stupid things to happen if the other team gets lucky four or five times in a row.
ViruS wrote:I'm fine with some of these ideas [although they've been talked about in the past several times, whether unvanquished or tremulous] as long as it has a way where the team can't screw up because a noob joins their team and decides to use the credit points on upgrading something not worth it.
These would be individual resources, not team-wide. If that noob came in and used all of his credits upgrading his ammo capacity on his lasgun and stayed completely naked, it would be his problem, not the team's.