A perk balance idea I've been thinking about for some time...

#1Hawke0Posted 12/23/2012 8:59:10 PM
First off, have any of you played the Advance Wars games (turn based strategy)? In the earlier games, your character you chose could make a pretty big difference in what you did, and it was common for balance to work sort of like this: +20% attack power for X type of unit and -10% for Y. There were others who had +10% X and no real weakness, and I think that would be a good system for perks, and Heavy Armor/Light Armor is a good example. Light armor boosts health by 10, no drawback. Heavy armor boosts health by 20 but lowers your speed. Improved melee could result in slightly longer weapon switch times, Focus upgrades could result in a slightly slower melee attack, so on. Btw, I know that's a terrible idea but I needed an example. Things like stabilizer or Improved upgrades (melee aside) would have no weakness.

Like I said, I'm only talking about the concept, not execution (my bad ideas/examples).
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#2FF5_PoisonPosted 12/23/2012 9:12:35 PM
I think you need more examples for me to understand whats going on.
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#3Toho2Posted 12/23/2012 9:20:31 PM
Ow I see. I think stabilizers should defiantly have a counter. So should heavy armor.
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#4Hawke0(Topic Creator)Posted 12/23/2012 10:55:01 PM
FF5_Poison posted...
I think you need more examples for me to understand whats going on.


perks have a larger boost and small drawback or a smaller improvement and no drawback.
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C2 FC: 0562-2516-9316
"it has teh b noobeh, it k1ll3d meh an iem the best cod playr evar"-90% Of the CoD fanbase.