The Red Solstice
Cheshire 31 Oct, 2019 @ 10:39pm
A few mechanics
Good day to all. I would like to express my impressions of the game, as well as what I miss in the game. As an example of more interesting mechanics, I will use a custom map for Warcraft 3 - Mission: Dead City, created by the Goblin Workshop team.
For starters, a ranking system. Similarly to the MDC, we have ranks here, but what do they give us? Small passive bonuses, which with a long pumping create a rather noticeable gap in the stats between the AET commander and the recruit. However, they do not change the gameplay of the class, as implemented in the MDC. For example, as adding the ability of nano-healing (instant healing of all allies on the map) for a doctor with a high rank. Or the ability to survive on android (analogue of the terminator) after suicide and enable anabiosis to restore health to 100%. I can’t say that it worsens the gameplay, but it would be very nice to have some changes in skills depending on rank (like achievements).
Further - permanent upgrades. I just describe the mechanics of the MDC that I would very much like to see either here or in the second part of the game. Exactly what I wanted to play for. The point is that every wave has a chance (50% on normal) of a random weapon appearing at a random point on the map. The so-called TECH. And the higher the wave, the higher the TECH can appear (10 tech on the 20 wave). However, the maximum tech in the game was 15, which gave the players an alternative: take for example 8 tech now, or leave it in the hope that it will be possible to survive another 2-3 waves and find the same tech above the level to combine them with craft. There was also the possibility of sharpening weapons (0-25 levels) which at maximum sharpening permanently gave + 50% of the total damage to the weapon, but after receiving a new tech, the player was forced to sharpen the weapon from scratch. Such mechanics really helped the team spirit of the players, because all experienced players knew that sharpening should be left only to those with the highest tech level in the match. A similar system was with armor, but much easier. 3 armor levels and 10 sharpening levels. a total of + 15% armor.
Next up is genetic mutation. Easier - GENES. Mutations that had a very low chance of dropping out of bosses, however, upon receiving them, gave a wide variety of bonuses. They could be stored on the character, but this required gene injectors and a medic to make implantation successful. In case of failure, the injector disappears, and the player’s health drops to 1. I recall that all this is in the midst of hordes of monsters and mutants. Also, the mechanics of infection of the sector were tied to the gene system. There were 7 levels of infection in the sector. With each level, the chance of dropping genes increased (they dropped only from bosses and each boss had his own set), however, the number and strength of monsters around also increased. You could control the level of infection by completing or failing quests. There were even whole strategies, which quests needed to fail, so that on the right boss there was a 6th level of infection (at 7th level a nuclear warhead fell on the sector).
I would really like to see at least partially, but similar mechanics appeared in the TRS. Thank you for attention