LogFAQs > #908676235

LurkerFAQs, Active DB, DB1, DB2, DB3, Database 4 ( 07.23.2018-12.31.2018 ), DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
Topic List
Page List: 1
TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
Lopen
09/13/18 3:21:47 PM
#180:


Which leads me to another idea I have.

Different merc design paradigms:

Generally, the template for mercs in M4 was:

Base merc has a decent ability

Upgrade 1 - Character Upgrade
Upgrade 2 - Second ability, usually a more specialized one. Rare occasions a super powerful one.
Upgrade 3 - Ability upgrade

What I would suggest is instead of the second ability, add a limited use ability or a passive to the merc, pretty much across the board. Limit every merc to one rechargeable ability, put the rest of their utility into increasing their passive usefulness or giving them a one time boost to use. This also makes the fatigue mechanic make more sense as a sub for recharge, since there wouldn't be the "well using one ability shuts both their abilities down" issue you'd have if a merc had two abilities that both generated fatigue.

You could also make limited use abilities efficient with AP if you go that way, to give them a bit more bite without making them outright broken.

That's not to say no mercs could have multiple abilities, but it should be a rarity more than the standard.
---
No problem!
This is a cute and pop genocide of love!
... Copied to Clipboard!
Topic List
Page List: 1