There are a few steps the game designers should consider to become a great game known and played by every gamer of the world. First is the balancing of weapons, torsos and items. Energy, physical and heat are the main focus of the game. There are many different ways to build but few ways to win. Why choose 1 of the 3 genres and spend so much time exploring new ideas when we can all just play grenade launcher, heat resistance drainers and flamethrowers....E h h h boring, i was being sarcastic. We can fix this by creating rock paper scissor strategy. Energy beats heat, heat beats physical and physical beats energy. Each Genre has many ways to keep it from being so simple as to be lucky enough to play the right type of weapons. First off, weapons that use bullets create heat with in the item. How does a freaking mini chain gun known as the needler fire so many bullets and create absolutely 0 heat, W T F > Weapons that require bullets should also need heat per use. Physical weapons with out ammo should require some energy to use. Heat weapons should require energy per use because heat is only created using some type of energy. and heat weapons that consume rockets will generate heat per use. Energy weapons are very narrow type of game play, you have to deal a lot of energy damage to the other player or lose, it seems to be good only vs new players. Energy weapons that deal a lower amount of energy damage can be fixed by increasing the damage, energy per use and heat per use. All the noted suggestions will create more than 2 or 3 styles that are good to play, benefit players who are creative and or good pilots. Thanks for reading, EAT MORE CHEESE !!!
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