Units Unlocks.
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Units Unlocks.
I know this topic is controversial
I have an idea that I'm not sure can be implemented or not.
Here is the problem
1. Having unit unlocks is great for progression, it keeps players coming for more trying to unlock that coolio unit
2. Sometimes you want to start with a unit right away because you feel like it is just better than the others.
My proposal:
1. Tier the units by difficulty. 1st row is easiest etc (its possible it is already that way but I feel like we can discuss the how they are tiered to see what we come up with)
2. The easiest tier of units is unlocked initially
3. Each time you rank up the player can choose any unit (or 2) to unlock, including when they are level one
How it could/might look:
In the character selection screen there is a button called "Unlock units"
If you have unit unlocks available then the button will be lit and you can click it.
If it is not lit then it will be darkened, hovering over it will tell you how to unlock it.
I have an idea that I'm not sure can be implemented or not.
Here is the problem
1. Having unit unlocks is great for progression, it keeps players coming for more trying to unlock that coolio unit
2. Sometimes you want to start with a unit right away because you feel like it is just better than the others.
My proposal:
1. Tier the units by difficulty. 1st row is easiest etc (its possible it is already that way but I feel like we can discuss the how they are tiered to see what we come up with)
2. The easiest tier of units is unlocked initially
3. Each time you rank up the player can choose any unit (or 2) to unlock, including when they are level one
How it could/might look:
In the character selection screen there is a button called "Unlock units"
If you have unit unlocks available then the button will be lit and you can click it.
If it is not lit then it will be darkened, hovering over it will tell you how to unlock it.
PierceSc2- Posts : 49
Join date : 2013-01-12
Re: Units Unlocks.
PierceSc2 wrote:
1. Tier the units by difficulty. 1st row is easiest etc (its possible it is already that way but I feel like we can discuss the how they are tiered to see what we come up with)
Elaborate please?
RuffRidah- Posts : 48
Join date : 2013-01-05
Re: Units Unlocks.
Basically subjectively rate them by difficulty. For example most people will agree thor is one of the advanced units because its hard to make it work.
Row 1-------------------- Row 2 ------------------------ Row 3
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
This is just to make it user friendly, so they can see which units are not recommended for noobies, then they can use their unlocks on easier to use units.
This might already be the case by the way they are ordered now anyway.
Row 1-------------------- Row 2 ------------------------ Row 3
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
[Easy unit]------[moderately difficult unit]----------[Difficult unit]
This is just to make it user friendly, so they can see which units are not recommended for noobies, then they can use their unlocks on easier to use units.
This might already be the case by the way they are ordered now anyway.
PierceSc2- Posts : 49
Join date : 2013-01-12
Re: Units Unlocks.
The unit-select screen is indeed arranged by difficulty, exactly as you've described!
As for unlocking the units, there are a couple of reasons why it's not the way you suggest.
First off, I want units to be unlocked from the start for the reasons I've gone over in that other thread--namely I don't want too many barriers for new players, some of them have expressed frustration with having to unlock the difficult units, and I'm going to use other measures to discourage new players from playing the more difficult units.
As for unlocking units/things via a "currency" system where you can accrue special points and use them to purchase things, as much as I love the concept, the Bank system that stores information makes it a little tricky. Basically, there is a set limit to how much data can be stored so mapmakers have to try and limit stored information as much as possible. Storing a Boolean (0 or 1) for each unlockable as well as an Integer (whole number) with the number of special points accrued will increase the size of the bank file further than I'd feel comfortable with. You can get some gnarly bugs when the Bank has too much information.
I do agree it'd be really cool to be able to save points and "purchase" the unlockables that you want, but there are limitations and unfortunately unlockables are one of them.
Thanks for the suggestion though!
rut
As for unlocking the units, there are a couple of reasons why it's not the way you suggest.
First off, I want units to be unlocked from the start for the reasons I've gone over in that other thread--namely I don't want too many barriers for new players, some of them have expressed frustration with having to unlock the difficult units, and I'm going to use other measures to discourage new players from playing the more difficult units.
As for unlocking units/things via a "currency" system where you can accrue special points and use them to purchase things, as much as I love the concept, the Bank system that stores information makes it a little tricky. Basically, there is a set limit to how much data can be stored so mapmakers have to try and limit stored information as much as possible. Storing a Boolean (0 or 1) for each unlockable as well as an Integer (whole number) with the number of special points accrued will increase the size of the bank file further than I'd feel comfortable with. You can get some gnarly bugs when the Bank has too much information.
I do agree it'd be really cool to be able to save points and "purchase" the unlockables that you want, but there are limitations and unfortunately unlockables are one of them.
Thanks for the suggestion though!
rut
Re: Units Unlocks.
Good explanation and insight as to why you don't think it should be implemented, I see why it wouldn't be good now.
PierceSc2- Posts : 49
Join date : 2013-01-12
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