One GSB feature I’ve missed is the ability to create half-finished designs.
A tank with no engine? Not much use. But a mech without a weapon? Suddenly it doesn’t need a loader or sights, and that reduced weight means it’ll sprint. Or a turret with no armour or shields. It’s going to die fast, but it should deploy quicker and that might be just enough to get it out in time (much as you use small turrets). It’ll also be cheaper so you could deploy 3-4 fast and deal some burst defensive damage.
It might be just too annoying to code, but is there scope for giving each component (including turret base) a default deployment time, and then each fully designed turret would take as long to deploy as the sum of its components. This might help balance missiles in defensive, by making them slower to deploy. It also makes a “deployment speed” augmentation useful.
There feels like insufficient variety at the moment. Two ways of boosting this that shouldn’t be too painful
- allow 2-3 times as many augmentations. light tanks get 1, medium tanks get 2-3 depending on chassis, heavy tanks get 4-6 depending on chassis. Balance this by halving the effect (and cost) of augmentation (but allow 2 of a kind so 1.003 builds can still be made).
- reduce the number of slot types on a chassis. A heavy tank must have two armour, one loader, one weapon, an engine… why not three engines and no armour, one armour but two loaders, or other variants?
I want infantry vehicles. APCs! I think that would require a change in game mechanics though. Basically a Truck with an infantry unit inside; when destroyed half of them die and the other half start running. Variants could include weapon mounts, a jeep (equiv) with tiny capacity but better speed (and weapon mount variants), etc. Give the truck 0VP and ten infantry and it’s still worth 200VP if it gets to the exit, but if it fails the defender has a new issue to contend with.
Part of my concern is that infantry is currently unattractive as an attacker: You spend a lot to deploy a unit that a single turret can annihilate, and then the defender gets a 250 supply bonus. So something that helps shift the balance a little may see more infantry in play.
It would be great to have a game mode (or map config setting) that gives the defender 0 supply refresh but gives a supply reward for every enemy unit killed - infantry or armour/mech. That would also open the possibility of “survival” play maps, where the defender keeps going for as long as it takes the enemy to overwhelm them.
Can we have attack vs attack maps? Green and red start zones both leading into paths with exits. This would need path-crossing designators on the map design, but otherwise might be a reasonably easy game mode to add. Why? Why not! May not be easy to balance in the campaign but as an online option it could be fun to test two armies against each other as they traversed an area of shared ground. Ok, this is probably the weakest idea.
Hey, doing all of the above would take weeks. I don’t expect to see any of it make it into the first release and wont take offence if none of it does. But thought I’d share.