ZeRoboButler Posted March 29 Share Posted March 29 (edited) Now I know that for some people this may not be appealing but hear me out, I don't think a built in revive is necessary at all. When designing and balancing out a game, certain limitations and decisions are made so that the player can have the most enjoyment out of a character or mechanic but still enjoy the options of choice. In an ideal world, the player would look at their own mistakes rather then blaming the tool they were using. That said, I think the revive concept is detracting from the character a bit, Wx is a character with very deliberate built in flaws with death being more punishing and water being a death sentence if not dealt with appropriately. We went from, upon death losing up to half the gears you ate to upgrade yourself, to loosing what is effectively one removal of a circuit via the extractor on death. With this rez perk and being below the max number of chassis, this downside is removed which is a shame because, now this is what I believe so this is opinion, I believe that this perk should be changed outright to something else entirely, something of a keystone perk. Perhaps the perk could permit the player the ability not to rez from their body, but rather make repairs to their circuits, allowing the player to actually feel the impact of death but being able to come back from it in a way that feels fitting for a robot that just broke one of it's back up bodies. Maybe it could give them the ability to make the "Auto-Mat-O-Chanic" from the start of the game, being able to repair one circuit, but as they progress through the game, they can unlock a better version of it that has unique interactions with both Wx and Wagstaff related items? I think it would be great if Wx felt punished for death in a satisfying way, Had a unique way of coming back from it that wasn't just a reskinned rez and instead had a better more meaningful ability befitting a ever improving machine bent on being superior to organic life. Plus it just seems fitting Wx would inherently be able to interact with Wagstaff's machines in a different way, It's not quite big enough to be a affinity but good enough that it could be locked behind skill point investment in certain skills. Thoughts and inputs valued and appreciated! Edited March 29 by ZeRoboButler Typo, Whoops 2 Link to comment https://forums.kleientertainment.com/forums/topic/170346-a-possibly-unpopular-change-to-the-backup-chassis/ Share on other sites More sharing options...
-Nick- Posted March 29 Share Posted March 29 The revive should at least require more skill points to unlock than being the very first thing you unlock with chassis. Link to comment https://forums.kleientertainment.com/forums/topic/170346-a-possibly-unpopular-change-to-the-backup-chassis/#findComment-1856752 Share on other sites More sharing options...
AverageWurtMain Posted March 29 Share Posted March 29 To me it really feels like it was added exclusively because it is thematic. It just fits the character extraordinarily well on paper. In practice, though, it really does bring what once was a particularly punishing character to die as to one of the most forgiving. I don't like how the skill effects gameplay and would ultimately prefer it approached from another angle. Like some way to spend resources to designate a chassis as a revive point so that is is somewhat more expensive and players cannot revive at the chassis dropped on death. 1 hour ago, -Nick- said: The revive should at least require more skill points to unlock than being the very first thing you unlock with chassis. And regarding skilltree placements, I don't have an opinion on the cost of unlocking the skill, but having it as a prerequisite for Cold Standby and Warm Standby feels weird. I honestly think it would be more fitting to swap Inhabited Machine I and II. Link to comment https://forums.kleientertainment.com/forums/topic/170346-a-possibly-unpopular-change-to-the-backup-chassis/#findComment-1856768 Share on other sites More sharing options...
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