RPG mechanics (Skills, Stats, levels, NG+ mechanics)
from top of my head:
- player level (carries over from various playthroughs, NG+ mechanic)
- mecha level
- skill trees
- weapon skills (levels by use), minigun, laser, flame, mines, nukes, etc. allowing specialisation the longer specific type of weapon is used
Linear growth until a softcap, after which growth is slower but infinite (well, as far as compsci goes).
Comments: 10
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15 Jul, '23
MHighlighted comment
I feel like people want this game to be the "everything" game.
Farming, crafting, skills, dungeon delving, base defense, RTS...
It's better to improve what's already in the game rather than add more quirky mechanics / game modes like that. -
24 Sep, '22
Larsan rpg style would be good, but schould bring harder enemies too.
NG+ is for me not necessary, most games, souls-like games.... have NG+, it makes no fun anymore. -
24 Sep, '22
TottoWe could go two different Routes here both with a research possibility:
- Nanobots which are covering the Mech and adopt to our Playstyle
or
- Bio Research and "fuse" our Mech with the "Parts" of the Local Fauna. So we can evolve with our enemies, through our enemies. (First game i thought about :Metroid: Fusion)
Both variants could be plausible and "Lore Friendly". -
27 Sep, '22
ParadoXNew game+ would be a great idea i think if the enemys get stronger too with additional rewards
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14 Oct, '22
srs008i like it, but it needs to be done carefully. for example, guns. there should be a "class" advantage, and a "weapon" advantage.
this way, the sub machine gun and the minigun can share some stat. but can be wildly different on a per user basis. this applies to melee obviously. where the effect would be more notable.
for simplicity, i'd use a discreet experience system, and just passively add "mod stats" tot he character when the weapon is selected.
obviously, we don't want to add elemental effects. that should stay in the hands of the weapon's mods screen itself. this lets players tune the weapon with the existing system
taking damage, riggs get's better suited to mitigating it. slight improvements to armor related to what hit him, better at repairing himself.
effects like acid he may develop countermeasures to rapidly nullify the damage or spread.
this should even include movement.
the system would not need to be advanced to cover a lot of area like this. just a lot of coverage. -
21 Oct, '22
DACNINJABetween guns mods and active skills, there is enough customization in the game as it is and there are more to come with the next DLC. You 'level up' by researching and crafting better weapons.
'Levels' are a bad idea, I don't want to grind stats/skill trees just for the game to 'escalate' to balance the 'challenge'. Just add more mods and slots for weapon and mech. -
03 Sep, '25
Piotr Bomak AdminUnfortunately, this is a bit too much for us at this point in the project. We're not planning any changes like these.
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12 Sep, '25
steveThat's really sad, an RPG system with skill and level system would make the game perfect and is what I miss most in the game
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12 Jan
PhilWould expecially like to see more ways to add replayability to survival but also campaign, which means im a fan of NG+ and other options for Ironman (i know it exists, but it could have options like how many lives, whether you can be revived in coop etc.)