I would like to suggest a resource system for the spawning of units other than the base classes, such as veterans.
I believe a great replacement for the current system (veteran lives) is to use a building resource counter over the course of a match. It could start at 0 (or some preset value) as you enter the match and slowly accumulate over time while you play. Different elite and warlord units could have different resource costs to spawn, and when you have accumulated enough resources you can choose to spawn one. The cost is taken from your resource pool.
I think this way is more effective than a cooldown solution, since it takes into account future elite and warlord units. More powerful elite and warlord units can be priced much more highly and therefore can be spawned less. It gives the player the choice of spawning a lesser powerful elite more frequently, or a powerful elite less frequently.
My inspiration is from Natural Selection 2, a game that employs a building resource system to spawn units of variable power. The powerful high-cost units become the center-pieces of the matches they are in, where both teams are communicating and working together to either defend or destroy high-cost units. The high-cost unit owners try to turn the tide of battle with their power, while the enemy team tries to deny the advantage gained by spawning the unit. It rewards team-play, communication and strategy. I think these things would be most welcome in Eternal Crusade.
This sort of system also scales to any size of battle without much need for change, if any. I believe Planetside 2 also uses an accumulating resource system that lets players spawn the resources they want to individually, despite the battles being large-scale.
Please sign in to leave a comment.