![]() Maybe restriction specific tanks, or specific damaged tanked, such as easy are mostly very minimal damage tanks with few replacing parts, while hard has more likely changes of heavily damaged tanks where you need to replace or buy nearly every part, like the ones just outside in the junkyard out back. Easy no screws, Normal Screws but not many, Hard having All the screws. Just using Painting as an example, but could be other mechanics that work in this way. ![]() Where as in 'Hard' you'd be required to paint the tank as well and it count to the tank's % and visual green in inspection mode or whatever it's called. Then in 'Normal' would have the feature, but not required. Well taking the 'Painting' Mechanic as an example, in 'Easy', you'd have the mode completely removed, can't paint any tank. I don't know about now but before Painting a tank wasn't actually required, you just needed the coating. Now to explain what I mean by Mechanics/Features, I mean thinks like Painting a Tank. Or option three, which is to blend the two options above together Where as the First one would be hard strict limit on what Mechanics/Features and tools would be available, and the second would be full Mechanics/Features and only changing which tools are required for the job, this third option would mix the two, but limited the mechanics and features as per the difficulty setting, but having all tools be available and useage govern by the mission difficulty. You'd also need to hide Difficulties that required a tool not yet unlocked, and/or list for the mission which tools would be required. This lets the player choose which missions or each tank they want to do, tho will be hard for the non-mission tanks, such as those in the backyard. So pick an Easy Mission of a tank, and no tools required to do it, but pick a hard difficulty like 'professional' or whatever you want to label it, and it requires all the tools to be used. The second is that you can unlock the tools normally, but have the missions you can select instead having multiple versions that are different difficulty. The first being a straight up difficulty mode, one that effects that save/profile/character whatever, and can't be changed in game since it would be adding and removing tools and complex parts which could lead to some bugs and might be hard to code in. I can think off the top of my head writing this 3 ways to impliment this. While the more you increase the difficulty, the more tools and mechanics can be added on. So on 'Easy' or an Easier mode, there are less tools, and the game is much more simple and less complex. But also take this concept, and maybe apply it to other tools as well. While maybe normal or Hard adds in the drill, and more screws. So how about in 'Easy', there is no Screws at all, and thus no drill. So right now, the Drill is very under use, very few actual screws to be used on, and you were thinking of having a difficulty slider to change how many screws needed. Anyways, I have a compromise and idea to build onto this suggestion. I haven't replayed the game in a long time, I think like update #30ish or something, maybe earlier. Thats how we also are thinking, that too many screws would throw away many people, and we would consider adding some kind of slider or hard/easy mode, that will determine how many screws there will be in tank To make more parts have to be assembled to the tank using the drill will, in my opinion, really spoil the game although it would make the game obviously more realistic. It was just a suggestion but to make player build experience easier I would scrap the drill for putting the tank together altogether as I have already stated, you can assemble most of the tank without it.
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