For the sake of trying something different form AoW3 we experimented with a hero upgrade system in which heroes choose upgrades within pre-set rigid paths with pre-requisites (i.e. the melee path, the ranged path and the vehicle path) but quickly found that this was too limited and that heroes looked too much alike even with mutually exclusive skill choices.
That sounds indeed very restrictive. I wonder if it had worked better with “soft caps”, so the skills are still available but get more expensive depending on the other skills the hero already has.
In these kind of skill systems its often about finding the proper mix between two extreme positions: The first one makes just every skill globally available. This gives the player a huge amount of choice but in reality all these skills can never be balanced among each other. Finally every hero looks almost alike because the player picks every time only his favorite skills.
On the other side of the spectrum there’s the extreme form of restriction that basically forces every hero into different skills. (One way to do this would be a complete randomization of upgrades.) This leads to totally different heroes but eliminates the choice.
I think it's worth to compare the different ways among games that try to find a balance between choice and variation. IMO the most important are:
TREES / PATHS (Restrictions through requirements)
One of the most typical examples are probably schools of magic like fire magic and air magic that often appear in fantasy settings. Heroes usually need to fulfil a lot of prerequisites until they can get the best spells of a school. Whats the purpose of these restrictions? Of course they should prevent that the player can pick the best damage spell from fire, the ultimate Freeze spell from water and at the same time a hast spell from air magic.
With these kind of trees not every separate skill has to be balanced but only the magic scholls themselves. It can be a interesting question if you want tier 3 fire spells and only medium water spells or if you want to have more flexibility through medium fire, water and basic air spells.
I don’t think this would work with trees for Ranged, Melee and Support in Planetfall though. To get access to a second tree wouldn’t be worth the skill points.
RANDOMNESS
The player can only choose between several random skills. The probability for a certain skill to appear can depend on the faction of the hero. I personally like these kind of randomness because it adds an element of surprise and makes the hero development not completely pretictable.
Obviously the random factor increases the variety – even the same hero will look different in a second game – but limits the choice.
BONUS SKILLS (Restrictions through factions)
It seems this is the way it works in Planetfall. I’d say it’s the most strategic approach but at the same time probably the most difficult to pull off.
In the first place, restricting some skills to certain factions can’t prevent on its own that players create an order of skills from the best to the worst:
1. […] - Best skill, take it as soon as it gets available
2. […] - Take it as soon as possible as long as 1. is not available at the same time
3. …
So additionally skills have to be designed in a way that the
bonus skills from the different factions (and secret technologies) affect the value of all the other skills. For example a skill like
Killing Momentum (melee): If the unit kills another unit in melee during its turn half of its action points get immediately refilled.
would greatly benefit from
Shadowstep: The unit doesn’t trigger overwatch fire.
If Shadowstep is available the priority of Killing Momentum will most likely increase a lot. This again leads to a lot of variation depending on which skills are available.
It can be a bit difficult though to find enough skills that really synergize with each other, so I have two suggestions:
- An easy way to create a synergy is to give a particular faction a skill that slightly upgrades an existing global skill; example:
Cloaking Device: The unit can activate a cloaking device once per battle to be concealed for 1 turn. Attacking or suffering damage (EG from AoE attacks) ends the concealment.
Upgrade 1 (Kirko only):
The duration is increased to a maximum of 2 turns.
Upgrade 2 (Syndicate only):
Precision and Critical hit chance are increased while fireing from concealment.
- Because limiting skills to certain factions/secret technologies reduces the number of available skills this could lead to a point where the hero has already all the good skills. This undermines the idea of a choice, IE there is no choice if you can get all the relevant skills anyway. Thus it’s important that there’s always a big amount of skills to choose from. One way to ensure this would be to restrict some skills not to only 1 but 2 or 3 factions. Example:
Tireless: Melee attacks of opportunity doesn’t cost action points. – Available for Kirko, Dvar and Assembly
Stim-Packs: The unit can activate Stim-Packs once per battle to get 50% additional movement points for 1 turn. – Available for Vanguard, Amazons and Syndicate
(Kirko and Assembly might even have improved versions)