Runemaster - Developer diary 17 - Upgradeable Units & Abilities

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Rubidium

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I actually kind of like the concept of "having to pay to unlock" upgrades as a way of implementing the things you've observed in combat. The tall-versus-wide dichotomy is a strategy concern worth preserving. And speaking of busywork, given that it's a choice of upgrades, I'd rather not have a zillion of those "pick an upgrade now" screens right after a major battle. And you can always conceptualize it as buying better armor, or the experience prodding you to realize your vulnerability in an area and seek out a trainer to deal with it (after all, it always seemed a little artificial to me that "I've just beaten up 10 giant rats; now I have developed the ability to summon fire elementals" is the default for a lot of games).

It might be better to keep the "pay to upgrade/train", but have the trainer "accompany your army" (i.e. be a button that is usable anywhere), rather than have to return to town/wherever. That would seem the best of both worlds, and maybe allow for some interesting quest ideas to play around with.
 

Dalwin

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Now if some NPCs had a skill which allowed them to train in the field, along with some other disadvantage to even out having a trainer with you, I'd be happy with that.

Alternately, some games go with a system where if you have someone more experienced from the same class in the group, then some field training can be done.
 

Pte Baldrick

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I actually kind of like the concept of "having to pay to unlock" upgrades as a way of implementing the things you've observed in combat. The tall-versus-wide dichotomy is a strategy concern worth preserving. And speaking of busywork, given that it's a choice of upgrades, I'd rather not have a zillion of those "pick an upgrade now" screens right after a major battle. And you can always conceptualize it as buying better armor, or the experience prodding you to realize your vulnerability in an area and seek out a trainer to deal with it (after all, it always seemed a little artificial to me that "I've just beaten up 10 giant rats; now I have developed the ability to summon fire elementals" is the default for a lot of games).

It might be better to keep the "pay to upgrade/train", but have the trainer "accompany your army" (i.e. be a button that is usable anywhere), rather than have to return to town/wherever. That would seem the best of both worlds, and maybe allow for some interesting quest ideas to play around with.

I agree.
 

CorruptedSanity

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It might be better to keep the "pay to upgrade/train", but have the trainer "accompany your army" (i.e. be a button that is usable anywhere), rather than have to return to town/wherever. That would seem the best of both worlds, and maybe allow for some interesting quest ideas to play around with.

Hmm... I like that idea quite a bit. As has already been mentioned, having a bunch of units needing upgrades right away can get in the way in some games.
 
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