Gambit. Games hinge on invasions. Link invasions to motes, to create a risk vs. reward decision. Player must carry motes to use invasion portal, with invasion time proportional to number of motes carried. If invader dies, other team gets to collect them. During the prime evil encounter, limit how many times invade can happen and trigger invade off a mechanic of some sort that requires team to activate - this requires attention away from fighting prime evil and again makes a team have to consider when and if to invade.
Stats. Power grind could be made more impactful if it was tied to base stats - like traditional RPG where exp gains unlock stat points for player to distribute. Ultimately, build craft would be richer if stats were not solely dependent on gear. Could require expensive currency dump to reset and redistribute to help with in-game inflation.
Player synergy. It might be cool if players could build off each other on a fire team, where something like applying scorch to frozen targets has enhanced effect, or applying verbs from two different subclasses creates a unique effect. This could create fireteam builds that work off each other and put more diversity into player builds. Could also encourage use of under-utilized aspects / fragments / supers by tying them to these synergies.
Content randomization. Ritual activities can become tedious, with raids and strikes and dungeons being repeated numerous times. Could parts of these be made more random? Changing how many and where champs are; randomizing the sub-type, quantity, and weapon type of the enemies; having high-value mini-bosses that can be on random places in the activity; randomly alter path through (if possible based on map). Make it so we can’t just memorize our way through all the encounters, and force us to change our loadouts frequently to adjust to the situation.
[quote]Gambit. Games hinge on invasions. Link invasions to motes, to create a risk vs. reward decision. Player must carry motes to use invasion portal, with invasion time proportional to number of motes carried. If invader dies, other team gets to collect them.[quote]
This is brilliant and needs to happen. Two.2 thumbs up👍👍
[quote]Gambit. Games hinge on invasions. Link invasions to motes, to create a risk vs. reward decision. Player must carry motes to use invasion portal, with invasion time proportional to number of motes carried. If invader dies, other team gets to collect them. During the prime evil encounter, limit how many times invade can happen and trigger invade off a mechanic of some sort that requires team to activate - this requires attention away from fighting prime evil and again makes a team have to consider when and if to invade.
[/quote]
Good idea! 👍
[quote][quote]Gambit. Games hinge on invasions. Link invasions to motes, to create a risk vs. reward decision. Player must carry motes to use invasion portal, with invasion time proportional to number of motes carried. If invader dies, other team gets to collect them. During the prime evil encounter, limit how many times invade can happen and trigger invade off a mechanic of some sort that requires team to activate - this requires attention away from fighting prime evil and again makes a team have to consider when and if to invade.
[/quote]
Good idea! 👍[/quote]
What about if an invader carries the whole team’s motes and/or whatever motes are banked, and if the invader is stopped, all motes carried are forfeited to the other team?!
This would make invading a high risk gambit!
Cheers! 🫡