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Shoot down Score Reduction or Simplified Frame Structure

 I have proposed several delusion enhancement plans. The proposal involves some common assumptions.

"Strengthen the unit to a performance comparable to a strong unit in the same environment."
My policy and the policy of official development are the same.

Contrary to that policy, the skills introduced this time do not directly strengthen the unit. However, it works strategically.

Skill: "Shoot down Score Reduction" or "Simplified Frame Structure"
Skill text: During battle, units possessing this skill will be treated as 100 points less cost than their original cost.

This skill affects systems where cost-limited warfare is the main game rule. Because this skill is effective when destroyed. To be flat, it is a skill that "does not give the enemy a full score" and "returns to the battlefield quickly". If the damage is the same for both sides, the score dispute can make a difference depending on whether the person who owns this skill is included in the victim. It's a quick return, so this unit isn't a weak point for your team.

It's important to note that this skill is only effective during combat and is treated as a natural cost when forming a team.

If a 400-cost unit possesses this skill, it will be reduced to 300 even if it is destroyed. The assist score also drops from 120 to 90. The return time is 14 seconds if it costs 400, but it will be 10 seconds.

I don't think there is a misunderstanding, but the performance of the unit itself remains the same as the original cost. This is a skill that gives you the advantage you gain at low cost.

As many of you may have noticed, the unit that wants to grant this skill is the so-called weak unit.
Weak units will be identified as useless in the same cost limit battle if left untouched. With this skill, such units will be given preferential treatment in terms of score and return time instead of enhancing performance.
This skill is a skill that can contribute to victory if the unit possessing it has a good result. Even when competing against an enemy unit, the score can take precedence. It will also be applied to the score for destroying bases and mix-up rules.

I haven't come up with this idea until now, because I didn't find the elements lacking in impartiality, simply abandoning adjustments, affirming the existence of weaker units, to be interesting.
However, with this idea, I was able to take positive aspects such as facilitating the formation of tactically weak units, deterring the inflation of unit strengthening, and using it as a convenient temporary adjustment method.

Even if the units of this game have the same cost, there is a large difference in performance evaluation. It is ideal to rescue a poorly performing unit. If you treat everything equally, you lose personality and think that the environment is less interesting.
Whatever unit you choose, it is important that it be attractive and useful.
A weak unit makes it attractive, but not useful. You can't win a match without being useful.

This skill maintains its weakness and enhances its usefulness.

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