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- "The core suggestion in all of this is to give players more things to do like base building relative to the fact we are a mercenary company.
- Building off my original large concept #269, this one suggests expanding the mercenary idea, meaning managing a company. The construction of different base structures with their own roles, hiring people like guards and researchers with a whole new node tree. All of this can benefit you in different ways."
- You don't need to specify what other suggestions this relates to, and given the volume of text it might be better to trim this down to "The core suggestion in all of this is to give players more things to do like base building relative to the fact we are a mercenary company, which could be done with the construction of different base structures with their own roles, hiring people like guards and researchers with maybe a whole new node tree. All of this could benefit you in different ways."
- "There are 2 aspects in this concept:" could benefit from being changed to "Here are some ideas that could be implemented:"
- "Base management, the contruction and development of base structures. This includes a barracks, R&D labs, energy reactors, wide-area electrostatic field generators, walls, defenses, factories, warehouses and training facilities.
- This could be further expanded with underground areas containing the M.A.S.S. hangar, communications room [map] and command room [M.A.S.S. control and intel distribution] similar to Xcom’s bunker."
- This is a lot of specific stuff. Maybe dial it back to "Base management, the construction and development of base structures. This could include things like a barracks, R&D labs, base defenses, an engineering wing and maybe training facilities for personnel."
- Reasoning as follows:
- -Many of the ideas you suggested in here defined just different specific kinds of defenses, and these didn't need to be more specific since some of the specifics you included might make the devs less receptive rather than more so.
- -A communication and command room are already strongly established and by the plot and I don't know if you could frame these as being important enough for the devs to develop further gameplaywise.
- -Energy reactors seem like a disposable specification here, but if you have a strong reason why you specified them in the first place I'd advise holding onto it for after dev attention if any finds its way to your suggestion.
- -Factories, warehouses and hangars all fit into the nitty-gritty of building a mass and keeping it supplied/maintained, so I compressed these into "an engineering wing", given that the tuning segment of the MASS is managed by gruff engineers, to be expanded on later should attention be gained.
- "Personnel can benefit the base with equipment you researched and manufactured as well as special traits they may have when recruiting department leaders, these traits could range from Mass weapon damage increase to reduced research costs for development nodes."
- This could benefit from being changed to "Personnel could benefit the base with equipment you researched. As well, special bonuses from department leaders could be a feature, ranging from damage increases to reduced costs for development nodes."
- "Each commander can be unique meaning they have different costs depending on their skills, if not paid as per their contract with you, they could leave you. If you do manage to keep them, they would level up and increase their skills, improving their worth while possibly not affecting the contract."
- I'd advise leaving a mechanic like this out of the initial pitch, a team of personnel with personnel department leaders is specific enough of a mechanical base suggestion alone. Don't get rid of it though, keep it in a text document for later, if you get developer attention on this suggestion.
- Between
- "A option to fully customise everything would be cool, make each player unique in what they have for a mercenary company. Something similar to Xcom’s character customisation but on a smaller scale."
- and
- "There are many ways for base building and personel recruitment to benefit you in the game, it all depends on what you play style is like. Ideas from you guys on how it could help us fight quarks and eventually players would be nice."
- I'd advise trimming one of the two paragraphs. There's already a lot of text even with the cuts and these two things basically say the same thing, so I'm sure the people looking at this will get the idea if they only see one of them.
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