So, after not playing for a while, I entered a small room with about 4 players. Within 5 minutes, the room was empty except for me and another player who apperantly had been grinding for stars with a friend, because he maneged to buy the first 3 persistent perks; Shield, Flame Sword and Stealth. He was dominating the match without trying, since he could use the perks one by one, making him either invincible, invisible or he would win every offensive strike. In the period he was vulnerable he would either blow himself up, keep his distance or actually got killed. In other words, the only scoring player, balance was completely ruined.
To keep both small and large rooms balanced and more fun for beginning players as well, a different way of gaining those persistent perks ingame is probably nessicary and more logical.
I’ve noticed that the perks can be devided in 3 categories, much like ingame temporary perks:
Offensive perks are the Flaming Sword, Big Bang and Chain Detonation.
Defensive perks are the Shield, Stealth, and Perk Void.
Assisting perks are the Break Lock, Target Decoy and Vacuum Bomb.
Perhaps the Perk Void and Vacuum Bomb could be switched.
So, to gain a perk, you have to do something rather than (run away, camp and) wait for a timer.
Offensive Perks: Kills will gain you ‘points’ to this type of perk. Deaths (Not /Also/Faster with meltdowns?) will decrease your ‘points’.
Defensive Perks: Deaths will gain you points, kills will decrease it. (Longer killing sprees decrease the points faster?)
Assisting Perks could be given a timer, so if you’re not dying a lot but aren’t killing much either, you can still get access to some perks. (Speeds up with stars?)
Doing these things ingame will also gain you Star-points (Green, Red, Blue. Yellow = Global?) toward those types of perks. Assisting perks (or all perks +1, +2 for assist?) can be increased by collecting stars.
I think by doing this, small rooms won’t be dominated by a single player, but instead makes them more balanced. Defensive perks should be gained faster than Offensive perks; You can only die once, but gain multiple kills in a life. This keeps smaller rooms more balanced too: Weaker players will have more chance to kill the dominating player and decrease their offensive perk credits! Newer players have much more chance to fight back.
To keep the difference in perks balanced in a certain theme, a different amount of points could be set per perk. Flaming Sword has much more killing potential than Chain Detonation (in my opinion, of course), and Big Bang is quite deadly, too. Chain Detonation could require less points to gain than the other perks. Another example is the difference between Break Lock and Vacuum Bomb; Break Lock should have a way shorter timer than the Vacuum Bomb.
I think this system would make a lot more sense than collecting stars, since that is not a main goal in a game. It also allows players to play the game normally and still advance in buying persistent perks, instead of having to grind falling stars to keep up with the more frequently playing crowd. They might have less choice, but they can still choose 3 perks soon enough.
I think this system balances out the persistent perks a lot more. It also gives a goal towards the goal of the game: Killing, melting down and score points! I would love to hear feedback on this idea.
