Board Thread:General Discussion/@comment-108.203.189.162-20131214220759/@comment-6770938-20140801133713

Immortal ripper wrote: Harbinger3781 wrote: Immortal ripper wrote: Harbinger3781 wrote: Immortal ripper wrote: How about armor/defence so it will be harder to lose each health point? Upgradable and/or customizable. Body armor pieces and assignment rewards. Various armor sets reduce 5% to 95% damage. There also   should contain perks in each armor, like reducing power cooldown periods, increase weapon/hand-to-hand unarmed/firearm damages, increase discount, decrease enemy detection, increase reaction time, etc. Or even infuse the best armor set with the ability to deflect projectiles, making the player immune to bullets and arrows. Smaller enemies may even have no damage to the protagonist while wearing the best armor set. Or plus zombie rage mode. Sounds very good. The armor coud help Nick to flinch less against enemy attacks so it will be easier to control him. How should the upgrades be bought? With money? Experience points? Both? Skill and power upgrades must be traded with skill points - no arguments there, while armor, equipment and weapon upgrades are obtained with money.

And to spice things up a bit, why not have some blueprints scatter around the city, and have the player(not saying it has to be Nick) collect them and grant more advanced upgrades for free(except that "you"'ll have to return to the trailer and build it with your upgraded mixtures)? After all, to buy all upgrades from a shop is just so boring. You could collect fragments of blueprints and put them together. It should also be a little tricky to get the advanced upgrades and build them. The player must be required to find people and do favours for them in order to receive important stuff for building the upgrades. This could be a little reference to the Assassin's Creed III Davenport Homestead missions. Sure, doing people favors grant the player their assistance, and allow them to construct hard upgrades for you, and with each favor done, the person(or people)-in-need receive a rank advancement.

Wait... this is perfect! Maybe the people-in-need can turn out to be the wesen the player helped during the story campaign chapters. Karma should REALLY have a hard impact in this game, as Nick in the TV series didn't receive much - all the wesen people who were afraid of this Grimm, yet received unrequitted aid from him, then disappeared after he saved them? Not good enough.

The game really should go this way: During campaign stories - after the player helps certain types of wesen(e.g, the Seltenvogel, the Naiad, the Glühenvolk, etc.) during their segments, they pledge allegience to the player, and grants him/her access to their different, unique sets of craftsmenship so the player can build advanced upgrades. Those allies could be strong or weak, but may have unresolved businesses that would require the player's attention. And as the player progresses throughout the allies' side missions, they gain ranks which allow them to build you higher-leveled upgrades. They could also aid you during missions for the fight against the player's enemies.

Thoughts?

P.S. The scenario I described above? That was the scenario of a Burkhardt Grimm(aka the good Grimm). Maybe for an Endezeichen the player can have bad Coyotls, Hundjägers and Hässlich as "disposable" allies.