tl;dr:
Deployables can have modularity to them which would expand options and creativity for deployable abilities
+ Support stations could produce ammo/ammo, or ammo/cooldown reduction, or cooldown/double damage
Deployables could have more permanence on the field.
+ Often when deployables are re-summoned the oldest one is destroyed. Rather than destroying deployed assets they could actually move to the new location to make them appear more persistent
+ Gives a chess-like gameplay mechanic
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Numerous games that are class based have some sort of class that can deploy stationary support equipment. Whether the deployable is a mini-turret, ammo station, or healing aura, the deployables are rarely customizable beyond the Either and OR. (turrets either fire bullets or flames. Healing stations either heal or reduce damage received).
Em8er has already confirmed that abilities will be customizable based on the resources used to craft them. For instance a med station will likely be crafted to have a bonus in healing per second or an increase in the total health the station has before it is destroyed by enemies. In general stationary deployables are tried and true mechanics of gameplay however a little more modularity control could vastly expand possibilities.
Engineers in Firefall for example were able to deploy a stationary supply station. The supply station generated ammo and health packs but was not much further customizable. Em8er could have improved player creativity if there was control over what such a supply station produced. Perhaps the station could produce ammo/ammo, or ammo/cooldown reduction, or cooldown/double damage. Though the versatility could make the class rise far above other support classes I think it would give players even more control of their characters.
Continually I would like to see deployables as not always stationary and have a little more persistence on the battlefield. I do not mean to say deployables should have the roaming movement freedom of a mmo pet but more to the extent that a deployable should not always be destroyed when a player re-positions it; some deployables should actually move to the new location. For instance in the game Paladins one of the newest champions named Io (eye-oh) has a mostly stationary deployable. Io alone can deal damage and heal with a healing beam to support her team. Her deployable "pet" named Luna is a stationary damage turret that can be enhanced to also emit a healing aura. When Io chooses to grant Luna the healing aura enhancement it allows Io to tactically push and assist her distant teammates with both damage and healing while still maintaining healing and damage at Luna's stationary position. The consequence however is by splitting up, Io and Luna are splitting up their combined damage and healing potential. The choice to leave Luna drastically expands the tactical decisions of the players.
Additionally Io can call upon Luna to reposition to her selected location. Rather than Luna being destroyed and re-summoned, Luna actually travels to the new location, albeit very quickly. This constant re-positioning and presence puts more value and a type of chess-like strategy to the battlefield. When Luna is defeated however there is an 18 second cooldown in which Io's healing and damage output is crippled. I believe if done properly, Em8er can give deployables more of a battlefield presence and better player interaction if deployables actually moved rather than be sacrificed. The choice to move the deployable would give a chess-like mechanic as well as more of a persistent connection to the player's equipment.
https://www.paladins.com/champions/io
Deployables can have modularity to them which would expand options and creativity for deployable abilities
+ Support stations could produce ammo/ammo, or ammo/cooldown reduction, or cooldown/double damage
Deployables could have more permanence on the field.
+ Often when deployables are re-summoned the oldest one is destroyed. Rather than destroying deployed assets they could actually move to the new location to make them appear more persistent
+ Gives a chess-like gameplay mechanic
#########################################
Numerous games that are class based have some sort of class that can deploy stationary support equipment. Whether the deployable is a mini-turret, ammo station, or healing aura, the deployables are rarely customizable beyond the Either and OR. (turrets either fire bullets or flames. Healing stations either heal or reduce damage received).
Em8er has already confirmed that abilities will be customizable based on the resources used to craft them. For instance a med station will likely be crafted to have a bonus in healing per second or an increase in the total health the station has before it is destroyed by enemies. In general stationary deployables are tried and true mechanics of gameplay however a little more modularity control could vastly expand possibilities.
Engineers in Firefall for example were able to deploy a stationary supply station. The supply station generated ammo and health packs but was not much further customizable. Em8er could have improved player creativity if there was control over what such a supply station produced. Perhaps the station could produce ammo/ammo, or ammo/cooldown reduction, or cooldown/double damage. Though the versatility could make the class rise far above other support classes I think it would give players even more control of their characters.
Continually I would like to see deployables as not always stationary and have a little more persistence on the battlefield. I do not mean to say deployables should have the roaming movement freedom of a mmo pet but more to the extent that a deployable should not always be destroyed when a player re-positions it; some deployables should actually move to the new location. For instance in the game Paladins one of the newest champions named Io (eye-oh) has a mostly stationary deployable. Io alone can deal damage and heal with a healing beam to support her team. Her deployable "pet" named Luna is a stationary damage turret that can be enhanced to also emit a healing aura. When Io chooses to grant Luna the healing aura enhancement it allows Io to tactically push and assist her distant teammates with both damage and healing while still maintaining healing and damage at Luna's stationary position. The consequence however is by splitting up, Io and Luna are splitting up their combined damage and healing potential. The choice to leave Luna drastically expands the tactical decisions of the players.
Additionally Io can call upon Luna to reposition to her selected location. Rather than Luna being destroyed and re-summoned, Luna actually travels to the new location, albeit very quickly. This constant re-positioning and presence puts more value and a type of chess-like strategy to the battlefield. When Luna is defeated however there is an 18 second cooldown in which Io's healing and damage output is crippled. I believe if done properly, Em8er can give deployables more of a battlefield presence and better player interaction if deployables actually moved rather than be sacrificed. The choice to move the deployable would give a chess-like mechanic as well as more of a persistent connection to the player's equipment.
https://www.paladins.com/champions/io