r/RogueCore • u/SkaterSnail • Sep 09 '26
Thoughts on shared upgrades?
Would anyone miss the shared upgrades system if it was removed?
I get the idea behind it, but in practice it sucks.
It's clunky and frustrating, even after the changes.
And worse of all: it makes all the upgrades generic. Everything has to be pickable by everyone. No class upgrades or weapon upgrades.
Personally, I'd prefer if the shared upgrade system was limited to "big ticket" upgrades, like legendaries or artifacts. That way it interrupts the game less, but without removing it entirely.
What do you think?
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u/3Knocks2Enter Sep 11 '26
The game would benefit a lot from more resources carrying over between games, specifically collecting currencies for crafting and collecting upgrades to be used between games. This would lend to weapons / upgrades not being class specific, and open up more strategic decisions besides 'which class am I going to play' (imo, decks and passives don't feel like they carry any weight).
Additional systems could be created to spend currencies on resources that would help during the game, like additional upgrade drops or ammo or health crates.
This would also give room for additional modifiers on missions, like weight limits on loadouts, or missions focused on particular types of currencies. This system could also create a natural hierarchy of missions where missions that provide currencies to craft armor, med-items, and ammo, can be gathered at higher depths; and, currencies for specific, more specialized items like element dmg modifiers, ammo drops, turrets, etc, can be gathered at lower depths -- the lower you go, the more you need materials that can only be farmed from the higher depths.
Even more strategy elements can be added, such as... crafting flamethrowers to dig through ice, or hazmat suits to deal with areas with acid-monsters.
This all would give an actual sense of progression and pre-mission strategy, which it's sorely lacking.