This acticle is about upgrade skill in All Points Bulletin.
The Proposed Solution
We are currently discussing grouping Upgrades together into several categories as well as adding in a more Upgrades to increase player choice. Upgrade categories will prevent less desirable choices being made. You will have to choose between 'Savage' or 'Spray and Pray' but cannot equip both. This effectively lowers the advantage that can be gained through statistical increases. It also means players will get to choose Upgrades from the other categories which should promote a more nuanced, less power-hungry approach to Upgrade selection.
The exact design of this system is still being decided upon although it is likely we will include a couple of specialist categories and allow you to equip a number of generic Upgrades. We are also coming up with a range of new Upgrades to add into the game(APB Gold). Our primary focus is to give our community new tactical tools rather than straight statistical benefits. These will fit into the group categories so that player choice will be more interesting still.
Will you take the added power of 'Savage' or an Upgrade that enables you and your team to get the drop on your opponent? On top of this we are looking at new Upgrades to deal with some common complaints around LTL weapons and new Upgrades for our jazzed up Combat experience on APB Gold. We will continue to expand the range of available Upgrades in the future to allow players to further refine their tactical toolbox.
APB: We think we mentioned in the original post that we have already started prototyping and playtesting various changes to some of the contentious stage types to improve the way they play and reduce the imbalance and opportunity for exploits. The VIP-on-both-sides, which is the first of these, is already a much better play experience(APB Cash) and leads to much more of a cat-and-mouse game than the current one-sided version.
Prototypes for new versions of Checkpoint Capture and Item Capture using a bonus time system are underway and then we will be looking at the most difficult of the bunch - Escape. As an aside, we're also looking to alleviate problems with vehicle delivery missions by removing the dropoff timer and making delivery instantaneous, so that crazy mad-dash deliveries will be much more viable. That's the news in brief. More as it happens.



