Quoted from MikeS:The notes just listed some minor non gameplay related changes. After playing a couple games though It seems there may be some pretty big scoring related changes. I need to play more but my early impression is that this update answered a lot of our score balancing wishes!
Seeing some potential scoring balances coming in these betas reminded of my idea to improve the Slash Solo mode. I still think it makes a ton of sense for a bunch of reasons. Hopefully this is not over engineering a solution, but I'm curious to get others thoughts to see if there would be any momentum to get JJP dev approval (or at least parts of it):
TL;DR - Complete Slash Solo to significantly enhance my NEXT songās earning potential through any number of ways (if I can get there).
Goal: Make Slash Solo more strategic/lucrative by improving the reward but also making it just a little harder to qualify.
1. HOW TO QUALIFY = X record spins AND play X songs (both configurable in settings) - I think it was @ecw0930's great idea to have Slash Solo qualify after a few songs and not just record spins. IMO this actually aligns even better with the concert theme as Slash's solos typically came in the middle of the GNR set on the NITL tour anyway. I understand it would be important to have the number of songs configurable in settings since some (most?) players may only get through 1 or 2 songs during an average game. I think the default number of songs could be 2, and you could even enhance the Guitar Pick patch to give you 3x record spins (as it does today) and ALSO reduce the songs required by 1 to help too.
2. REWARD FOR COMPLETING = Not just points but boost my next song value (should I even get there). Again, this ties perfectly into the theme (a great Slash solo maxes all the concert elements - the boosters), and DIRECTLY connects it to the main point-earning element of the game (songs and band frenzies) - it's no longer a "side" mode. If maxing out all the boosters is too much, then there are so many other places where completing Slash solo could improve your next song: give me an extended band frenzy at the start, let me choose my song without the song level penalty, let me flipper hold with no rock meter decay, max out the ball locks etc. Whatever the reward, it would only be applicable on the next song (until you can qualify Slash solo again!)
If this mode really became more strategic, it would also be critical that I can skip it, just like the album modes. If qualified, the player should be able to choose if they want to go for it or not. I really love the simplicity behind these changes yet all the strategic options and thoughts it would force on the player. Just a few examples:
- (If SS maxed out your boosters), perhaps my boosters are already close to max - I will skip starting SS and hope that I can not only complete SS after this song, but hope that I can get into another song, and use it then...a deeper risk/reward just like the songs themselves.
- (If SS let me choose a song without penalty), perhaps I have been saving a more lucrative song until I completed SS so I can pick it without losing any song level...say Paradise City after earning the Rose/Gun patch combo?
- (If SS maxes out ball locks), perhaps I already have a lot of balls locked - I will skip SS and try it after this song. Or perhaps I don't have many balls locked so I'll go for it.
- And my favorite example (regardless of the reward), perhaps I'm on my last ball on a mediocre game, I just might go for SS and try and capitalize on a killer song/encore and perhaps even grab an extra ball to extend my game.
IMO - this makes this mode a much more strategic decision and a real part of the game. If we just make it more valuable by awarding a bunch of points, it would likely still pale in comparison to a great song performance anyway.
Thoughts?