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Ghostscythe

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Everything posted by Ghostscythe

  1. I really like your idea of credits spent on chars/vechs etc giving you points towards the perks. Wouldn't want it to be the _only_ way, - that's cool though. The cons don't have to be huge - just enough to make the pro not overpowered. 100% agree @ dps / HP being dangerous to buff - ideally the perks should be centered around encouraging certain tactics / strategies. @HIHIHI Good point about the necessity for it to be user-friendly - that'd be key. Thanks for the feedback y'all.
  2. That's interesting making it permanent like you're suggesting; honestly I like the sound of that. Re: balance you're right - and some of these perks might have to be disabled or toned down for certain vehicles/characters. (maybe little icons on/near the perk that shows which are banned) ---- @Madkill, I think some of those more general ideas could work well with this. For specializing characters/vehicles, imo a lot of times it will make the people who already hate them, have less fun. If we can kill two birds with one stone, I'm all for it. Just trying to keep the primary focus on roles like defense/support etc
  3. When you're sad every time you remember you can't spam commands anymore Take the Point!Take the Point!Tatatatatatatatatake the point! RIP
  4. You could also say "let people swap specializations whenever" ...that is a valid argument. If it was done that way, perhaps your specialization gets XP as you use it, and you can choose (based on your experience) how far the pros/cons go (always increasing equally)
  5. (100% inspired by Madkill's Gameplay and Ritual thread) Specialization. What is the goal? The idea is to encourage players to explore the game, and specialize in a particular role during a single game. This makes you more reliable and therefore a better teammate (esp if you're newer or not inclined to work with others) Example specializations: Mining / Defending Support(ing vehicles/infantry) Tanker Aircraft What is NOT the goal? Make your character/vehicle crazy good (it's about stealthily making people better teammates without them knowing) Purchasable weapons Purchasable vehicles Replacing VP system (should be complementary to VP, because we're rewarding specialization NOT experience) ----------------------------------------- What is the reward? An unlock. Specialization with your actions lets you purchase upgrades with a pro and con. How long does the specialization last? One life (or if it's a vehicle specialization, the life of your vehicle) What are these specializations? They are upgrades which have both a pro, and a con. For example: Miner / Defense Speed upgrade in base Con: you have slightly less health Faster repair speed Con: you get no prox Better armor against C4 Con: you are slightly slower Tanker Faster turret turning Con: slower vehicle turn Faster vehicle base turning Con: slower turret turn Faster projectile velocity Con: less damage More damage Con: slower projectiles Aircraft Anti-infantry specialization Pro: Vastly improved armor against railguns, snipers Con: You get no missiles Faster vertical / side-to-side movement Con: slower max speed Longer missile range Con: Lower damage FAQ Q: Can I have more than one specialization at a time? A: No, but you can swap them. If you swap, you lose 50% of your experience in the old specialization Q: Is every specialization available for every vehicle/char? A: ...Maybe? Balancing might be interesting. ------------------------------------------------------------------------------- Thoughts?
  6. Some ideas... Support If you've repaired a vehicle and they then kill the vehicle who damaged them, you should get some VPs for it (you helped them win their "duel") This counts for each vehicle you've repaired - so if you keep 2 alive and they've both been hitting that enemy, you get bonus points: points for each ally, but also a multiplier for having the skill to switch back and forth but keep them alive Bonus VP for saving allies from death (repairing from low health while being engaged w/enemies) Mining Bonus VP any time your mines kill someone entering the building who had enough damage to kill the building One thing I can't figure out is, how do you reward good mine placement? The difference between a good miner and bad miner can be REALLY important - but just placing out of sight isn't enough Think the HON on walls flying. Someone who hides prox well / changes up location when they die is invaluable. If they just place in the same spot every time though - eventually that will cause the building to die. Maybe they just get rewarded by the bonus XP for killing people entering buildings (see above), and that's the measure of a good miner. -----------------------------------------------------
  7. Thinking more, some ideas come to mind re: improving it: It seems like there might be too many ways to get places Offhand, I don't think there's a way to get into any building without destroying turrets. That lowers the excitement factor because it's a grind to get an advantage For someone new to the map, it's really not clear which part is infantry-only - at first glance the whole middle looks like it'd be open to them. That's a little frustrating On the other hand, being able to use Titans as GDI is really fun, and where vehicles can go, the terrain provides some good variation for vehicles like light tanks to play with. Doesn't feel unbalanced for one side or another, either.
  8. Have had this happen multiple times this week. Good games going, 8-14 people on the server, for 5-8 games in a row. Server rotates to toxicity and empties. Yes you can vote, but server owners - maybe consider removing a map that, as far as I can tell, people don't like to play on? I'm sure the map could be more liked with a rework, but as-is, it seems to cause more problems than good. edit - could also be because we were playing on relatively low server population at the time...but when 6-8 people leave at once (with 4 still remaining) that's an issue
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