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Lunesta

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  1. Would love it if it had 2-3 commanders each in charge of third or half the army. -Due to one person controlling would mean the game depends too much on him. The commanders would do still be able to play normally. some keybind opens up the strategy interface which should not include overly many options. preferably little or no micro. Commanders plans will be visible to teammates for coordination. Add in squads where players come in. Squads would of course be optional. Now in squads you could either have a leader or a poll system in order to coordinate better. "Missions" from polls or messages from Leader would be at the middle bottom screen and flashes a bit when they come. Would be nice if this was either like that or next to chat and thus not as intruding, option to choose would be best. Commanders should only be using maps with Players, their AI and the other commanders AI colored according to their group. Enemy's would only be visible on said map if someone has spotted them recently. I don't feel that this should be a complete changeover from renx but rather a new gamemode.
  2. How bout each player simply unlocks it through buying? Late joiners would simply jump on tech level based on average tech level on his team. All unlocked tech will be grayed out with a clickable icon to the side of the entire thing which simply says "unlock tech #" and that would open up all tech # for the player.
  3. Personally I like the idea of the map. Also love it that GDI does not seem the stronger one like in the recent maps. But still, at least a guard tower for gdi to be able to spot sbh's. Not necessarily AGT though. More turrets and smaller guard towers would be more fun. Would help with defense early but it dies out bit by bit. I like the concept of it overall.. Especially the hovercraft.
  4. I feel that after a team loses wf/strip there should be a countdown. It would work in such a way so that you can't get vehicles for x-amount of time before the airdrop starts. What this does is it grants possible tanks for to prevent long stalemate but during the next few minutes after the building loss the team is in a dire situation. A well organized team could both protect the surviving tanks and hold out until air drop as well as an organized enemy team could use their momentum to rapidly roll out rush of some sort and win. Those moments in beta 3 where one team only had a couple of tanks protecting the base was something I really enjoyed. Whether I'd be in the winning or loosing team. Still I do feel that having the possibilities to buy every tank after building loss is a bit much. I also agree that silos should be nerfed. As it stands, when you have ref and silo you just pile up money and are free to buy tanks, 1k infantry and seccondary weapon every time assuming you don't die instantly. But if you have lost ref and still have silo. You barely can still play normally. I think loosing ref should get people to play more conservatively. One of the things I love about this game is the fact that a building loss on either team has an impact on your gameplay. I feel that the barracks change is spot on! One thing though. After beta 4 my radio has been very low, all the audio levels are on c.a. 40% yet the radio is by far the lowest volumed one. IMO that is one of the most important parts of communication in the game. Maybe the problem is on my side though.
  5. It'd be great if there was an overall map. Spotting friendly vehicles would be easy as it already is easy on the minimap due to their shapes. However for classes, I'd propose the following. Group whats possible, f.x. engies: techs/engies, snipers: marksman,500sniper, 1ksniper machine gunners: soldier, officer, minigun users, mobius/mendoza(?) anti-vehicle: grenadier/flame troop, rocketlauncher, gunner, sydney/Raveshaw and so forth. Now on the side of the overall map there'd be a colored list: SBH: 3 (in red) Snipers:2 (in green) engies:5 (in blue) etc. Now the dots on the map for players would have a corresponding color to their class. Being able to access the overall map constantly feels too op for me. It's better to have people communicating so having the option to only view the overall map from the terminal would be balanced as far as I´m concerned.
  6. Oh god please no voice chat. Too many games have been ruined by that. Now nobody will actually write down anything and even less will listen. Voice chat is probably the most ridiculously overrated features for public games. People that want voice chat bother going in teamspeak, the others don't want to hear stupid non-sense all day long. If you were to read my text again you'd see that I proposed it with the fact that you have to enable it.. meaning those uninterested would never be bothered. But teamspeak is viable but there aren't enough number of players using it. Therefor it doesn't really fix the communication problem. Still the times when my team wins through great teamplay is so much more rewarding than anything else. Its just too hard to get enough people to work together. Making any advanced plans like used in real rts is next to impossible. All you get is FLAME RUUSH and such. Never more than just one type. At least we can agree that we need something superior to the normal chat for real teamplay...
  7. @SFJake its because people spawn and knowing exactly where the player killed you is going to be is pretty imbalanced. If you spot f.x. som1 at hill in walls you caan buy a sniper and take him out easily... If you saw him. I feel that the only real need for kill cam is to check on whether or not the player was hacking.
  8. Just adding voice chat. Where people enable/disable it for teams would be plenty... Its really all a bout communication. I feel that if there is a "commander" he must be stationed and playing like every1 else. But adding native voice chat would be enough.
  9. I've been thinking about the problem with teamwork lately. Either it takes too long to write everything or you happen to miss stuff. I have an idea of a soloution which might be considered more Renegade-ish. I'd been tinkering around with it in my head but after reading this post I got some influence. Instead of having a single commander who'd be in RTS mode. You'd have squads. You enter a squad from the terminal, the squads could be called whatever, as in a player can create a squad thus the name would help telling what their plan was. It might be SBH's for joint sbh warfare or Tanks or something. Anyway in each squad there'd be the option of selecting a leader. The leaders of each squad would be in another chat, the leader squad. Normal squads would have green letters and leader squad would have blue text in the messaging system. Further more uppon joining a squad you'd be activating voice convo. So those players not in squads would e free of listening to other players speak/rant but in squads where people are all in for the teamwork they'd be given the option to work together with out fkn writing everything. The result of this could be a waaay better teamworking and more complex planning then flame rush or med rush would be open since communicating would be a hell of a lot easier. The only reason for why we see complex and awesome planning almost never coming up is due to the fact that players simply cant write such long plots and expect players to work together. The only way to successfully pull of a good teamwork with more than 4 players is through spamming chat and you obviously cant spam a tactic that involves more than 2 aspects. In theory it'd go like this. Squad speak amongst them self what they are trying to do. F.x. infiltrating gdi with sbhs. The leader would tell other leaders in the leader group about it and the tanks might try to rush in the mean time. Seeing as they could speak in that squad we could end up with organized artys covering long range while stanks sneak in. Nukes'd be planted and flamers would rush in. with such a amount of teamwork the only thing that could stop them would be an even better teamwork through similar measures of the other team. THIS WOULD BE AMAZING TO PULL OFF. Another side bonus is we could have planting mines limited to those in a defense squad to a degree. F.x. Each player not in the defense squad could plant a maximum of 6 mines each and every new mine would delete a former of his. This way we'd probably have solved the teamhampering problem of overmining. but having 6 mines to place means that players who are attacking and strategically placing mines in enemy base to protect f.x. nukes or ion would still be possible. All that this idea would really be doing is aiding the players in communication. Increasing possibilities for teamwork is the thing I want most of all when playing right now. TL;DR Howbout few squads with voice conversations active?
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