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Lunesta

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Posts posted by Lunesta

  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. 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.

    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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