KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
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Posted - 2013.12.28 04:43:00 -
[1] - Quote
Read it, I mostly agree. Add paragraph breaks to separate the topics you cover; having it all as one huge paragraph makes it unappealing to read.
I think having complex, unique, and interesting quality modes is more important than having a lot of game modes. Sadly right now we have neither quantity nor quality in game modes. I do think filling out all the necessary racial variants need to remain a major priority; right now we have an incomplete set of dropsuits and weapons, yet we have to specialize into items that would not have been our first choice just to be competitive, and we likely won't get respecs. We need all racial heavy weapons, racial heavies, racial lights, etc. I do find game modes much more exciting and make the game much more fun then any particular gun or suit. I want an attack/defend mode similar to Skirmish 1.0 where the attackers must take down a set of preliminary objectives to advance to the main set of objectives.
I want the PVE mode against rogue drones that CCP has been promising since 2012. I want variations with 2 opposing human teams fighting each other with an AI drone team thrown into the mix.
I want these 2 modes that I thought of:
Confrontation
KAGEHOSHI Horned Wolf wrote:A game mode composed of 3 stages. Winning 2 out of 3 means victory. If a team won the first 2 stages, then the 3rd stage should be skipped.
Stage 1 - Defense Relay: Neutral (no attacker/defender). Both teams fight over a defense relay which gives winning team control of the installations and outpost in the next stage. Holding the defense relay fills a bar, and the first team to fills their bar first wins the first stage. This is akin to Domination since there is only one neutral objective. There could also be variations where there more than one defense relay.
Stage 2 - Oupost Control: Attack/defend. Defense Relay (stage 1) winners become the defenders, and their clone reserves increase by 100 because of the clones stored in the outpost. Attackers must breach the outpost and must plant charges to destroy the bulk clone storage sites (and decrease defender clones by 100) to win; 5 sites each containing 25 clones for example. Defenders can win by depleting the attacker clones. Losing stage 2 for defenders means the extra 100 clones is destroyed.
Stage 3 - Ambush: Neutral. We all know how Ambush works. Ambush is the logical continuation of Outpost Control (stage 2); in Outpost Control both teams try to take out the other's clones, the attackers do it by blowing up clone storage sites, and the defenders do it by just killing the attackers. Once the clone storage sites are destroyed, it only makes sense that it would just be Ambush.
This specific order ensures that at least one battle is neutral, and at least one is attack/defend. This makes it more interesting IMO.
Scan & Destroy
KAGEHOSHI Horned Wolf wrote: Starts with 2 teams, each team has an MCC. The MCCs are shooting each other.
Each team has 3 to 5 cloaked hidden missile defense arrays (MDA) that shoots down (preferably with a kickass laser) incoming missiles from the enemy MCC.
There are 3 neutral objectives. These objectives are massive scanner installations. If you hack 2/3 of the scanner installations, they will scan and locate 1 of enemy's MDAs.
Once your scanner installation locates and decloaks an MDA, the MDA will be marked on your team's HUD/map, and it will be destructible by hacking, or by damaging. Until it is scanned, MDAs will be cloaked and indestructible. There will be a few minutes for the "attackers" to destroy the spotted MDA before it cloaks again, and becomes indestructible.
After a spotted MDA is destroyed, control of the scanner installations reset back to being neutral.
The goal is to gain control of the scanner installations in order to locate and decloak your enemy's MDAs (missile defense arrays), and then destroy them. Destroying MDAs will allow more of your MCC's missiles to successfully hit your enemy's MCC, thus allowing your MCC to destroy the enemy one.
I agree with the tank feedback about the speed, though I think large blasters are too effective against infantry despite not sacrificing effectiveness against other tanks; a blaster tank is better at AV than any infantry, and also better a killing infantry than infantry weapons.
I don't understand the "racial bonus" thing. If you mean using place-holder models for racial weapons and dropsuits, keep in mind that its not just the models that are hard to develop, its the balancing and functional aspects as well.
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