Maken Tosch wrote:Michael Arck wrote:People really loved that game, huh?
Apparently. Too bad I never got a chance to try it out. From what I heard, it was a great game.
It was a combination of brilliant game mode design, brilliant and beautiful map design, and solid FPS mechanics. The littlest things different between it and other games made the hugest difference.
For instance:
Imaging that if you wanted to restock your ammo and grenades, you could only do so at a supply depot. In order to resupply you face it and only it while your character performs a restocking animation. While this animation is going, your character steadily refills his/her ammo.
Imagine that if you wanted to use a grenade you had to put away your weapon and equip it first. And after you threw it, you had to switch back to your weapon yourself.
Imagine if every structure that you see in Dust you could enter and shoot out of, much like the "pyramid buildings" that show up in maps from time to time. Except that it's every. Single. Little. Structure. YOU. SEE. You can hide in it. You can shoot out of multiple windows in it. Take
Ashland for example. You know that platform "A" sit's on top of? It's got an interior and windows you can shoot out of and boxes and **** you can hide behind in it. The platform holding up "B"? Same thing. The buildings next to the redline at the top left of the map? 2 story building inside with stairs between the floors and windows to snipe/shoot/forge/jump out of. I think you get the idea.
Imagine that you started off the match and there are two objectives which the other side has from the get-go. You have 20 minutes to capture both of them or the enemy wins, and they have to both be capped at the same time. Once you cap them both, those objectives disappear and a new objective appears 500m out in the redline, except the redline has now expanded out for you to go cap the new one. If you fail to take the objective before time runs out, the enemy wins. REAL defender/attacker teams.
Imagine that instead of spawning at a ground spawn or dropping from the MCC, you have the option to spawn in a ship that flies over the battlefield at set intervals and dumps you out in midair. You can somewhat control your decent, and it drops you in the general vicinity of the area you need to be in, but enemies can shoot at you as you are coming down since it's a very long fall and they know you are coming.
THAT was the magic of MAG. Constant action, constantly watching your back, constant changes going on both in terms of battle flow and map control.