Jathniel
G I A N T
1151
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Posted - 2014.08.21 18:33:00 -
[1] - Quote
A TL;DR summary would be nice. You know, making the point without the graphic narrative. Please don't take offense. It's just that I can easily visualize scenarios containing your proposals without you actually providing the scenario theatrically. lol
The proposals I noticed:
1. Interactable/Hazardous environment. (I'm sure CCP had things like lava planets planned already.) 2. Customizable base layouts and defensive grids. 3. Actual function and utility from the arm console. 4. Persistent wreckage. 5. Logistical spawn system. 6. Active friendly, hostile, and neutral NPC/AI presence. 7. Very detailed interior structures.
Good proosals.
But with a lot of the narrative, I noticed that there are certain things that you described, that I would like to see GONE. Like, this line: "You and your squad start moving to your objective icon which is in the same direction. . ." and this line: ". . .the lights go out and emergency alarms go off, the on-board system announces within 30 seconds the enemy infiltration team will impact and the game begins." and this line: ". . .the countdown goes to 0 and the system announce the station has been breached. . ." or this one: ". . .the on board system begins to announce rooms that are being targeted and highlights the area onto your personal maps. "
What "System"?
Nearly, every shooter handles IFF on a system basis. Like in Battlefield 4, you go into the redzone, you got some random voiceover saying, "Get back here soldier! We need you in the fight!" Honestly, think about that. If some random dude jumped on comms in the military and started talking like that people would answer him with, "Identify yourself." "Who in the living fk is this?" "Clear comms." or some other response reflecting bewilderment.
In Dust, we know this abstract authority as TACNET. In Legion, I would like TACNET to be under player control.
I don't want a random abstract authority telling us, what is and isn't a hostile. Or what's defining the mission as starting or ending. To provide an open-world seamless experience in Legion, TACNET shouldn't function that way.
TACNET handles: - Communication with Warbarge for Orbital Strikes. - Communication with RDV pilots for the deployment and retrieval of assets. - Status monitoring of assets and objectives. - And most importantly, IFF interrogation. Which enables player's EWAR solutions.
In Legion, the introduction of IFF interrogators and transponders would make gameplay even more tactical. And active scanners would be able to include a function where you IFF test a target, or group of targets. Here's a short wiki entry on in: IFF (Identification friend or foe)
To get an idea of how critical TACNET is... go ahead and disable it during the last 5 minutes of a really close Skirmish match. That would be both a crazy fun, and nightmarish scenario.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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