Zeylon Rho
Subdreddit Test Alliance Please Ignore
549
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Posted - 2013.06.05 18:45:00 -
[1] - Quote
Backgrounds
Each race/bloodline combination should have a history that's fleshed out. Most of the background universe is just window-dressing at the moment, but I think fleshing out what the civilizations are, what they stand for, brief history, their combat ethos, and their aesthetics would help players identify more with who they're creating.
The current text blurbs are very short, and tell the uninformed little about the given factions and bloodlines. I think having the AI voice narrate an optional video about the civilization (similiar to PS-home vids) would aid in selection. I think of that as a "general" level selection. After actually making the character, a slightly longer introduction with a brief (also AI-read) description of your bloodline's place in all this would also be good.
An in-game reference kiosk in your MQ to look at the history/nature of other bloodlines and factions (with a spin given by your current faction) would also help immersion.
For instance, people can currently buy a "Khanid" Scrambler pistol in the store with a description that notes they are rarely seen outside the "kingdom". They can also pick Khanid as a race. In-game, this is mostly just confusing (Amarr Empire has a Kingdom in it? What?), but an introduction that gave an abstract-length version of the history and place in the empire would fix that. As-is, any background on the universe must be found on the net elsewhere, as there are no resources for that information in-game. The established lore is a strength of the game that should be used.
This becomes important when you're pitching something like faction warfare as well. If you're an EVE player, then you might already know what the factions are about. A new player (besides FW lacking any unique rewards or loyalty benefits) will find the FW conflicts utterly obtuse and no different from the random contractors mentioned in instant battles.
Tutorial
The current tutorials are very basic, and that's not bad necessarily. However, more complex functions of things like combat commands need to be communicated. I'd suggest a series of training missions (with no rewards) that instruct a player on basic concepts available from the same menu as the battle academy.
I'd break them up into categories, starting with something like HUD specifics (including things like range to target, weapon efficiency, and notifications). Mechanics like usage of supply depots to switch fits, ladder operation, and turret installation operation would also fit a basic mechanics sort of mission.
A mission that takes you through weapon usage would also be good, something that gives you instruction on how weapons have ideal ranges, and having them fire/aim at different static targets. That mission would also ideally introduce them to a variety of weapon types; a supply depot with a set of fittings using every weapon so they can swap out to fire at training dummies would be good here.
A mission that introduces squad orders would also be good. I'd suggest the tutorial demonstrating how to create a squad, then invite players. After a squad forms with the fake AI players, the player can be talked through executing squad orders on his/her static squad. Finally, the mission should demonstrate how to call off-map support like an orbital strike or call in a vehicle. The mission should emphasize the importance and benefits of being in a squad.
Lastly, a mission that allows players to experiment with vehicle controls might be useful. I'm not sure if "trial by fire" as far as learning vehicle mechanics is an intentional element or not. It seems... slightly odd that you can only learn the controls of tanks/dropships while under attack. If it's intended, then I suppose this one isn't necessary. |