Ren Ratner
Infinite Raiders
13
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Posted - 2013.07.24 23:30:00 -
[1] - Quote
I-Shayz-I wrote:Currently, most of us know that when your squad gets 2500 wp, the squad leader can request a precision strike.
But my question is, why aren't there other types of non-lethal rewards, or just different rewards in general? I personally would like some other form of reward that could turn the tide of battle if our squad does well.
So here's a list of ideas I have that could be implemented relatively easily without having to add too much new code to the game. Each of these has a "counter" to it, so if one team uses a bonus, you can deploy a bonus to nullify their current one. Either that, or you can choose whatever bonus you'd like to try and switch the advantage to your side. ____________________
Clone Pack -An extra 10-15 clones are supplied and instantly added to your clone counts to prevent your team from running out. -Counters Precision Strike
Installation Deployment -Calls down a group of a Supply Depot, a CRU, and a Turret to a location of your choosing for placing a strategic waypoint on the battlefield (whether or not these are hackable is still debatable) -Counters Rapid Deployment
Rapid Deployment -Deploying on the battlefield for your team is instantaneous for the next X minutes to help push an objective without the current 10 second delay separating your team. -Counters Installation Deployment
Rapid Fire Objectives -Objectives you control fire twice as fast for the next X minutes to help the losing team get that extra oomph when they turned the game around and now have 4 of the 5 objectives -Counters MCC shield boost
MCC Shield Boost -The MCC on your team gets 25% of it's total shield regenerated (if it was at 10% shield, it's now at 35%) to buy your team some extra time. -Counters Rapid Fire Objectives. _____________________
If you have any other ideas please feel free to leave them in a reply to this post.
Some other things to debate: -Should these bonuses all cost the same? Are some worth more or less than 2500 wp? -Should the enemy know what bonus you are using just like they know when an orbital is being used? (instead of a sound, maybe a notification, or the lady telling you something like "Enemy Team redeemed a clone pack" or "Enemy MCC shields increased by 25%") -Are some counters more effective that the other? (A good orbital kills only about 5-8 players, whereas the clone pack gives at least 10, but a good team can wipe out 10 clones relatively quickly anyways)
While I agree that we need more options, I feel like your suggestions are a little overpowered (underpowered in the case of the clone pack).
Calling in a CRU would seem much more valuable to me than calling in a clone pack, it also carries the risk of falling into enemy hands (unless you have the option of calling it in behind your redline). 10-15 clones can certainly turn the tide of a game of Ambush, especially in a close match, but I think the extra CRU makes more sense.
Calling down not just one, but 3 installations, is too much. You're telling me I can call in an easily defensible position, with options for rapid deployment and resupply, right between two objectives. This would quickly become the most contested spot on the map. It's also easy for me to picture how difficult it would be to actually get those three separate installations to fall in a non-glitchy way to whatever location you call them in at. For example, "oops, our supply depot is up on top of that building but everything else is down here...".
We will eventually be capable of calling in our own installations.
Rapid deployment is an interesting concept. Sounds difficult to balance. How much is too much/not enough? It would definitely be a more "advanced" maneuver than a simple point and kill Orbital since this form of reinforcement would rely on the squad leader being alive and multiple team mates respawning.
Rapid fire objectives is just too OP. Skirmish and Domination would likely revolve entirely around who could call in the most Rapid Fires. Also, how is your air support giving your Null Cannons this power/rate of fire boost? I suppose they could be hacking it and turning off safety protocols? Either way, it's OP.
MCC shield boost sounds slightly OP. Yes, it's balanced in that both teams have access to it, but it adds an unnecessary factor to the Skirmish/Domination game types. Also, this and Rapid Fire Objectives would only be available in gametypes featuring Null Cannons. I think it's better to think of bonuses that are relevant in all game modes.
My suggestions...
Orbital Scanning. We've seen it in other games. It makes sense here. The only thing to decide is how long the scan would last and whether or not certain scan signatures would be immune. I'd say a Light Suit with a Profile Dampener should be capable of avoiding it.
I *would* say Comms Jamming would be nice, but it would only be worth the points in PC. Here's the thing. Corps would just make sure their PC mercs were on Vent/TS/Skype/Whatever the kids are using these days... so that one's a terrible idea.
Installation Drops. One per drop. Your choice. You could easily place this installation near others, creating that lovely tactical position. Another squad could also contribute to this, calling in yet another installation. Isn't this a planned feature already though?
Aaaaand I'm out. |