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Side Objectives Effects Suggestion http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1981 |
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Author: | Opt_0 [ Fri Dec 26, 2014 6:55 pm ] |
Post subject: | Side Objectives Effects Suggestion |
So we all know the value of taking down the Radio Towers and AA. But what about the other few thing you get the joy of blowing up behind enemy lines: Water Tower, Fuel Tank and Mortar Ammo? There is the obvious xp/rp bonuses. But what about a temporary "field effect"? Much like the Radio and AA, just not quite as substantial or as obvious. Destruction----Effect Fuel Tank: Increases Vehicle Re-Spawn Time against targeted team. Takes Vehicles longer to get back on field. Mortar Ammo: Increase Cool-down time. Or some appropriate Negative effect. Water Tower: Maybe slightly weaken the Mini Bosses for a period (due to lack of water/dehydration?) Obviously some balances would need to be set. Either a noticeable effect for a shorter period of time, or a subtle effect for longer of the whole game. But then we made need some AI Stealth Teams to make it a challenge in Co-op. Yet I see these added field effect being great fun in PVP. As always, just and idea. They are fun things to go after, and the bonuses are apparent and worth while. But the tactical effect they could have on the field and in gameplay are exciting. Stealth Teams could become even more valuable. |
Author: | pasik [ Sat Dec 27, 2014 12:24 am ] |
Post subject: | Re: Side Objectives Effects Suggestion |
The field effect is an interesting topic and feels full of potential, that's for sure, but most our ideas began to fall flat after we had covered enemy comms availability (capacity nerf + no soldier distribution, radio tower, comms truck), friendly air drop availability (aa emplacement) and cargo truck. Prison break is a nice one that you can stumble on it outside bases, although its usefulness is often debatable. I'd personally stay away from anything that's too subtle to notice, e.g. enemy availability for mortars or artillery for a given time. The AI doesn't make a heavy use of the calls anyway so such a marginal effect quickly feels forced, to me at least. With mortar ammo destroy target we initially were going towards that, but the connection felt a bit shoddy as well.. why would the shells there on site have any effect on the off-site mortar / artillery assets.. Some sort of enemy vehicle disabling feature might come handy in certain maps, sure. Black Gold Estuary is rather heavy on vehicles so a way to disable enemy vehicles for a given time might fit there for example. It does seem confined to just a few maps, though. Some ideas we had were related to having a destroy target that would cause a permanent reduction of capacity in that map for the target owner, so I don't know, a barracks structure perhaps. Such a thing could potentially help with resolving stalemates, but it might quickly become a thing you should always look for, rather than spend time and try to find a way through the stalemate by other means. One idea was related to having something that would make the other side lose access to all explosives for a given time, giving the other side a clear temporal advantage from combat vehicles. |
Author: | Zed [ Sat Dec 27, 2014 2:47 am ] |
Post subject: | Re: Side Objectives Effects Suggestion |
I will throw some suggestions here too. Currently secret crates system is kind of dumb. I think the better idea would be to randomize their spawn position (like a prison bus), mark them on the map after you found them, and defend them with some troops. This will make it feel like a side objective, similar to cargo truck and prison bus, rather than something unrelated to the war and unknown. Some of the secret crates have good locations though, for example i really like the one in Old Fortress on Bootleg Islands, because it feels like a reward for capturing it. Destructable vehicle garages maybe? You dont even have to put anything special there, just a recolored standart vehicle. |
Author: | pasik [ Sat Dec 27, 2014 10:43 am ] |
Post subject: | Re: Side Objectives Effects Suggestion |
Zed wrote: I will throw some suggestions here too. Currently secret crates system is kind of dumb. I think the better idea would be to randomize their spawn position (like a prison bus), mark them on the map after you found them, and defend them with some troops. This will make it feel like a side objective, similar to cargo truck and prison bus, rather than something unrelated to the war and unknown. Some of the secret crates have good locations though, for example i really like the one in Old Fortress on Bootleg Islands, because it feels like a reward for capturing it. Secret crates are mostly made for single player where one probably plays the campaign through just once, and has plenty of time to look around after a map has been beaten. Also, exploration is most fun only the first time when you've never seen the places. As such it doesn't really work for online Invasion but it's there anyway currently. We could perhaps remove the feature from online. Getting it to function based on random locations would need some more work and setting it up entirely in a different way, something which isn't really worth it in my opinion, given the reasons above. |
Author: | DIO [ Sat Dec 27, 2014 12:07 pm ] |
Post subject: | Re: Side Objectives Effects Suggestion |
pasik wrote: ........We could perhaps remove the feature from online..... I think the secret crates are good decision for all modes, esp those ones with vestsIII inside. ![]() So I'd prefer to keep them in the online servers. |
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