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    A Vision for the Future (video)

    I'm operating under the assumption that players want to play a certain style when they purchase this game whether they crowdfunded before it was a thing or bought it yesterday. We all have that thing we imagine gameplay being like and then the moments when we actually achieve it. In that situation nobody really wants to hurt that style of play. But they can, so they will.

    As much as I like operating in a formation I like shooting enemy like fish in a barrel much more than I like being a fish myself.

    When you have people clamoring for "Line battle maps," leader voice buffs, and so on it represents frustration about not being able to find the desired experience. You'll always have trolls and disorganization at times but I'm of the opinion that if the game builds a good platform then players will operate within those conditions the best they can.

    Formations, spawning, and suppression are three very powerful tools that can be utilized to push a certain way of playing.

    https://youtu.be/cZqPsbvyD8s


    Summary:
    Formations should directly tie to the spawnability of players without even requiring a flag bearer. In addition to the game tracking the individual players and their status the entire formation would be a status itself and be able to act as a spawn. Big and intact formations would be very fast. Players being killed or stepping out of the formation would degrade their own status but as long as the holes were filled the formation would continue to remain the same. In that situation a strong volley may serve a particular purpose in ruining formations by knocking out many members at once and not allowing them to be replaced piece-meal by a quick respawn. Admittedly that would be no easy task but perhaps some of the groundwork is already laid by the current formation and flag bearer spawn systems.

    Spawning would not allow you to simply jump straight into line for a spawn. First you would have a minimum death time which is only punishing you. It can be very short or quite a bit longer. If you're a leader the wait time is longer, especially when killed out of line. After your wait time you can jump into line for a spawn. This way players aren't unfairly waiting in line behind some guy with a long respawn time.

    I think making it seriously unpleasant and difficult to operate alone is pretty common sense. I would really like there to be no situation ever where a player on his own can come up and try to start stabbing formation members. I also don't think lone wolves or shattered formations should do anything but run to prevent themselves being autosurrendered. Tepid resistance is still resitance. One player can take a whole formation on a chase or run among them and cause collateral damage. I've seldom heard people bitch about being suppressed but it has happened. I've heard more people complain about the way they were killed. Suppression, like anything which hurts a player, will get that response at times.

    With increased importance on formations leadership becomes even more important which requires quality controls. The jist of what I propose to elect leaders would link every private to a leader. You would select one when you spawn. From there you can change it in that screen or you could go up to a force you're impressed with you want to 'join' and press a button. All that further empowers the person running it.


    Mutiny:
    I don't try to show it. But if one leader had a large group of followers and was not very good an effective mutiny would look like a cancer spreading as players swap to another leader, who might even be lurking among the same formation but making more sense operating as a different color. And thus when you toggle to see player names you'd see players gradually swapping to the better leader and increasing his rank while reducing their former leader's rank. Those ranks probably becoming effective on next spawn.

    Delegating ranks:
    The more a player gets promoted the more he can promote his followers. This could be as simple as going up to a player, pressing a button and picking what to promote him to based on what's available in similar fashion to the current admin/kick ban menu. In addition to the physical role they have (an officer with a pistol or a sergeant with stripes), they maybe have an icon over their head which indicates their current rank.


    I assume this is the general direction with regards to formations that the game is heading eventually as per the Update 77 Patch notes:

    Quote Originally Posted by Hinkel View Post
    - Added first version of the formation buff system. This system (to be expanded upon in the future) is part of our ongoing efforts at making tight group play a viable strategy and, hopefully, eventually the norm in-game. In order for the formation buff to kick in - players will have to gather in a tight group or formation. The specific numbers of players required to activate the formation buff and the area covered by the formation buff will be tweaked upon during the next several updates.
    Last edited by Poorlaggedman; 04-24-2019 at 06:26 AM.
    Gameplay Suggestions: https://www.youtube.com/watch?v=JjUuaVXTJsY


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