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Patriot

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  1. I recognize that this may all be repeat information that has already been thrown out, but I don't really care to take the time to read the forum to find the general sentiment of the various gamers. So here are my thoughts in no particular order: 1.) The arena is too big. Honestly 50-70% seems to go unused. There's simply more room than current game dynamic requires. I suggest that the map be reduced until population demands increase or gameplay dynamics can be created that will make use of all that extra room. 2.) The current flagging system seems an ineffective way to create dynamic and interesting play. One team will quickly gather them all, neuter them in a base and then turtle up. The other team will then throw themselves repeatedly against the opposing force all the while neither side really caring who wins, because the jackpot is irrelevant to the grind for the base. I would suggest a turf war setting with a maximum of four bases, each filled with stationary flags much like the one used in Trenchwars. I don't know if anyone here recalls Turf Wars Arizona, but the idea wouldn't be to put a single flag at the end of each four bases, but to have multiple entrances to each base, and multiple control points in each base. This would spread out the combat and make it more strategic. So it's not necessarily about taking and holding a single position, but spreading forces effectively to control as much territory as possible. I recognize there are flaws in this particular design, but I am not going to address them here. This is merely a suggestion to offer perhaps some alternative thought to what already exists. 3.) The current attachment system doesn't lend itself to multiple groups playing strategically. ie. It doesn't make sense to have a powerballing team while you're guarding the jackpot. I find the notion of a single attachment ship a vestigial holdover from Trench Wars most likely. I have two suggestions, short of simply allowing all ships to be attachable. I suspect neither are feasible, but I will suggest them nonetheless. a.) Allow ships to only attach to the next ship size up. So the lancaster, as the largest, would be attachable by everyone, while the heavy ship classes could be attached to by the medium and light classes, the light could attach to the medium and sharks could possibly attach to everyone (I have yet to discern whether or not they're smaller than the warbird and javelin classes) b.) Allow all ships to purchase an attachment upgrade, but the upgrade is more expensive the smaller the ship becomes. So again, the lancaster could get it for free, the heavy ships for moderately expensive so-on and so-forth. Both of these suggestions would allow teams to be flexible to the point that they could deal with multiple objectives in a coordinated fashion. Failing that, I would simply allow more ships to be attachable, probably all but the light craft. If doing so would cause players to no longer use the Lancaster, I humbly suggest that the Lancaster needs additional utility to make it a worthwhile ship. 4.) There is clearly a theme of multiple objectives at play and I think that the designers definitely want to create a zone where there feels like there's a lot to do. As suggested above, however, the current lack of mobility between groups precludes gamers from transitioning between activities in a strategic or even viable manner. Should that barrier be overcome, here are some suggestions for streamlining current activities and adding a few more. a.) As has possibly been noted elsewhere, the powerball concept doesn't really function too well. Rather than adding points to the jackpot, I think it should have an immediate payoff for whichever team scores the goal, this will keep players actively involved and participating, even when the population is low. Additionally, the goals should probably be moved closer together and clearly demarcated. b.) As stated above, I don't think the capture-the-flags concept really lends itself to gameplay that is dynamic or exciting. If you do like it, however, at the very least I'd recommend making flags drop quicker, possibly on a one-minute timer and make the bases more accessible. This will preclude the aforementioned turtling which can slow down the gameplay quite a lot. The idea should be to encourage gamers to win rather than to simply milk the jackpot. I would also suggest that the jackpot start at a high value and appreciate slowly, increasing the motivation for players to score quickly and start a new game. c.) Should the flags be kept in the game, I still think a turf element could be encouraged. Secure points that could be called mining colonies slowly contribute to the wealth of the team. This will keep players from focusing strictly in one place and grinding one another endlessly. d.) I have no idea whether this is even a useful suggestion, but I'll throw it out regardless. Set greens to randomly spawn in some of the sections that don't involve any of the aforementioned activities, probably around the spawn point itself. Most of them could do nothing, but have a few different greens that offer monetary bonuses, the most common offering the least to a rare few that could offer a sizable fiscal reward. This would encourage general dog-fighting and make the deathmatch combat more rewarding. I recognize that some of these ideas may be mutually exclusive, already suggested or simply unworkable. That is fine. As it stands now, the game simply doesn't reward any activities that doesn't involve grouping up into two massive parties and smashing one another incessantly. This doesn't lend itself to creative thought, skillful play or innovative gameplay. My goal is to either make additional activities financially viable options as well as to increase the potential for fun in the existing gameplay. Closing Comments: The fact that I have bothered to write this at all should be taken as a high sign of respect. The general feel and atmosphere as well as the considerably unique elements make it one of the best gaming experiences Subspace has seen in quite some time. Kudos.
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