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Incentives to Move

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RearAdmiralZill:
Well yea flechette does it with average results (minus the LJ) but two of those are heavy guns, one is quite outdone in range, and mines can be avoided.

But yea, about that topic.

GeneralAmericanQuack:
I guess it all depends on how the new tweaks pan out. The mine launcher and Mobula are definitely going to change the scene as well. Still...

I've been toying with ideas of how a game mode featuring a timed match, with no kill cap would play out. The team with the most kills when time is up would be the winner. Something like that is something I think would encourage teams to search one another out. Especially as the time winds down.

Mattilald Anguisad:

--- Quote from: -Bounty- Gambrill on July 08, 2013, 10:50:48 am ---mercs are amazing for sniping thats true, has anyone tried getting their engies AND gunners to focus on engine repairs while you close the distance and then focus on firing? you'll be surprised how easy it is since the merc turn is quite lumbersome

--- End quote ---

I see a problem there. Either you are in brawling range if you can dissable, and you've allready dealt with the problem, or you are sniping yourself. The general  Idea is to keep them busy with something that is not shooting at you while you approach, but accomplishing that on open maps is another story.

Saull:
Well when I think of an incentive to move I feel like a lot of older first person shooters had this down with power ups and weapon drops actively rewarding a player who knows how best to get around the map. For guns of Icarus I can't really imagine how best to do something like this. A straight forward way would to maybe have floating supply crates that insta buff certain or perhaps all the components of a ship temporarily. Thing is the buff would have to be good enough to incetivise moment but not so good that it'd diminish the use of the buff tool. Alternatively maybe instead of providing buffs maybe a small return on perma health.

If we want to avoid power ups altogether punishing the player for not moving rather than rewarding them for moving would be an option. Maybe environmental hazards that hang around the edges of map like storms and dust clouds or maybe just a strong wind that's force more stationary ships toward the center.

Idk what do you think

Surette:

--- Quote from: Saull on July 16, 2013, 12:32:34 pm ---Well when I think of an incentive to move I feel like a lot of older first person shooters had this down with power ups and weapon drops actively rewarding a player who knows how best to get around the map.

--- End quote ---
I think it's obvious you're talking about Quake here (at least, that's what comes to mind for me), and I agree with you. Quake and similar games have so much strategy that go into them and require you to know maps inside and out, as well as know where your opponent is at all times. Inversely, games like Call of Duty have nowhere near that level of strategy, which is why you see a lot of spawn camping (not so far off from some Guns of Icarus matches).  Not saying GoI has no strategy because it certainly has a lot, but we do see some level of spawn camping.

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