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VIP is neat but what if...

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Hai Fisch:
So the respawns seem buggy, insta-fast. But what if there was a little more depth to the mode, If the non VIP had an extra long respawn timer. And/OR some kind of secondary objective that could swap the VIP on your team?  Example: A neutral balloon that spawns center (Or somewhere random) that can be spotted and if dragged to some team based goal space (capture the thingy) it swaps which ship is VIP. Give  a reasonable respawn timer, You could play the modes map more, hide the thingy for when VIP gets hull low and swap... Something to get it a little more distanced from Deathmatch.

Arturo Sanchez:
Transferable VIP would make the game far more dynamic.

So when the VIP dies the status gets transferred to the next surviving ship with the most HP.

Atruejedi:

--- Quote from: Third Strike on May 25, 2016, 11:53:46 am ---Transferable VIP would make the game far more dynamic.

So when the VIP dies the status gets transferred to the next surviving ship with the most HP.

--- End quote ---

Oh man. That sounds awesome and awful at the same time. Just imagine the sweeps, dude! In a 3 vs. 3, if one team kills the VIP first, now it's 3 on 2 with another VIP right in your sights... then another. Yikes. Sounds too quick. I think it should be kept as it is now.

Richard LeMoon:
That sorta happened in the community VIP (SAC Attack) with the second way to win. As the VIP, you had to kill the other VIP twice, and each escort once to win. If you killed the VIP twice and one escort, the other escort suddenly becomes the prime target for your VIP, making it a second, lesser VIP. Especially if you still had to kill the VIP two more times to win. It was interesting and fun to see a sudden shift in combat when an escort became the new 'VIP'. At times, there would be one kill left on the VIP, and one escort left to be killed by your VIP. Two ways to win. Those became very hectic, especially if it was tied on both sides.

Good times.

Squidslinger Gilder:
What you are talking about is Cargo Carrier. Which is the gametype ran for Aerodrome: The Mercantile War.

There we took the original VIP gametype from Aerodrome 2 and modified it so it could be swapped. You kill the cargo carrier, you obtain the cargo. That would then swap back and forth between the teams until the last kill or timer ran up. Yes it was much better than regular VIP.

We're going to be getting something like it called Skyball in the future. It's not the same but it's a similar concept. Frankly if we do another Aerodrome, I'd probably make it CK, VIP, and Cargo Carrier. Just run with refs to manage CC. It was a fun way to run things. Oh some of those matches were fantastic. The tension in getting the cargo back before the timer or kill count maxed out...pure gold.

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