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Diminishing returns on custom Alliance maps

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Unarmed Civilian:

--- Quote from: GurasOguras on November 16, 2016, 04:48:41 pm ---How do you change retrieve? Move the refinery further from the starting point? As for now, that didn't fix anything. The proposed ideas won't change the major design issue - take the cargo from point A to point B and  congrats you won. Muse has a weird habit of introducing game modes heavily oriented around Squids.

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From a big feedback post I made not very long ago...


--- Quote from: Unarmed Civilian on November 13, 2016, 05:10:24 pm ---Here's a collection of my current thoughts on Alliance. No pictures, no TL;DRs, just a lot of text. You have been warned.

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Ideas for modes:

Interception:
Reversal of assault, a defensive mission, a variant of retrieve. Here, there is a troop of attacking ships that are out to destroy friendly refineries. Their commanding ships are leading the charge, and need to be stopped. You start behind them, and they already have a head start.

After destroying the commanding ships, a set number of their remaining ships needs to be destroyed. After that set number, the capital ship that the devs love throwing into every mode spawns and tries to finish the job themselves. The mission ends in victory if the capital ship is destroyed, and defeat if all bases are lost. Rewards are based mostly on number of surviving bases.

Tug of War:
Retrieve with more focus on retrieval of cargo. Kind of like Skyball with AI Pyramidions. The AI has just finished a successful raid on a friendly base, and are running off with their spoils. Your job is to get those spoils back before the enemy gets away.

The enemies have a head start. You need to retrieve the cargo before the enemy gets away. You start out at the friendly base, and your goal is to return that cargo to the friendly base. The first convoy carriers must be destroyed for them to release the cargo. After that, ANYONE who is rammed is forced to drop the cargo. This turns it into a game of tug of war, where outmaneuvering the enemy ships becomes more important than getting kills, and where you aren't forced to wait around and kill to reobtain the cargo if it was stolen. There should be no boss, as why on earth would they risk losing a capital ship on something so trivial? Especially since speed and maneuverability is far more important than applying pressure.

If needed, you could make a wall at the end that only ships with the cargo will damage, and have the lose condition be the destruction of that wall.


The keen may have noticed that these two are heavily based on Retrieve. This is because I believe that while Retrieve can be fun, it is messy and doesn't really make sense story-wise. I believe that PvE content is about making a story and having the players experience that story.

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[votekick pls]


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Retrieve needs an overhaul. And Defense. Assault maybe. Mostly Retrieve. These were two ideas for overhauls that could recycle the same maps (the most compelling reason to keep a mode like it, as they are not free to make).

Both of my suggested variants would take longer (admittedly the second one only about twice as long if done optimally), while keeping the theme of speed.

As a side note: I personally think Assault takes too long for how monotonous it can be. It needs more variety than it currently has. Infiltration is a far more interesting take on that mode.

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