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Captain Centric Game Modes

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HamsterIV:
I would like to make the argument that Sky Ball and to a lesser extent Crazy King and VIP are too focused on the captain to provide an enjoyable experience for the rest of the crew. I am not proposing any solutions, but I think it needs to be said that the reason these game modes are not popular is because out of a lobby of 16 people only the actions of 4 of them really affect the outcome of the game. In Death Match and King of the Hill games good gunnery or good engineering can be a deciding factor, but in Sky Ball and Crazy King the crew are almost passive spectators to the Captain's skill and knowledge.

Muse probably thought these game modes would be fun because similar mechanics work in games where individual players control their positioning and tactics. However GOIO is not that sort of game.

Going forward I think Muse needs to put more thought into how new game modes will be experienced by the non captain players. If there exists a mechanic that can be exploited by not engaging, then the crew should have something better to do than keep up with a kerosene burn.

Naoura:
I can't poke any holes in the theory, but I also can't find many answers for the issue at hand.

Skyball I fully and completely agree with you on. The only times I've really enjoyed/known what was going on were the few times I've captained on it. The others it was a mildly less stressful engineering run.

I'll somewhat fight you on Crazy King, as the fights for the points and trying to harass the enemy/ block the enemy can be pretty hectic both crewing and gunning. I know I helped win a CK fight by repeatedly annoying the hell out of two enemies and then simply having my crew tank their damage.

MOre modes are needed, period, but the issue on whether it's captain or crew focused is the issue. Maybe a Payload type mode? Domination style? Oddball? Guns has an odd niche that some modes work and others don't on.

Narayan:
I agree one hundred percent all pvp matches should be limited to battle on the dunes deathmatch.

Huskarr:
Narayan you completely missed the point.


The point is that from a crewmembers point of view it doesn't matter what game mode or even map it is (mechanically speaking). The only difference between a Duel at Dawn and a Battle on the Dunes match for a crewmember is the ship and loadout.

For a crewmember there is little to no difference between playing a metamob on Dunes and playing one on Firnfield.

My point here is that while there is merit in new maps and game modes they MOSTLY benefit the captains experience. Game modes more so than maps. It doesn't really matter if you shoot this Spire just to kill it, or because it is on the point and you have to capture the point to win the match.

The easiest solution to this problem obviously is to implement new guns and new ships into Skirmish and focus LESS on game modes and maps.

Narayan:
No huskar you missed the point you don't get sarcasm. Do you English or are you still learning?

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