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Showing content with the highest reputation on 02/05/2024 in all areas

  1. 1. A map with lots of people and lots of reapers. I though about a terror miission type. Reapers attack train station. Lots of people arriving by each train, continuously adding people to the map, to the different part of map, trains come at different train platforms. Player task is kill reapers (who multiplay), while preserve as much civilians as possible. Problem is, civilian turn could be long, which lead into boring gameplay. I dont know how to solve this issue. Anyway, the Idea is tempting.
    2 points
  2. Lower diffilculties shotgun feedback look like this: 34 23 MISS! Higher difficulty removes the red hp counts so it looks like this : MISS! Two shots which hit, has no feeddbaack. It means, only negative feedback is passed to player >> the miss word. That is not pretty nor creates positive feeling. I believe that game should give player the positive information. In some form. Like this : Hit Hit Miss! As you can see, player gets nice positive feedback he made two hits. Information value is the same as in current system, but two red words Hit! are the positive feedback. On top, when player shoot a Machine-gun batch to the flock of opponents, the red word Hit above various opponents gives a clue who is hit, or not. Which is not available in the current system. Omiting possive feedback game loosing motivation for player and feel confusing. Satisfaction moment is missing ! On top of this, I would recommend to ad Holywood type of Hit (it is just a scratch) Graze. Graze is hit for (0 to 3hp) then it start nicely communicate with player when armour comes into the game. Look at this feedback of machine-gun long batch. Miss! Graze Miss! Graze Graze Miss! Miss! Miss! Hit Hit The player clearly see that 3 first hits made some scratches, probably bounce of armour, then last two bullets actually made some damage. Which is very good for emphasise powerfull enemies. In current system it might look like player shoot but nothing happens, no feedback, player is lost. My advice is, add possitive feedback of Hit and Grace to improve general motivation of the player. All this by three colored words. :-]
    1 point
  3. We currently have 5 different Cleaner missions: Soldier rescue VIP escort Intel gather Cleaner VIP Cleaner ambush As far as I know, these 5 mission types are currently split into 2 groups where missions are randomized in a way you can't have two of the same missions back to back. Despite this system being in place, I'm currently experiencing too much mission repetition. On my latest playthrough, I got 3 Cleaner VIP missions and 2 ambushes while getting 0 intel gathers. Getting enough intel to reveal the Cleaner HQ takes quite a bit of time, so completing these same mission types for 75 days just isn't good enough. The old milestone 1 system had a linear path where the intitial intel gather mission led to a pair of VIP assassinations which in turn led to the Cleaner HQ. It had a nice pacing, it made sense in story progression wise and had zero repetition. I understand random missions also have their pros, like added variation, surprise element and every playthrough being unique. That said, no one can deny, that the current Cleaner arc overstays it's welcome by weeks or even a month. So what I propose as a fix? Either add a system that ensures that every mission type is used and decrease the amount of intel required to reveal the HQ, or add a combination of systems which has the best of both worlds: some scripted missions for important story beats and few random missions in between like this: Random mission > Intel gather > random mission > random mission > Cleaner VIP > random mission > random mission > Cleaner HQ Intel gather mission spawn at 20 collected intel, Cleaner VIP mission spawn at 60 collected intel, and the HQ spawns at 100. Best of both worlds. What you guys think? A. What we have now is perfect. B. What we have now but with a system that ensures every different mission type is used at least once. C. Old linear path of missions we had in milestone 1. D. Combination of linear and random missions described above. E. Something else, what?
    1 point
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