Maybe turn the interact-able into barricades than can be opened or shot down I mean i would hate to be shot down by a shaw because I cant move when I open a door
We've looked at doing this a few times in the past, but the system is so complicated that there's no way to do it that wouldn't require a major rework of the entire system, which spans everything from opening doors to entering vehicles, opening studios and other UI, doing missions activities and the like. I'll have another look what I can do, but I can't promise anything.
Wouldn't that over-complicate it? Moreover, that still gives the players who have the weapons they want the option of free choice at the start. If they play smart, they could hide out till the end and still have their favourite weapon throughout.
I can understand having both might work, but my intention was to ensure everyone is on an absolute level playing-field. That way, not even slight advantages at the start are even present. There were more suggestions to add to my previous post, but I'll put them here.
They would still need to find an ammo box in order to unlock their primary and/or secondary. At the start everyone would have just have access to a basic back-up weapon
Start all players off with blowtorches: They at least have a way to get potentially a kill on someone before getting a weapon, but it means it's up to them to get themselves kitted quickly and be ready. I have a feeling some mission spawn locations may overlap and cause insta-deaths on the spawn (as you mentioned above in regards to the spawn points). This would be one way to mitigate a bad RNG spawn location, since no-one can outright drop you at the start unless they really try.
I'm not yet sure if it'll be a regular blowtorch, event specific blowtorch that can't repair or something like a snubby; but that is the idea. That said, I don't believe those ever overlap. They are generally on street intersections. You will also have the normal amount of spawn immunity.
Have consumables banned, but can find and pick up consumables in the round: Little difficult to explain. Essentially, the consumables players have cannot be brought into the gamemode, but they can find stuff like large ammo boxes, medkits, epinephrine consumables lying around in the map. However, when they pick it up, it's only 1 of the item, to prevent easy stockpiling, so they have to use it sparingly. Allows for panic moments to swing in your favour and keeps things a little more interesting. Would work in the same way as bandages and medkits from PUBG.
While we're definitely going to disable certain consumables and character mods, putting in temporary activatables like that is a bit tricky.
This is more the further argue my claim for no character mods:
I'm afraid I'm still going to have to disagree with any character mods. Clotting agent may not sound like it gives a huge advantage, but the fact that it allows players to regenerate health earlier, albeit slower, means they are more likely to get back up to full health much faster than those without, if they make it out of a fight early and only lose up to 50% health. Those without have to wait considerably longer and that can be the game changer. Plus, Kevlar is a downright downside for all intents and purposes in this gamemode, for the most part, so it might be better to restrict people from using it, so they don't make a silly mistake.
The main vision I have here is to make sure that no-one has any tweaks to how their character handles themselves, as these small advantages can really make a difference in the long-run and cause newer players who may not have these mods unlocked yet the disadvantage. It's a bit of a weak standpoint using new players as the reasoning here, considering they most likely have no clue what they're doing anyway and lack the experience of APB to fully understand how to outplay people, but it's still a small basis, on top of the other factors such as players being allowed to choose their starting load-out.
To start, I don't think we should prevent people from making bad decisions. Part of APB is that you can make these decisions. Also, survival modes like this are inherently unbalanced due to the pick-ups and resource management; you make do with what you find, which can be a much bigger decider than the difference character mods create. When starting, the draw comes from trying to do better than your last time, and not being the first one to die.
At any rate, we might try some different versions to see what works better.
To add another idea to the player markers (above their heads)
After 15 minutes, if more than 25% of total participants are still alive, show markers above their head. If total alive drops below 25% before 15 minutes pass, show markers above players' heads. This is more to speed things up, but it could really add to the gameplay. This doesn't mean the free wallhacks you get in team deathmatch final stages or VIP, but just the red names appear again, rather than just noise or in the crosshair. That way, players start to become more visible the less there are left. That, on top of the reduced play areas, will make it easier for the last players to find each other, as there are several small areas in the blocks (especially in financial) that people can hide and camp in.
Part of survival is being able to hide from others. Also, I'm not entirely sure this is needed, especially if we don't have any pedestrians in the districts. At any rate, it's something we can do if it becomes a problem.
Supply drops: Would it be possible to ban some of the more powerful weapons in the game (HVR/Other sniper role weapons/All explosive weapons/legendary weapons) from the main drop table of weapons that spawn in the district and instead are only available through random drop crates that spawn very infrequently in a random block during the round? They could be surrounded by Praetorian/G-Kings marked vehicles (that could be used by players perhaps?) and are basically the same entity as the valentines/christmas boxes, so you could re-use that asset here.
When one of these crates spawn, a marker is put on the map and a broadcast goes out to all players that heavy weaponry can be found here (Or a supply shipment of the G-Kings/Praetorians has been lost. Find it to get some stronger weaponry).
- Localisation of mini-encounters/players: Creates a temporary hot spot where multiple people may take their chances with the crate to get a better weapon from this drop table (e.g HVR or a Scout or even an O-PGL)
- Generates risk
- Powerful, but very limited
Essentially, the same as air drops in PUBG. You could also throw a batch of consumables in the crate as well to give them a few extra of the current consumable they have (assuming they picked one up, otherwise 5x of a random consumable).
That sounds actually pretty tricky to code..
Currently we spawn all the weapons at the start of the match. While we can spawn weapons in during the match as a weapon drop, we can't do the same for vehicles, as a player could be in the way at that time, and it would be rather jarring to see those appear out of nowhere due to their size.
"ayyy mane let's team up"
"you know only one can win in the end right?"
"I'll let you win this round if you allow me to win the next"
Despite the RNG spawns, people like to go till the end to get their advantage.
True, but there's not too much we can do to prevent this. Especially with out of game communications being prevalent.
Regarding vehicles, why not wrecks scattered throughout the city with 2 to 5 low-tier vehicles drivable? No top-tier vehicles please.
What to me would be most fitting to spawn as drivable car would be a pickup truck of choice, and maybe a broadwing or han veo or something.
Also it'd be great if drivable vehicles wouldn't have 100% health but a random health percentage between 80 and 60% of the total health number.
There's a random selection of parked cars throughout the city, which are generally nothing special. Damaging all vehicles randomly is something we could look at, but will likely cause all kinda of problems. Not entirely sure it's needed either.
I pretty much agree with what kempington says overall, except the one about putting markers above people's heads after X amount of time. The only restriction in a battle royale's pacing should be the circle. If a circle is small and surprisingly many people are still alive means that those players do well to survive, wanting to control pace by placing markers above people's heads punishes effort to do good by making it more difficult.
If players are in a comfortable spot and not in the absolute endgame center, they'll get pushed out of their comfortable zone and by that increase their risk to be spotted by others anyways.
Also to add to Kemp's supply drop part, a random green character mod, med spray, and a Scout/LMG. To make crate drops interesting.
One last thing I'd like to see is for the gamemode to have its own currency fairly handed out based on kills and how long you've survived, and have unique items to spend it on (weapon variants, weapon skins, clothes).
And most importantly: please let us test it thoroughly! Let the community help you make it a gamemode worth keeping.
Mostly refer to above.