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NDr

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  1. 10v10 = Excellent, should be set as standard over 4v4. People who complain that it's too "chaotic & defender biased" clearly value their eSports experience rather than continuous action. More players fighting at any given time will give rise to modified/new strats. Now, it does have obvious drawbacks...some practical scenarios for which feedback would be nice: a) Open obj's (say, statue by the mall in financial, bomb underneath the ramp by Gumball, that apartment complex by Linklater, the majority of WF) will turn into (at least) 3-4 sniper / 2 explosive / 3 rifle combos. However, who's to say that someone would go out of their way to find a dumptruck (or two) to act as a wall to shield a transport car? (Practical example). Or that some people will run no blue mod cars for specific purposes? b) For holed out CQC's (say particular contacts such as Fell, Javez, Linklater & many other spots in Fin): there'd be an obvious spike in OPGL/EOL/rocket usage, which will in turn prompt people to seriously consider flak/med or shield/flak on defense. Attack could then mix flak/med - flak/shield with a kevlar/med to damage the front while the rest come up with fancy ways to stack damage. c) For car missions (Mah-jong, Repo): hard and/or impossible to attack, fully concede this one. Surfing DMR/Alig with passenger obeya defenders will lay waste; however, what's to say that some attackers become dedicated car escorts? (blowtorch passenger in both target & escort vehicle - yes, you can fix another person's car as a passenger if they don't boop you back in) Let's reframe our experience for once & allow the unconventional to shine.
  2. bump for relevance. Still stand behind the opinion that 10v10 missions, with a 3 maximum cap on each role type per team, and car pooling is the short term solution to APB's pop. Have been working plenty so haven't had time to polish. Replies are much encouraged and cherished. napi.
  3. Disclaimer 1; Fully know this will get moved fast, but i will deeply appreciate the immediate feedback, good and bad, it will receive upon posting. So Mods and GM's, hold on to it for just a quick second... this is a gem many years in visualizing... Disclaimer 2: I am fully aware that i have shittalked, shit-whispered and engaged in nuisant behaviour excessively as of late. But take this post just from the gameplay aspect alone, and dream...burn me later... Spewed it in social a few days back in social while toasted as flying dogs, remembered 85% of it, comes as a first of many "rejuvenation potions" for our current districts, server, and game state., with MINIMAL dev/gm input in both development time aspect and coding/programming aspect. and rescues pretty much half of the dead content in district if not more while barely swinging your arms LO, and you shall behold and reward my cunning. Title...... 1- Considering many missions in code have 3 and 4 simultaneous objectives, and time limiters over 4-5 minutes per stage 2 - Considering killstreak medals (5, 10, 15 !!, 20 !!!, 25 !!!, 30 !!!!!), Justiciar (Enforcer Favourite! -- 1-5 for medal tiers, obtained via LTL and corresponding equipment)), Saviour (Criminal equivalent, fast unarrest = quick keys, has BARELY seen any usage in the last 10 years, equipment wise) 1-5 medal tiers 3 - Considering that 1 vehicle per player, proven on 5-6+ man missions, can escalate power creep both horizontally (vehicle dominance) and vertically (MSU's, spawn car, tower functionalities very fast, more so when its all pioneer/espacio 4 - Considering that the weapong nerfing trend has been going over a 6+ year period without reaching a reasonable solution WITHIN the argument that both companies, both G1 and LO have presented (but no shade for lo pls), and as well without considering points 1-3 in that mix 5 - Considering that the "life" that the district needs, could just be a few extra..."armed".... civilians..some maybe with faction-restricted vehicles like the ones offered with contacts... content re-cyle and revitalization 6- Considering that the current server pop lies at an even number, and that there are many 2v2, 3v3 and few 4v4+ missions generated, often around the same spots, creating clutter around certain areas and leaving some completely BLANK during frequent intervals 7 to -> X will be reserved for my fancy imagination, since this is a Work in Progress !!! TURF WARS AS MISSIONS.... Rulesets ! Group Size = 10. Groups will be required to assemble in the Social District, in the southern tent close to the pier prior, to receive team authorization to joining Turf War - Financial (x), or Turf War - Waterfront (x) districts. Devs should introduce 2 sets of blackboards, and convert the benches around the tent into marble seats for 5 players each.... this means there will be, given a 40v40 district cap, 4 groups of each faction in the district will be fighting at any given time and hence, potentially 2 to 4 missions per district depending on if backup option is presented (!!!!!!!!!!). This immediately segregates the player cluster across the map, since it also allows for missions to be generated slower and hence less burnout. Missions repeating themself less means they become more entertaining upon assignment, and since mission generation by district will also be slower, allows time for teams to allocate their preferred setups within the Weapon Type Limits present below. This also means choosing which players will be drivers (bypass to this would be a crown per each player with access to a vehicle, akin to the group leader one, in a different color.), and each team member ample time to select his full loadout, equipment, outfit, and all of that other good stuff. Weapon Type Limits = 3 per Role (RM, PM, SR, MM, MG, DM). Ex. 1 = 3 NTEC-5, 3 Obeya SLR-762, 2 OCA 626, 1 ALIG, 1 SHAW. Ex.2 and on are on you! BUILD YOUR LOADOUTS :D... PS for enfs!!! 3 CCG, 2 NL-9, 2 DMR - SD, 2 OPGL-CD Player Vehicle Limitations (NEW!) = 10 passenger slots. Passenger slots work as such, so if a car has 4 seats = 4 slots. Intended application is the following..... 10 players = 4+4+2, but also 2+2+2+4, and also 2+2+2+2+2. In practical terms, a team can be allocated a maximum of 2 four passenger slot cars and a 2 seater, 3 2-seaters and a four passenger slot car, or five 2-seaters. As to CAR MODIFICATION SLOTS (car mods), 4 slot cars as standard. Car TIERS will be discussed as an evolution, but do not include it now. Yes, i have visualized that one too. City Revitalization! (NEW!) = Increase civilian count by 6 times, civilian car amount in 3 times. Allow 40% of civilians to carry Obeya FBW, Colby .45, Colby RSA, UL-3 Family sidearms, ACT, and all of that good stuff! !! 25% of other civilians should be allowed access to Close Quarters Combat ordinance, such as OCA-626s, PMG/CBMPs, JG-840, CSG-20, SG-21 Strife, NFAS-12, and all of the other good stuff!!! 20% of other civilians should be faction restricted allies (!!!!!!), dressed in faction restricted clothing accesible via the clothing kiosks (Seung's bandanna, the jackets...shoes...Darryl's holster....ALL OF THAT GOOD UNUSED CONTENT IN THE PRESET CLOTHING SECTION...) (!!!!!!!!)....that have access to heavier ordinance (!!!) like N-TEC 5s, Obeya SLR-762s, COBRA Rifles, Joker Carbines/STAC-10s, NTEC-7 and variants. 15% of remaining civilians should be CONTACT BODYGUARDS and FIXERS... these will be usually stationed close to tier 3 contacts and above. Full access to ALL machineguns and snipers in the game, EXCEPT N-HVR 7.62 family,PSR family, and DMR family. Allies, Bodyguards and Fixers shall ALWAYS HOSTILE to both the opposing faction and the civilians that shoot in its behalf. and are within a 70 meter radius of a contact and its base. This is part 1. I will be editing and adding to this as my divination proceeds, but visualize applying a version of this instead of nerfing and modifying everything into the damn ground... Larger teams, longer stages....means more BLOODSHED! more ENTERTAINMENT!..... also consider faster respawns given car limitations but this last one weigh with an inch of salt
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