Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: n00blet, your daily multi-vitamin
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-01-27, 11:03 AM | [Ignore Me] #1 | ||
Lieutenant General
|
Now that we know some more basics of the game, let's start considering how people would use it in unintended ways, would come across problems or would see options to exploit. We can then go into beta and playtest specific concerns.
Please provide:
And you can add which game mechanics might already provide a (partial) solution. Example:
Last edited by Figment; 2012-01-27 at 11:06 AM. |
||
|
2012-01-27, 11:16 AM | [Ignore Me] #2 | ||
mission system
players can set up missions for others to accept and complete. completing missions gives more xp. my problem: what keeps players from just spamming every possible nearby missiongoals to the system, to make everything the zerg does more rewarding in terms of xp. especially if the mission-giver gets xp, too if his mission is completed by some players. solution: hard to come by! missions could be placed by voting, but as we all know, the zerg learns to exploit any voting systemv very fast. any ideas?
__________________
***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
|||
|
2012-01-27, 11:34 AM | [Ignore Me] #3 | ||
Lieutenant General
|
@Shogun:
Some temp and more sustainable solutions for your problem:
Got some more ideas and concerns about it. Abusive language in the descriptions is one, while too short macro descriptions or too few options may also pose a problem ("securing the gen" may be interpreted as "destroying the gen" by some zerglings, for instance). Last edited by Figment; 2012-01-27 at 11:37 AM. |
||
|
2012-01-27, 02:02 PM | [Ignore Me] #4 | ||
Sergeant Major
|
Related to design decision
Driver guns for main battle tanks Problem description Driver guns for main battle tanks makes effective driving near impossible in said vehicles. It reduces the situational awareness of the driver, often resulting in premature destruction of the vehicle. These constant deaths will lower the number of players who are willing to gun for the MBTs resulting in the predominant use of single manned tanks. MBTs are supposed to be a team vehicle, hence lightnings, ATVs, assault aircafts, ect. were added for solo use. Optional solutions Remove the driver's option to use the main gun on any 2+ seater vehicle. The use of a secondary gun would be acceptable. An other solotion could be to allow drivers to choose if they want to control the main guns or the secondary guns. |
||
|
2012-01-27, 05:30 PM | [Ignore Me] #5 | |||
Sergeant
|
|
|||
|
2012-01-27, 05:46 PM | [Ignore Me] #7 | |||
Major General
|
the best solution would be, lets the driver drive and aim in 3rd person. it allows them to have more situational awareness, but it also means still that not everybody is going to be good with a tank. also given that tanks require resources to pull, not everybody is going to want to be driving their own tank, gunning one might be a better options for some players. |
|||
|
2012-01-27, 07:22 PM | [Ignore Me] #8 | ||
Captain
|
There should be camera at front, so even if you aiming in different direction, you can still see in front of a tank on a smaller display, located somewhere at the edge of screen. That would be best if they want to keep driver/gunner viable without making tanks too much stationary.
And another display for driving in reverse would be nice. Come on, its future, no reason they shouldnt use technology we can use today. |
||
|
2012-01-28, 12:14 AM | [Ignore Me] #14 | ||
Sergeant
|
I'm not worried about that myself. I imagine that your meant to be on mission most of the time, so someone setting up missions for you is just normal leveling. not powerleveling. Then they could just jump on anyone's mission no need for a guild. Also the computer can put up counter missions to your missions.
|
||
|
2012-01-28, 01:32 AM | [Ignore Me] #15 | ||
Lieutenant Colonel
|
In the end, while the mission system will be a nice tool to focus efforts of the zerg, I do hope that it is not intrusive to the point of being required (i.e. feeling that you must do mission lest you fall behind in XP/rank or whatever the reward is).
Hopefully, the missions' rewards will be provided by the players setting the missions (transfer of your own points or greater percent allocation of points from a global pool of points being one way to reward mission players). If missions cost something to somebody, you can bet that missions will be set for critical stuff. Not what's going to be blown up anyways. It may feel like farming from quests otherwise. |
||
|
|
Bookmarks |
|
|