Basic variety in Dirty Bomb


(Ribero) #1

TL;DR Suggest some New Objective ideas (Not new game modes) that aren’t too far fetched, and ways to make weapons not all feel the same (Not new weapons).

There’s that saying “Variety is the spice of life” and I guess that applies well enough in the gaming world as well. As is, I feel that Dirty Bomb is building itself some solid foundations from which to progress and develop from, monetization and balance issue aside :stuck_out_tongue:

The key point there though is “progress and development”. New maps, mercs, weapons are all well and good, but without enough to differentiate them from existing and current options, I feel that the game wont really go anywhere. That being said, the announcement of Execution Mode is certainly something to look forward to in this regards, though I’m not really looking for ideas on game types in this thread.

The two main things I’m interested to hear people’s ideas on are:

New Objectives; Note that I’m trying to make the distinction between new objectives which can be used in the current OBJ and Stopwatch modes, and new game types. I’m not asking for the latter.

Plant the bloody C4, deliver the bloody objective, escort the bloody EV. Map after map. It is all very same-y at the moment.

Ways to make weapons feel and play differently from each other; Again, there’s plenty of places to suggest ideas for whole new weapons, what I’m looking for is ways to tweak or revamp what is already in game, in order to keep weapons balanced while making them not all feel the same. Ideally without implementing whole new mechanics either.

Currently, I feel that most of the weapons within each class feel exactly the same and can be used in pretty much the same way, without feeling any real difference between them. (Obvious exceptions being the Bishlok and the Semi-Auto Sniper)

Try to keep things within reason (dev time is valuable after all) and please try to keep things concise and on topic (whoever it is from SD who reads the forums probably has things they’d rather be doing with their time too :stuck_out_tongue: )


(Eox) #2

The control point idea like the one we used to get for Underground prior to the permanent beta could be brough back IMO. It just needs heavy tweaking.

How about objectives like “just destroy that thing” ?


(einstyle) #3

I’ve alrady proposed new map objectives on the dev stream, but they didn’t seem all to concerned with having more variety (maybe that’s just how it looked to me)

nonetheless I think it’s important to spice things up and I’m all for new ways of using the objective based gameplay

personally, I’d like an objective where the attackers would have to hold two different cap points (like the one on Underground before the change, or the one in Terminal) simultaniously but for a rather short time
something like that was in Chivalry: MW, and it always ensured for clutch fights to gain hold of two fronts


(Szakalot) #4

[quote=“Eox;15102”]The control point idea like the one we used to get for Underground prior to the permanent beta could be brough back IMO. It just needs heavy tweaking.

How about objectives like “just destroy that thing” ?[/quote]

Aye. Repair objectives, that can be shot&blown to reduce the repair progress.

Hack objectives as variation on repair but without the ability to regress already done progress.

Capture objectives could work similarly to domination from UT. Easy to cap - easy to recap, several objectives capped at once to progress to the next stage.


(Eox) #5

Also, what about secondary objectives that enables environmental hazards ?


(sinKrin) #6

I’d like to see more of the capturing forward spawn point secondaries like on Terminal.
Or more hacking/destroying of doors/gates to open up different routes around maps.


(smartIsland) #7

Would LOVE more destructable/repairable doors/alt routes


(TemplarMedic) #8

How about a race of some type? The attackers must get out of said area within a time limit while the defenders obviously try to stop them from escaping. I could see that being a bit hard to balance but i think its worth mentioning.

I feel like we could also do an objective with some vehicle battle or another. Perhaps a level that we fought to control a harbor, then we both have to get on our ships and ship battle (shoot each other while on the ship, use ship cannons, your own weapons, whatever) while we cross the channel, then do whatever our next objective is.

Or merge the two ideas and have a deathly vehicle race :slight_smile:


(Szakalot) #9

[quote=“TemplarMedic;15342”]How about a race of some type? The attackers must get out of said area within a time limit while the defenders obviously try to stop them from escaping. I could see that being a bit hard to balance but i think its worth mentioning.

I feel like we could also do an objective with some vehicle battle or another. Perhaps a level that we fought to control a harbor, then we both have to get on our ships and ship battle (shoot each other while on the ship, use ship cannons, your own weapons, whatever) while we cross the channel, then do whatever our next objective is.

Or merge the two ideas and have a deathly vehicle race :)[/quote]

Delivery objectives are supposed to work like such ‘escape’. Its just that the current pickup-return mechanics are clunky.

I really don’t want any more controllable vehicles than what we have, keep it to the mercs. We just need MORE objectives that are ASYMMETRICAL. Presently each C4 objective is a rectangle area. And every delivery objective is a simple wall.

What happened to things like:

  • slipgate hack
  • oasis anti-tank guns
  • fuel dump
  • goldrush bank
  • TC_base
  • etc.etc.