Interesting and refreshing objective design!


(acQu) #1

A constructive thread :smiley:

All interesting suggestions regarding objective design should go here.

Why?

Because i think that the objective design in Dirty Bomb is not interesting enough; not only from my perspective.

So lets go and make a few suggestions about what we think might be good objective design. It may be new or old, no matter what, mostly it should be fun. It can be within the sequential objective design of DB or it can be out of order. Anything which disturbs the current Matrix can be interesting. This is much needed imo for DB.


(INF3RN0) #2

I’d like to see more interesting and dynamic obj types similar to that of the doc run (not how it works in DB btw). Will post ideas once I think of any… but this thread deserves to live.


(acQu) #3

Nice. Ok i will post here my request for Command Posts. These were always interesting to fight for. Basically i think the best design for Command Posts is if they give ā€˜increased properties’ to the players + they could give players a new spawn point. Properties in W:ET basically were the charge bar. But much more is possible imo; it just depends how much you are willing to implement.

What i think the CP should not be used for: anything which makes a player stay there. It really should only be automatically functional, without players e.g. opening a menu on them, so that they are busy configuring their menu from the CP. For example doing a class change.


(tokamak) #4

I want to see maps more integrated with the objectives they host. Stuff needs to happen. Bridges, doors, floors, gigantic elevators, lift cranes crashing airplanes I want to see gigantic objects sway and lumber through the map based on what the players do.

It’s post-apocalyptic London, anything can happen. THIS is what next-gen gaming is about and THIS is what the new Unreal engine is designed for. Gears of War already shows the power of how malleable the surroundings are, the leaked COD Ghosts footage has collapsing church towers rolling into craters.

That’s what I want to see going on. Let me run to the top of the Big Ben and while it slowly collapses, let a freight plane drive slowly into Heathrow airport taking all floors and interior with itself, Radioactive cargo vessels in the Thames, completely adrift slowly circling around each other.

Maps need to move, and if they don’t then the players should at least have a ludicrous amount of control over the possible pathing.


(Pytox) #5

[QUOTE=acQu;455002]Nice. Ok i will post here my request for Command Posts. These were always interesting to fight for. Basically i think the best design for Command Posts is if they give ā€˜increased properties’ to the players + they could give players a new spawn point. Properties in W:ET basically were the charge bar. But much more is possible imo; it just depends how much you are willing to implement.

What i think the CP should not be used for: anything which makes a player stay there. It really should only be automatically functional, without players e.g. opening a menu on them, so that they are busy configuring their menu from the CP. For example doing a class change.[/QUOTE]
Yes bring back zeh command post ! :slight_smile:


(tokamak) #6

Absolutely. Command posts, ammo heal racks, flags (for spawnrate), team doors. ALL capturable.

And something new: Stationary HB sensors. Indestructible, capturable by coverts.

SD biggest strength is the high modularity of the maps you fight in. That should be the signature to recognise DB by.


(acQu) #7

Explain Stationary HB sensors, sounds interesting!

What i think would be cool is a Radar item, which, when present, enables HUD minimap information, like showing where players are on the map. If not present, the HUD minimap information will be disabled. It is an idea i will implement in my W:ET mod in the future. The item will be a globally unique item taken from the command post and be deployable by a player and be destructible by the enemy.


(prophett) #8

Would definitely love to see command posts and capturable flag spawns make a return.

The command post battle at the CP on radar was one of my favorite places to fight on any of the old maps. Always a lot of action and always fun to watch.

Likewise, the announcer for the capturable flag spawn on oasis would sometimes still be playing long after the dynamite had been planted.

The team door would also add another welcome dynamic - sneaking through on radar, supply to build cp or plant, battery back door, and even to the good ol fuel depot pub sneak. All great memories that added so much to a map.

I feel three of these things are needed to make Dirty Domb fun and playable long-term. It would be nice to see a shift from the current linear ā€œrailsā€ objectives to more dynamic gameplay and strategy, we’ve been crying out for it for months now and I hope it is well received. It feels way too scripted right now. Much closer to brink than rtcw or et.

I know it’s early (and much too early to go hitting the panic button), but quite honestly, if there isn’t fairly substantial changes that implements all or most of these suggestions, I will become bored of this game quickly and move on.


(rand0m) #9

ā€œBut capturable spawns won’t encourage gameplay for the objectives it’ll just be tdm around the flagā€. I’m assuming this will be the answer you get for that.


(INF3RN0) #10

Hmm? Forwards let your team have better access to the objs… soooo. I’d like to know why we don’t have forwards in DB though. Curious what SD was thinking with their removal.


(Ashog) #11

Unfortunately, currently the most boring objectives for me are the second and especially third one on Canary Wharf. They are just, well, meh. Something missing there.

I would vote for more interact-transmit objectives like the last obj of White Chapel, but where the transmitter is placed in a more open place, where the travel routes for both teams are relatively long. This was so much fun on Andes ETQW map. Because you could shoot the transmitting players from afar, almost from spawn, so it really needed some team effort to support the transmittorz by killing off whole enemy defense, placing shields, bodyshields, short aggressive spawncamping during transmit, clearing the area, etc. And even then the transmits were really really tense, often on last seconds of the map, with several tranmittorz picking up the fallen objective from the hands of dead mates near the transmitter. Or a precisely aimed rocket launcher shot from the defense spawn could save the map for the defending team in the last moment by killing a transmittor and his supporters across half map. Or a well-timed artillery strike… Just wow moments. Lots of options. Players will invent options, just give freedom around objective…


(rand0m) #12

[QUOTE=Ashog;455062]Unfortunately, currently the most boring objectives for me are the second and especially third one on Canary Wharf. They are just, well, meh. Something missing there.

I would vote for more interact-transmit objectives like the last obj of White Chapel, but where the transmitter is placed in a more open place, where the travel routes for both teams are relatively long. This was so much fun on Andes ETQW map. Because you could shoot the transmitting players from afar, almost from spawn, so it really needed some team effort to support the transmittorz by killing off whole enemy defense, placing shields, bodyshields, short aggressive spawncamping during transmit, clearing the area, etc. And even then the transmits were really really tense, often on last seconds of the map, with several tranmittorz picking up the fallen objective from the hands of dead mates near the transmitter. Or a precisely aimed rocket launcher shot from the defense spawn could save the map for the defending team in the last moment by killing a transmittor and his supporters across half map. Or a well-timed artillery strike… Just wow moments. Lots of options. Players will invent options, just give freedom around objective…[/QUOTE]

Same with wolf et/rtcw. We’re not going to get that in DB. This game is ran on tracks for the most part at least up until this point. Everything is completely linear and the map design and objective design is the flaw. Rather then trying to invent some new gameplay, or take or from :shakes: brink :shakes: take it from your games that worked! You mention wolf et being the type of game this models, but in reality it really isn’t. Unfortunately I have lost all interest in this game for the time being but will stick around for future patches and changes and hope for the better. But the premium services you are trying to make money off of, isn’t going to make you money when you can’t even design the core game that people want to play.


(BomBaKlaK) #13

I lost most of the interest I got for this game at the begining …
Reason 1 is the poor corridor map design …
Reason 2 is the poor objectives type and design …
Reason 3 is the poor gameplay system …

So what’s next ? Cause actually in this state this game is not really fun as your previous title, this is just an expensive ā€œbrink-likeā€ … and feel like every Korean F2P on the market.

So I don’t waste my time to explain what I already said million times, let’s see how you manage the thing



(stealth6) #14

[QUOTE=BomBaKlaK;455095]I lost most of the interest I got for this game at the begining …
Reason 1 is the poor corridor map design …
Reason 2 is the poor objectives type and design …
Reason 3 is the poor gameplay system …

So what’s next ? Cause actually in this state this game is not really fun as your previous title, this is just an expensive ā€œbrink-likeā€ … and feel like every Korean F2P on the market.

So I don’t waste my time to explain what I already said million times, let’s see how you manage the thing[/QUOTE]

Can you make that any more depressing? Was there really a need to post this drivel?

OT: Doc runs where you have to infiltrate a base and then escort the docs out are awesome. Then it’s like VIP escort combined with grabbing an objective and the match comes down to 1 crucial moment where the player runs like hell! I always love watching that part of a match on ETTV.


(BomBaKlaK) #15

yes that’s needed ! I’m not depressive I’m a bit realistic I think.
So I hope I’m wrong at the end, but for the moment this is just the facts.

And sorry but since Brink I have some trouble with my ā€œhope in SDā€ option.


(rand0m) #16

Lol bomb I love the map image comparing maps. 100% correct.


(RasteRayzeR) #17

More forward spawns with selectable spawn location