Main objective comparison & parallel objectives


(Qbix) #1

Hello folks, I have two things to talk about with ya.

Main objectives comparison

I made a short summary of the main objectives in BRINK and would like to discuss if there is something to improve or not.



[U]main objectives[/U]

aquarium (Sec) -> HE charge door, escort hostage
securitytower (Res) -> HE charge door, hack safe, deliver key, escort hostage
terminal (Sec) -> hack terminal, weld safe, deliver data
containercity (Sec) -> HE charge gate, escort bot, repair crane, deliver key
resort (Res) -> HE charge pillar, excort bot, HE charge bridge, hack terminal
reactor (Res) -> hack terminal, HE charge reactor
shipyard (Sec) -> repair crane, hack missle controls
refuel	 (Res) -> HE charge door, deliver fluid, hack controls, deliver avionics, repair pump

(26)

deliver smth. (ALL) -> 5 (4 Maps)
escort bot (ALL) -> 2 (2 Maps)
HE charge smth. (soldier) -> 7 (6 Maps)
escort hostage (medic) -> 2 (2 Maps)
repair/weld smth. (engineer) -> 4 (4 Maps)
hack smth. (operative) -> 6 (6 Maps)

Obviously there are much more soldier and operative MAIN objectives and I’d like to add some more escort hostage and weld open / repair objectives in the future. Founders tower would be perfect for a hostage mission so let’s see. :wink: So, what do you think, is that mix ok or not?

Parallel objectives

I am surely not the first one to bring that up but I’d like to discuss the possibility, advantages and disadvantages of parallel objectives. First of all, what does that even mean? Well, as far as it is now, the main objectives (with exception of the escort ones) are handled after each other, one at a time. On TERMINAL for example you hack the terminal, weld open the safe and deliver the data.

I’d like to have maps where you, for example, also need to follow those objectives, but where you are free to chose which one you target first and with how many people. The defending team, however, has to communicate with each other and react on the attackers’ decisions.

Furthermore, the map layout would need to be a slightly labyrithian one like it is now, but with objectives placed kinda around some central point, where the defenders gather, which also have possbilities to see the enemy approach and tell their mates what’s going on without making it impossible for the attackers to reach their objectives.

I am not talking about some stupid circle map with a tower and one way that leads towards an objective, it should never be symmetric at all, but the overall scheme should have some central transition point. There should be some additional approaches for every objective to maintain strategic variability.

I would like to keep escort objectives excluded from those mashups because they tend to end up as “let’s escort first and do the rest afterwards”, and they would kinda make it necessary to reach every single objective to enable the bot/hostage to reach the goal. That’s not 100% what I want – I want people to communicate, to react, to think, to improvise and to decide. I want winners dedicated by how many objectives they accomplished in time. Of course, if everything is accomplished, the map ends.

StopWatch and Normal Rules would simply apply to this as well. Either one team manages to accomplish everything within a specific time and the opponent’s have to achieve the same or better or everyone has the same amount of time. Of course, once an objective is completed it can’t be reversed, that should be selfexplaining.

So, let’s sum up several advantages and disadvantages

pros

[ul]
[li]more need for teamplay[/li][li]more strategic variety[/li][li]more different experiences everytime the map is being played[/li][li]bigger challenge[/li][li]far more possible avoidance of bottlenecks[/li][li]less spawn camping due to more ways to approach for both teams[/li][li]less chaos due to too many people in too small rooms[/li][li]simple adjustments for rules in leagues or cups possible[/li][li]space for a whole new bunch of maps[/li][li]possibility for variations of existing maps and a new game mode if needed[/li][/ul]

cons

[ul]
[li]less clarity in public matches[/li][li]advantage for “lobbied” player groups (using voice communication tools)[/li][li]new maps “necessary”[/li][li]possible addiction to this style of playing BRINK :B[/li][/ul]

Tell me what you think and don’t hesitate. The more qualified replies the better.


(Qbix) #2

Sooooo, since discussion boards are primarily used to express disappointment or anger, or to ask questions, I consider the awkward silence a positive feedback without any complaints or change requests.

I’d like Splash Damage to instantly start working on what I suggested as maps and / or game mode. :tongue:


(deems) #3

Refinery in ETQW in the final objective had a bit of what you’re talking about. The two different targets, keeping the defense guessing which one was going to be attacked at a given moment, and then, once they lost one of the two, they could fall back to defend the first in a more consolidated way. It was a good dynamic. I’m surprised they didn’t keep something like this in the Brink:Reactor map… There are the two hack points…but as soon as you put the hack box down on one of them, the team is committed to that point. I wonder why SD made it work that way… It would have been fun to be able to keep the defenders guessin’ (with my smith and wesson!)

Deems


(crazyfoolish) #4

Thanks for assembling a list.

I really don’t think that engineers need more missions and medics definitely don’t. Keep in mind that for all escort bot objectives the engineer will usually have to fix the bot at least two or three times. Also they must disarm HE charges and they have a large defensive focus.

Medics main focus is usually keeping the rest of their team alive.

I think that you should be able to hack the two terminals in reactor simultaneously.


(Qbix) #5

I think I forgot the fuel pump at the end of mp/refuel but oh well. Right, engineers are needed to escort bots most of the times, that should be considered.

So, I had time and spirit enough to develop a primitive scheme for an exemplary parallel objectives map called mp/station with loading screen narrative text and stage direction and dialogue for the intros (dunno about the outros) :stuck_out_tongue: It’s kinda generic but who cares. And please be kind, english is not my native language :stuck_out_tongue:

=====================================================

Objectives for the Resistance

-locate and get hold of the train access key
-hack and reconfigure the train terminal software
-repair the power panel
-destroy the barricade blocking the rails

Background (Resistance loading screen, spoken)

Infiltrating security outposts is one thing, directly threaten the founders another. The rocket attack on the tower exposed the secure hideouts for the founders and underground channels reported the details.

The only way to those quarters without security patrols and emergency shut down systems leads through the rail tunnels.Security disabled most parts of the track we could use, so we have to go as far as we can by foot. The central train station is the closest entrance we can take. We need to reestablish the power supply, reconfigure the rail control terminal, destroy the barricade and steal an external access key for one of those closed down trains.

Then we will be able to reach the founders quarters before the security gains back the control over the rail system… and hopefully before the founders can get out of this tight spot.

Dialogue (Resistance)

5 people are shown, entering the room through a hatchway. 2 people are already securing the area while the third one helps the other 2 climbing up. Three tunnels are leading away from the place, upwards and into different directions. Rusty pipes are climbing towards the invisible ceiling, soon soaked up by the darkness. The construction site like lamps provide yellowish light that is being dimmed by occasionally emerging steam. The floor is not entirely plane and puddles are reflecting their surroundings. In random intervals, the creaking and scrooping of metal under pressure can be heard.

A: Lucky for us that the lead seal was already rusted beyond usefulness. Would have caused quite the commotion to get through otherwise.
B: Haha yeah! Can‘t believe we made it all the way here alive. Those old maintenance tunnels are below sea level already. Not even Security wants to be near those rusty graves which even our best workers gave up on.
C: Fine, good for us. But we are far from secure. Behind those stairs is the central train station of the Ark and Security will have an eye on it. Once we are moving out we have to hurry, and there is much to do.
A: It‘s a shame we could only bring so few brothers here. They were all willing to go…
C: I know that! We had to keep our heads down until we got here, and every additional person would have been an unnecessary risk for the…

An alert sound cuts through the dialogue

B: Damn it, they know we are here!
C: Doesn‘t make things easier… Get moving, we got much to take care of, better split up! We meet at train 523! Rock‘n‘roll, brothers!

Background (Security loading screen, spoken)

The resistance seems to move underground. Instead of open confrontation there is a lot of sneaking by and slipping through our security measures lately. One of our men mentioned the ridiculous possibility of Chen wanting to use the rail system to get past a ****load of security measures at once and to threaten the founders directly. Ha, that would be completely insane! But you know… after what happened to the tower… we should make sure that the rails are protected. Just in case.

Dialogue (Security)

A glass door slides open and several security soldiers are walking past through it. The floors are clean, yet everything is out of order. The men continue to walk during the whole conversation.

A: So, I heard McKenna was arested yesterday?
B: Yeah, the higher ups think he provided information to the enemy. Acted strange last days, didn‘t he? Dunno if he is a traitor, I always thought I knew him enough…
C: I am not even trying to imagine how you could possibly know about this at all, just drop it. We are almost at the surveillance office.
A: Speaking of which, why exactly are we supposed to stand guard at a train station these days? Most hilarious thing is that we couldn‘t just take the train to get here ourselves.
B: It‘s like guarding a toilet without being allowed to use it.
C: We have order to check security measures around central station since it could be possible that Resistance aims for the founders. They can‘t get past here, so they have to cut their way through the barricade in the eastern tunnels. There are reports of enemies going underground lately.
D: The central rails have been taken off the power supply and the control system has been locked. How are they supposed to get anything moving in here?
C: I know, and they will also need an external key for one of the remaining trains down there. But in fact, everything is accessable through the station itself and it won‘t take them long if they are determined enough. And reinforcements are not as close as I‘d like it to be.

They enter the surveillance room and nearly instantly spot intruders.

C: Dang, they are already here, ring the alarm and stop them until backup arrives! Go, go, go!


(crazyfoolish) #6

By “parallel objectives” do you mean that all objectives can be completed in any order? If so i think this would be great. Similar to Refuel in a way.


(Qbix) #7

Yep. But why refuel? Afaik it’s still in a specific order. Destroy the door, then deliver the hydro (or whatever), hack a panel, deliver something again, use the fuel pump. So, if there were parallel objectives, you could for example hack the panel, destroy the door and probably repair something at the same time, at different locations. You could as well do one thing after another, so the attackers would have the advantage. Therefore the defenders should be nearer to the objectives.

That’s the reason there should be additional maps. Like above :B


(crazyfoolish) #8

Sorry i did not explain myself clearly. I meant that it would be similar IF refuels’ objectives could be done in any order.

What i would love is a map that has for example three objectives and one focus point.
Let me explain…

  1. A door that needs to be blown up. Inside is an item that needs to be taken to the focus point.

  2. A door that needs to be hacked. Inside is a bot that needs to be escorted a short distance to the focus point.

  3. A door that needs to be fixed. Inside is a NPC who needs to be escorted a short distance to the focus point.

The focus point is an area that is in the middle of the map (slightly closer to defenders’ spawn) that encourages good firefights.

All objectives can be completed simultaneously and in any order. With extra time being awarded every time an objective is completed.

The downside to something like this is that it is unfocused in PUB games.

Tell me what you think about my idea.


(Qbix) #9

Well, it’s basically similar to what I suggested :stuck_out_tongue:


(Overgear) #10

I thought the same thing about Reactor. Container city and Resort sort of have it with escorting the bot and HEing the bridge/gate.
I agree it would be cool to have some maps work like this. In tf2 Gravelpit had this sort of dynamic and it worked really well (though most people chose to hold B as its easier to defend) but I don’t think Brink would suffer from it too much.


(crazyfoolish) #11

The difference is that the objectives radiate from the central point. In refuel the central point is the plane.


(Qbix) #12

And a second map suggestion, this time Resistance attacks :slight_smile:

==================================================

Objectives for the Security

  • hack the elevator control system- escort the bot transporting the EMP device- weld open the safe to extract the access key- plant a HE charge on the elevator maintenance tunnel

Background (Security loading screen, spoken)

This is critical! Reports indicate that Chen‘s engineers succeeded in building some sort of… antediluvian microwave emitter from whatever resources they had. We are pretty sure that some Ark technology is involved in this, but that can‘t be helped now. We don‘t know exactly where the device is hidden, but there is only one sector on the Ark capable of hiding it completely from our view – downtown.

It‘s pretty much the center of the visitors’ pelgos and of the Resistance movement as well, so it‘s basically a little fortress in the middle of that jungle of steel. Nevertheless, we have to disable that microwave emitter at all costs. The plan is to send a powerful EMP device down a maintenance elevator to make sure it disables everything that could be hidden there. This is a huge operation! Prepare for heavy resistance!

Dialogue (Security)

Several security soldiers are shown inside a flying gunship. Whenever the camera shows an opening in the gunship, several more flying in a formation can be seen.

A: I‘m feeling like a kind of modern… hightech cowboy. I could laugh if the situation wouldn‘t be that serious.
B: I just don‘t understand how something like this could happen. Look at us, we are literally invading the Ark. That wasn‘t what I wanted in first place!
C: It‘s not like we would do this voluntarily you know?! Resistance is getting out of control…
B: I know, I know! It‘s just… so hard to believe that this is right. We are flying right into their epicenter and everything because of some science-fiction… microwave BS.
A: Yeah, let‘s just sit by and watch how Chen turns the Ark into some kind of boiling soup, is that what you want?
B: Do you have any proof? I can‘t believe even Chen would go that far. All we got is random orders and some device to disable practically everything…
C: Damn right! And that‘s all we need! You are doing this for the Ark, don‘t forget that! If you are worrying about our methods, you are as good as dead! Now, the plan. Our backup will provide a corridor for us to get this EMP device to the maintenance elevator B-63. We need to hack the elevator controls and to get our hands on the elevator access key. On top of that I bet we need to destroy the secondary tunnel to prevent them from disabling the bot once it is on its way downwards! Prepare yourself!

Camera switches to a position somewhere on the ground, showing the scattering gunships while the middle one is landing.

Background (Resistance loading screen, spoken)

Is this right? I think we will never know. All we know is that it is almost ready to use. The founders won‘t be able to ignore us anymore. That could be the final step, many of us hope so. It‘s the founders fault that everything went this way, they could have listened and cared much sooner!

Security knows about it and is approaching in large numbers. This won‘t be the normal confrontation, this will be crucial. We put too much work into this, we can‘t let them stop us now. This is downtown. This is our territory if there is something like that on the ocean. Make them regret everything!

Dialogue (Resistance)

Camera shows a gunship landing, vanishing behind some containers, and pans over to some resistance fighters preparing their guns.

A: This is insane, totally and completely insane!
B: How can they think they are going to survive this? This is our place now and we won‘t let them in!
C: They know enough of the core structures of downtown to have a plan or two, that‘s for sure. I don‘t know what their goal is, but they are attacking us right now, so prepare to defend this rusty palace!
B: We have to protect our last hope as Chen calls it. If we let them through, everything will be over! I am not willing to let that happen!
C: And that won‘t happen! Concentrate on our mission and they won‘t stand a chance!
A: I wonder… is this the right way? How can we know?
C: The majority is still behind Chen‘s plan. Beside that, there is no right or wrong anymore. Everything that matters is us. So let‘s do it!