So, I actually had idea of making a thread about this for quite some while ago, but never felt like doing it until Anti said this
I am not entirely certain if a similar thread has been made previously, nor am I sure if this is productive, because one might argue that this whole forum is made partly to discuss this specific topic. But I still wished to have some concentrated ideas about this.
When comparing DB to [insert your favorite perhaps SD games here], what aspects of those games do you definitely want DB to follow, and what do you think the SD staff can “innovate” upon.
I’ll start.
Here are the major ideas I would want to see taken from previous games, but I’ve also mentioned how these things could be improved upon.
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Fluid movement: I want to be able to move freely, I’m even willing to compromise overall speed so that it’s more noobfriendly, I don’t care about strafejumping, just get rid of these accelerations and make the movement same no matter which direction you’re going, sideways, backwards, whatever. And drop all the slowdowns when doing simple things, like dropping packs. And I don’t want weapons in the game whose main function is stopping the player, like concussion nades.
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Objective classes: Keep objectives tightly tied to a class, even if it’s “artificial”, the tension of having only one class be able to do something is vital in these games. I would even wish to differ from previous SD games, by asking that there would be a forward spawn in a map more often than not, and only one class would be able to do them, this could be the objective function of this class, like engy has the main objective function currently and in previous games
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Low spread: I don’t care about anything else about the gunplay, I just miss the old type of thinking that where you point, there you hit, almost no matter how you’re moving or how long you’ve hold the LMB down. If you don’t want to get rid of it entirely then make the spread creep return to zero incredibly fast.
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Explosives: I’m not asking for CoD spamfest, just some more ways to use explosives. Currently the nades are really really good, they take consideration but get the job done, but I would still wish to see more ways to deliver those explosives where they need to go. Big part of the awesomeness of the previous games was the use of explosives to actively deny areas (not mines in this case). This could also be very handy when thinking of different types of weapons.
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Spawn waves and timers: This is something that was big part in creating the awesome SD games, the fact that you spawn with the rest of your team and the enemy does the same, makes the game feel much more coherent. It also makes the game much more intense when the waves collide. Some might think the /killing is cheap, but for comp it was awesome, and for pub it was no problem. If it was integrated more shamelessly to the game so that some functions, like replenishing certain things, worked around respawning if required team mates weren’t around, it could create this RTS or MOBA type of thinking of resources, which is almost unprecedented in FPS. This could be used to make the mercs different aside from weapons and items. The players could be educated about respawning and encouraged to ponder the possibility of /kill in promotional things like tutorials and trailers.
I also would like to play with the idea, that even the enemy spawn timer was shown.
And here are the things I consider “fair game”, these are the things I could let the SD innovate all they want, actually I WANT them to change them from how they are currently and how they were in the past.
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Classes: atm I am, how could I say, not enamored by the classes, they feel artificial. Partly because of gameplay mechanics, but partly just because there is this notion that soldier, medic, engy, fop and covop are the roles of the classes and that’s how it should be. If for a moment the traditional class boundaries were forgotten, and we would just think how they would play together, how they depend on eachother and how they do the objectives, would something more interesting be created?
If you want to give every class health regen why have a class dedicated to making that health regen faster? Why not concentrate that class on revives and something like adrenaline, extra buff? Why give the sniping class the tools for reconnaissance, since in these maps they would be much more effective on people who are on the frontline? These are just some personal issues taken out of the blue, but the point is that I wouldn’t mind if SD completely revamped the class system to bring more balance and sense to the classes. Because currently the mechanics of the game and the classes do not fit, the classes do not feel really unique and necessary.
Also, by doing this the respawn timers could be integrated better withing the classes, like I mentioned above. -
Weapons: There is only one thing I want, low spread, aside from that you can use all the balancing mechanics you know, and make even more! I’ve said this previously but why not have more unique, perhaps “gimmicky” guns. Double barreled rifle that requires one or both of the shots be headshot to get a kill with two bullets, MG that has higher RoF and accuracy the longer you shoot, a gun that occupies both primary and secondary slot because you have essentially a very low clip pistol ducktaped to it (not literally, but in function, the “pistol” could be built in the gun), a panzerfaust that lets out a huge beep when it’s getting shot so almost everyone hears it. Currently the guns are very bland, they have no features and no “wow” effect, and they hardly differentiate from each other. And I don’t want to go back to the old way where only one gun was the de-facto gun.
There, naturally this doesn’t include all aspects of a full game, but these are the most important gameplay related things to me that I could come up with immediately. And some of it was most likely just daydreaming that I wanted to get out.
So, read that Anti quote and tell, what are you willing to loose? And what not?


