Non-combat oriented mercs.
What is the ONE thing you want to see in the next update?
I was going to say this but I really hope this is a given! Forward spawns and re-capable spawns, side objectives and progression. Add depth to the game play!
You constantly want to be torn between pushing the main objective or investing time in a more gradual, secured progress through side objectives. It should feel like a real dilemma.
Right now it’s purely pushing the main objective.
[QUOTE=tokamak;520785]You constantly want to be torn between pushing the main objective or investing time in a more gradual, secured progress through side objectives. It should feel like a real dilemma.
Right now it’s purely pushing the main objective.[/QUOTE]
Usually with just two or three ways to get to that objective… That might be good for 5vs5 but feels silly for larger team sizes. At the same time when playing 3vs3 two or three ways might already be too much. I remember playing 3vs3 scrims in W:ET, and discussing with the enemy whether we were allowed to use side gates or not 
Could you imagine how epic those 3v3 matches would have been if you could repair those side gates or walls?
I am talking about ET: Supply!
ET: Supply last stage reminds me of Dome first stage.
If Dome first stage had 4 blow-able objectives it would be awesome!
Imagine this:
Both Wall Gates are built from the Start
AND
Both Side wall holes are 1 way enemy doors that can also be blown!
A good team can blow all 4 in a very quick amount of time especially with proxys arm time. BUT the other team can also defuse them sooo you would need to defend at least one plant on one of the sides. Once you get it blows you can push in from that side mostly 4v5 as the 5th person is going to plant the other side. You will have some nice crossfire and team work until the other side is blown and the enemy team has to fall back to what I hope is a forward spawn flag like radar! The attacking team just need to tap it!! Then go blow both Radars (AKA RTCW Base) and scrap the rest of the map!!
Obviously the Forward spawn flag “area” will need to be redesigned so the defenders could make a last stand but not to strong of one as it is the first stage.
This would also make for epic recaps. can you imagine a lone proxy getting behind the enemy rebuilding all 4 blown area’s and recapping FLAG! ****ING EPIC!! The attacking team might have blown one of the radars BUT now they are back at square one!!!
Spookify elaborated the point really well. Side objectives allow maps to ‘stretch’ so they fit the right team size. A map without these things is either a rigid corridor that leaves no options or a wide open space that you can’t defend.
Once an attacker or a defender gets to adjust the layout of the map according to their vision (which includes both the player skills, the strategy and the merc configuration) then that creates map awareness for both teams. It means that you never really feel cheated out of a victory because there was that one route you were unable to cover or because you never had an alternative to that one bottleneck you had to punch through to win.
[QUOTE=spookify;520787]Could you imagine how epic those 3v3 matches would have been if you could repair those side gates or walls?
I am talking about ET: Supply!
ET: Supply last stage reminds me of Dome first stage.
If Dome first stage had 4 blow-able objectives it would be awesome!
Imagine this:
Both Wall Gates are built from the Start
AND
Both Side wall holes are 1 way enemy doors that can also be blown!
A good team can blow all 4 in a very quick amount of time especially with proxys arm time. BUT the other team can also defuse them sooo you would need to defend at least one plant on one of the sides. Once you get it blows you can push in from that side mostly 4v5 as the 5th person is going to plant the other side. You will have some nice crossfire and team work until the other side is blown and the enemy team has to fall back to what I hope is a forward spawn flag like radar! The attacking team just need to tap it!! Then go blow both Radars (AKA RTCW Base) and scrap the rest of the map!!
Obviously the Forward spawn flag “area” will need to be redesigned so the defenders could make a last stand but not to strong of one as it is the first stage.
This would also make for epic recaps. can you imagine a lone proxy getting behind the enemy rebuilding all 4 blown area’s and recapping FLAG! ****ING EPIC!! The attacking team might have blown one of the radars BUT now they are back at square one!!![/QUOTE]if you can afford one player to get so far behind enemy lines, your team is stupid or op. In any case this will be frustrating map.
The one thing I’d like to see above all others is:
- Movement (slide/rampjump/mantle/etc)
But off the top of my head here are some of the other things on my wishlist (excluding the things you said not to mention, and avoiding gameplay mechanics in general):
- Locked regions needs to go
- XIGNCODE needs to go (or at least remove the launch logo and not block 99% of other applications I’d like to run concurrently)
- In-game settings to be consistent and work consistently
- More audio sliders (footsteps, hitsounds, ambient, music)
- 3D positional audio
- In-game audio graphical equaliser
- Audio output device selection
- Keys can be bound to multiple actions
- Keys can be unbound
- Toggle console can be bound to ` (key above Tab) instead of ’ (key above /)
- All key actions bindable in config can be bound in-game
- All settings people have been tweaking in config can be tweaked in-game (if you don’t know what we’re tweaking then please ask)
- Option to inverse ironsight (release-to-ironsight rather than push-to-ironsight)
- Mouse sensitivity in inches/360 (you should be able to convert this back into a game sensitivity if mouse DPI is also provided)
- Mouse vertical movement multipler (m_pitch)
- Ironsight sensitivity scaling (e.g. a sliding scale from 0 to 2 where 0 means no change, 1 means scale as we do right now with FOV, and 2 means sensitivity is twice as fast as right now)
- Game doesn’t start before everyone had loaded in (actually check this is the case rather than rely on an arbitrary timer)
- End game screens are more steamlined and have some achievements (best medic etc)
I did say that the defending team would loss one of the radars and possible both while its 5v4. The defending team might also get super pissed at that player for trying it. Instead of building that player can just recap flag. Two of the biggest things in SW are spawn killing and travel time/distance.
This type of SW map design opens the door to so many things.
[QUOTE=Mustang;520813]- Locked regions needs to go
[/QUOTE]
a lot of <3333 for you
why is that such a strong point actually? seems to me like people don’t really want to play with a variety of ping levels?
[QUOTE=spookify;520817]I did say that the defending team would loss one of the radars and possible both while its 5v4. The defending team might also get super pissed at that player for trying it. Instead of building that player can just recap flag. Two of the biggest things in SW are spawn killing and travel time/distance.
This type of SW map design opens the door to so many things.[/QUOTE]
Well you are right competitive sw this should be great. But for more random pub well I guess it aint that great.
I am torn on this reply because I think it will still work in pubs. We are talking 6v6, 7v7 or 8v8 SW pubs. This is only adding a max of 3 more people to each side yet you have clear progression on the first stage. More people can plant but also more people can defuse.
If you actually think about it the “last” stage I want where you have to blow both radars give 10000% more clarity of the progression of objectives then the current dome. I am talk on both attackers and defenders! The current pub on dome second stage is blow one of the radars… A pub team just runs around with their heads cut off never really defending a single radar and if you have a good attacking team that second stage can be over in 1 minute!!! I would personal stagier the two radars very slightly so the human perception is that one is closer then the other or one is further away from the enemy spawn. This is what made RTCW Base so good. That first radar Appeared to be the furthest for defending but yet the closest for attacking. So stage one defense was just to slightly focus on radar one but yet make the strong last defense on radar 2.
Its all mind manipulation with map making to achieve progression. This progression also makes the map playable over and over and over again with out getting bored. This is what SD needs to focus on. The progression and objectives in comp will still translate well to a pub because you are subconsciously guiding the players in specific areas with out them knowing but yet they are in the fight helping haha. Almost like how ET radar stage one was laid out where enemies spawn at the flag. You have 3 doors you can run out and no matter which one you are eventually going to see action just at what timing. Right door and stop instant. Middle door next closest and wall/truck door sooner then later.
it is as far from ping issues as it can be.
its all about community, and unity instead of deviding.
probably you just need to be a part of something for years, and then to be thrown away for idiotic reasons to realy get this…
I’m not sure i get it. the way i see it the only community that is relevant is the one you play with. And you want (right?) to play with people who fit within 100 ping difference.
It depends though… Russia to Europe (as an example) have a ping difference of 50-300 depending on where the server is. So there is a possibility to play against Russians (again, as an example) on pretty much equal ping times but due to the locked regions it will never happen…