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Random Events - Spicing up your game


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#26
sc_ajk29

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Kem1995 wrote...

If your adding random stuff like Heavy Weapons, how about turrets similar to the ones used in SP?


These would be great too. Maybe not as powerful, in order to avoid making the wave too easy.

#27
Funky_D_Luffy

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5*

#28
MissMinaethiel

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wizardryforever wrote...

MissMinaethiel wrote...

mdloafer wrote...

The "Enemy of My Enemy is Still My Enemy" idea is really cool, and the basic game mechanics are already there, since you're not changing the fundamental gameplay, just adding more spawns. That would be awesome to see implemented...but maybe I've been reading too many of these threads. How many complaints would we have to listen to, from players ticked off that they didn't get "MOAR CREDDITZ!!!" when that happens?


You'd only hear the complaints from people who either died because of it, or look for any reason for an extra reward.

Not very good reasons if you ask me. I can't see any fault with this idea. Heck, some extra enemies might make some people that are wanting a higher difficulty happy.

Let's not forget that it's actually a great way to make things easier in the right circumstances, because your enemies will be tied up fighting each other unless you get yourself involved.  Of course, you could be truly unlucky and have the enemies spawn behind you while your main enemy attacks from the front.  In that circumstance, it would be best to run, and let them fight each other.

And about the XP thing, you'd reward the XP for kills made by the AI equally to everyone, kinda like how everyone gets XP for participating in a hack.  This goes for the Allied Assistance as well.


Oh yes, inciting a fight between two foes and mopping up is always a good strategy. But people will still complain because they can't pull that off and instead panic and die. And it's not XP people will complain about lacking; it'll be credits. Unreasonable probably, but it will be brought up nonetheless.

But this is jsut way to cool of an idea to pass up xD BioWare better see this.

#29
wizardryforever

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MissMinaethiel wrote...

wizardryforever wrote...

MissMinaethiel wrote...

mdloafer wrote...

The "Enemy of My Enemy is Still My Enemy" idea is really cool, and the basic game mechanics are already there, since you're not changing the fundamental gameplay, just adding more spawns. That would be awesome to see implemented...but maybe I've been reading too many of these threads. How many complaints would we have to listen to, from players ticked off that they didn't get "MOAR CREDDITZ!!!" when that happens?


You'd only hear the complaints from people who either died because of it, or look for any reason for an extra reward.

Not very good reasons if you ask me. I can't see any fault with this idea. Heck, some extra enemies might make some people that are wanting a higher difficulty happy.

Let's not forget that it's actually a great way to make things easier in the right circumstances, because your enemies will be tied up fighting each other unless you get yourself involved.  Of course, you could be truly unlucky and have the enemies spawn behind you while your main enemy attacks from the front.  In that circumstance, it would be best to run, and let them fight each other.

And about the XP thing, you'd reward the XP for kills made by the AI equally to everyone, kinda like how everyone gets XP for participating in a hack.  This goes for the Allied Assistance as well.


Oh yes, inciting a fight between two foes and mopping up is always a good strategy. But people will still complain because they can't pull that off and instead panic and die. And it's not XP people will complain about lacking; it'll be credits. Unreasonable probably, but it will be brought up nonetheless.

But this is jsut way to cool of an idea to pass up xD BioWare better see this.

Since you get credits from completing objectives, I don't see how this would affect that in any kind of direct way.  It could even make a "priority target" objective easier, giving you more credits.

#30
WardenShepard

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Ooo....love this idea :). Free bump. Hope it does get their attention or something.

#31
Rahabzu

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This idea requires implementation immediately

#32
MissMinaethiel

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wizardryforever wrote...

MissMinaethiel wrote...

wizardryforever wrote...

MissMinaethiel wrote...

mdloafer wrote...

The "Enemy of My Enemy is Still My Enemy" idea is really cool, and the basic game mechanics are already there, since you're not changing the fundamental gameplay, just adding more spawns. That would be awesome to see implemented...but maybe I've been reading too many of these threads. How many complaints would we have to listen to, from players ticked off that they didn't get "MOAR CREDDITZ!!!" when that happens?


You'd only hear the complaints from people who either died because of it, or look for any reason for an extra reward.

Not very good reasons if you ask me. I can't see any fault with this idea. Heck, some extra enemies might make some people that are wanting a higher difficulty happy.

Let's not forget that it's actually a great way to make things easier in the right circumstances, because your enemies will be tied up fighting each other unless you get yourself involved.  Of course, you could be truly unlucky and have the enemies spawn behind you while your main enemy attacks from the front.  In that circumstance, it would be best to run, and let them fight each other.

And about the XP thing, you'd reward the XP for kills made by the AI equally to everyone, kinda like how everyone gets XP for participating in a hack.  This goes for the Allied Assistance as well.


Oh yes, inciting a fight between two foes and mopping up is always a good strategy. But people will still complain because they can't pull that off and instead panic and die. And it's not XP people will complain about lacking; it'll be credits. Unreasonable probably, but it will be brought up nonetheless.

But this is jsut way to cool of an idea to pass up xD BioWare better see this.

Since you get credits from completing objectives, I don't see how this would affect that in any kind of direct way.  It could even make a "priority target" objective easier, giving you more credits.


Very true xD 

#33
MearasNZ

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Outstanding!! I esp love the The Enemy of My Enemy is Still My Enemy - very good. Very good indeed.

#34
Dantexr3

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This is one of the best ideas I've seen for the mp. I hope BioWare sees this and take note, this would be very good for the game.

aeonlifestream wrote...

I would prefer a wave of all say, the hardest enemies. Like 20 phantoms, banshees, geth primes, etc. depending on the faction you are playing against.


This, and also some waves with only Husks, but tons of them, like 10 times more than a normal wave.

#35
MissMinaethiel

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This thread needs to live for more people to see =P

#36
Xyogan8320

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Carlthestrange wrote...

Another idea: Allow it to be possible to kill the Atlas Pilot, and take control of the mech. *nod*


But to keep it balanced, the mech is on fire and the armor degrades, that way you have to hop out at some point.  Of course, it'll still explode, so you can march it up to some enemies then blow it to hell to take them with it.  That'd be fun.  Naturally you'd have to spawn some more enemies to compensate for the fact that you're stomping their faces with a mech.

#37
Madmoe77

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Sounds good op! +whatever it takes to do this.

#38
wizardryforever

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Some enemy specific ones:

Geth -
Burn Baby Burn:  All troopers are replaced with Pyros for one wave, and the turrets used by the Primes will have the Flamethrower upgrade of the Sentry Turret.

Can't See Me: For one wave, Hunters gain the ability to maintain cloak even without shields.

Cerberus -
Expensive Hardware: Turrets are set up across the map (how many depends on difficulty), regardless of any Engineers that may or may not be present.

Smoke Em If You Got Em: Centurions and Atlases will use their smoke bombs much more frequently for one wave.

Reapers -
Zombie Apocalypse: For one wave, the number of enemies that spawn is increased by a factor of 5-10 (depends on difficulty), and replaced with Husks.  These Husks are armored as though empowered by a Marauder as soon as they spawn.

Harvester:  This one is dependent on map.  A Harvester will show up and perch on one of the buildings, pelting the squad nearly nonstop.  This will usually only happen after wave 6.

#39
ChrisRudson

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I have an idea, just to ****** off the players at some point, how about changing the location of the Extraction point in to a much farther point, let's say it will be moved at the moment when the timer reaches 30s. It would be a real challenge as to how good the players are under pressure >:)

#40
MissMinaethiel

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wizardryforever wrote...

Some enemy specific ones:

Geth -
Burn Baby Burn:  All troopers are replaced with Pyros for one wave, and the turrets used by the Primes will have the Flamethrower upgrade of the Sentry Turret.

Can't See Me: For one wave, Hunters gain the ability to maintain cloak even without shields.

Cerberus -
Expensive Hardware: Turrets are set up across the map (how many depends on difficulty), regardless of any Engineers that may or may not be present.

Smoke Em If You Got Em: Centurions and Atlases will use their smoke bombs much more frequently for one wave.

Reapers -
Zombie Apocalypse: For one wave, the number of enemies that spawn is increased by a factor of 5-10 (depends on difficulty), and replaced with Husks.  These Husks are armored as though empowered by a Marauder as soon as they spawn.

Harvester:  This one is dependent on map.  A Harvester will show up and perch on one of the buildings, pelting the squad nearly nonstop.  This will usually only happen after wave 6.


Ooooo =o This would make games even more interesting. Maybe we should PM a BioWare person so they can see this thread? xD

#41
thecrunked

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Good ideas
+3 internets to you

#42
ChrisRudson

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MissMinaethiel wrote...

wizardryforever wrote...

Some enemy specific ones:

Geth -
Burn Baby Burn:  All troopers are replaced with Pyros for one wave, and the turrets used by the Primes will have the Flamethrower upgrade of the Sentry Turret.

Can't See Me: For one wave, Hunters gain the ability to maintain cloak even without shields.

Cerberus -
Expensive Hardware: Turrets are set up across the map (how many depends on difficulty), regardless of any Engineers that may or may not be present.

Smoke Em If You Got Em: Centurions and Atlases will use their smoke bombs much more frequently for one wave.

Reapers -
Zombie Apocalypse: For one wave, the number of enemies that spawn is increased by a factor of 5-10 (depends on difficulty), and replaced with Husks.  These Husks are armored as though empowered by a Marauder as soon as they spawn.

Harvester:  This one is dependent on map.  A Harvester will show up and perch on one of the buildings, pelting the squad nearly nonstop.  This will usually only happen after wave 6.


Ooooo =o This would make games even more interesting. Maybe we should PM a BioWare person so they can see this thread? xD


Try PM'ing Mister Bryan Johnson. He's a listener.

#43
mybudgee

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Good job Wiz...
I approve +1
:lol:

Modifié par mybudgee, 04 mai 2012 - 12:39 .


#44
Armorat

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Dantexr3 wrote...

This is one of the best ideas I've seen for the mp. I hope BioWare sees this and take note, this would be very good for the game.

aeonlifestream wrote...

I would prefer a wave of all say, the hardest enemies. Like 20 phantoms, banshees, geth primes, etc. depending on the faction you are playing against.


This, and also some waves with only Husks, but tons of them, like 10 times more than a normal wave.

Video of a husk swarm mod called Left 4 Effect 3. Looks freaking awesome. (Don't know anything more about it, though)

These ideas are all great...would love to see them implemented. Don't know if it'd ever happen, though. 

#45
D Wrecks

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Image IPB +10

#46
BooPi

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 Do want.

#47
Mr. Heavy

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Yes please!

#48
Bamford38

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Really good ideas, and would be fairly easy to implement.

#49
afmn

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enemy of my enemy is still my enemy.

now that one would be incredible fun

Modifié par afmn, 04 mai 2012 - 01:15 .


#50
Sybafairy

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+5 and a bump for good measure