Random Events - Spicing up your game
#76
Posté 04 mai 2012 - 04:44
#77
Posté 04 mai 2012 - 05:06
BeardyMcGoo wrote...
Sign me up for "enemy of my enemy..." That needs to happen.
Agreed. And we need to keep this thread alive and kicking for that to possibly happen xD
#78
Posté 04 mai 2012 - 05:07
BioWare probably already read the thread.MissMinaethiel wrote...
BeardyMcGoo wrote...
Sign me up for "enemy of my enemy..." That needs to happen.
Agreed. And we need to keep this thread alive and kicking for that to possibly happen xD
#79
Posté 04 mai 2012 - 06:36
#80
Posté 04 mai 2012 - 07:45
Expansion on the "The enemy of my enemy-" a wandering praetorian arrives and starts lasering everything in sight.
I do also like (particularly- all these are great ideas) the one where the shuttle crashes on the way to extraction, and you have two more waves before the replacement arrives. Bwahahahaha!
#81
Guest_Air Quotes_*
Posté 04 mai 2012 - 07:52
Guest_Air Quotes_*
2. Easily exploitable. Once backup shows up - kite around and let the A.I. fight each other.
#82
Posté 04 mai 2012 - 09:52
wizardryforever wrote...
Bamford38 wrote...
How about one where the air turns toxic and starts draining your health? You have to get into a biotic bubble that appears in a random place every time.
It will be a bit like the hacking objective, but if you leave the circle you die.
Maybe to make it harder, the toxic gas blankets everywhere except the bubble. So when youre in it, you cant see any of the enemies until theyre right next to the bubble.
It sounds cool, but I kinda think it's a bit too drastic to be a random event. That sounds like something you'd need to set up a whole new mode for. But of course, my opinion isn't the only one that matters.
Yeah, maybe the idea of a complete blackout is drastic. But the first part would be easy to do.
The way the level looks wont change at all, but you get some sort of warning that the air has turned toxic (like an alarm, or someone telling you over your radio), and of course your health starts going down.
The biotic bubble looks just like the justicars, but maybe a different colour to differenciate it.
That would make it very easy to implament into the current waves.
#83
Posté 04 mai 2012 - 10:03
Maybe a bonus 15 seconds could be added to the timer to get to the other spot?
Apart from that, great ideas. All of them would add so much more variation to what we have now. Really hope they can take this onboard.
#84
Posté 04 mai 2012 - 10:21
#85
Posté 04 mai 2012 - 10:21
Bamford38 wrote...
wizardryforever wrote...
Bamford38 wrote...
How about one where the air turns toxic and starts draining your health? You have to get into a biotic bubble that appears in a random place every time.
It will be a bit like the hacking objective, but if you leave the circle you die.
Maybe to make it harder, the toxic gas blankets everywhere except the bubble. So when youre in it, you cant see any of the enemies until theyre right next to the bubble.
It sounds cool, but I kinda think it's a bit too drastic to be a random event. That sounds like something you'd need to set up a whole new mode for. But of course, my opinion isn't the only one that matters.
Yeah, maybe the idea of a complete blackout is drastic. But the first part would be easy to do.
The way the level looks wont change at all, but you get some sort of warning that the air has turned toxic (like an alarm, or someone telling you over your radio), and of course your health starts going down.
The biotic bubble looks just like the justicars, but maybe a different colour to differenciate it.
That would make it very easy to implament into the current waves.
Make the justicars bubble also work, to allow SOME mobility or alternate firing position (if you have a justicars), remove the smoke, and then maybe.
(edit: fixed WHERE I was inserting my comment
also ... since we're all brainstorming:
Solar Flare Detected: All TC (player, Hunter, Phantom), is on the fritz this wave due to spontaneous increase of extraneous supra-luminal particles.
You Should Have Your Eyesite Checked: Due to Mirrage conditions, accuracy is cut in half for the wave.
Eezo leak Detected: All biotics and tech powers have double damage for the round.
Intelegence got it wrong, fix their mistake: After completing one of the "4" objectives (transmitters, enemies of interest), an extra one (a 5th) pops up.
Inbound Extraction Shuttle Needed to Shake Enemy: In the last 20-30 seconds the team is informed the extraction shuttle came under fire and needed to pull off, and shake an enemy fighter. It will take them another 30 seconds to get to the Extraction Zone. (Alternatively: Move the zone also? Only let them know when the timer has run down to zero and give them a minute to get to a new point?)
Extraction Zone Secured: The shuttle got there early, and dropped off an allied team securing the extraction point (with mounted cannon(s)?), to make sure your team makes it out alive. Same as usual extraction, but with a second team (that may pull in enemy) securing the zone with heavy weapons.
Modifié par DaoFerret, 04 mai 2012 - 10:41 .
#86
Posté 04 mai 2012 - 10:39
#87
Posté 04 mai 2012 - 10:50
Also I don't like the idea of running blind with enemies that can 3 shot us using all hack shooting at us. this "random" event seems only possable as a geth using hunter mode ....comrade8472 wrote...
Bamford38 wrote...
How about one where the air turns toxic and starts draining your health? You have to get into a biotic bubble that appears in a random place every time.
It will be a bit like the hacking objective, but if you leave the circle you die.
Maybe to make it harder, the toxic gas blankets everywhere except the bubble. So when youre in it, you cant see any of the enemies until theyre right next to the bubble.
ever heard of lag?
it really messes up games.
put that in any game hinting at lag before would now be lag central
anything that was lag central before would be now connection to server lost / dc host or why am I over here dead?
if this was implimented all I see is alot of bans being handed out and mabey swat involved
#88
Posté 04 mai 2012 - 11:07
multiplayer mode won`t be available for the next 18 hours.
wait - we had that yesterday, didn`t we ?
#89
Posté 04 mai 2012 - 11:18
#90
Posté 04 mai 2012 - 12:39
#91
Posté 04 mai 2012 - 01:19
#92
Posté 04 mai 2012 - 01:42
#93
Posté 04 mai 2012 - 01:43
#94
Posté 04 mai 2012 - 04:04
Sounds good. The main reason why I didn't really include any extraction ones is because quite a few people don't care about extraction. They'll just die after completing the objective on wave 10. These "tough extraction" events would only make that more likely. There needs to be a bigger incentive to extracting before I can see this being popular.DaoFerret wrote...
also ... since we're all brainstorming:
Solar Flare Detected: All TC (player, Hunter, Phantom), is on the fritz this wave due to spontaneous increase of extraneous supra-luminal particles.
You Should Have Your Eyesite Checked: Due to Mirrage conditions, accuracy is cut in half for the wave.
Eezo leak Detected: All biotics and tech powers have double damage for the round.
Intelegence got it wrong, fix their mistake: After completing one of the "4" objectives (transmitters, enemies of interest), an extra one (a 5th) pops up.
Inbound Extraction Shuttle Needed to Shake Enemy: In the last 20-30 seconds the team is informed the extraction shuttle came under fire and needed to pull off, and shake an enemy fighter. It will take them another 30 seconds to get to the Extraction Zone. (Alternatively: Move the zone also? Only let them know when the timer has run down to zero and give them a minute to get to a new point?)
Extraction Zone Secured: The shuttle got there early, and dropped off an allied team securing the extraction point (with mounted cannon(s)?), to make sure your team makes it out alive. Same as usual extraction, but with a second team (that may pull in enemy) securing the zone with heavy weapons.
#95
Posté 04 mai 2012 - 04:09
#96
Posté 04 mai 2012 - 04:15
Hot Zone: If the enemies are too close to the evacuation zone, the evacuation zone will move to the other side of the map.
Makes the evac a little harder, but also builts up some tension.
Bombardment: A random transmitter appears, which one squad mate can pick up and set up on one location. This generates a small zone, were every enemy in the zone will trigger a bombardment. XP for whole squad, but the attack can hurt the players too.
Good to put up a safe area, though it only works outdoors[Glacier cannot use it]
Modifié par NexusIsaac, 04 mai 2012 - 04:15 .
#97
Posté 04 mai 2012 - 04:18
#98
Posté 04 mai 2012 - 04:21
cakeby wrote...
An objective idea would be to activate 4 different triggers at the same time or within a certain time frame.
A good idea, but you'd have to code it so that it only triggers when you have four people playing. It would also be really easy to fail, since it can't be completed if someone bleeds out or is OHKed.
#99
Posté 04 mai 2012 - 04:33
But I agree that it would imply some work on the coders side and balancing from designers
#100
Posté 04 mai 2012 - 04:43
Communications Failure / Jamming Tower - "The enemy has set up a jamming tower in the area." Mic's are cut off either for the wave, or until the tower is destroyed/deactivated. It would have to include something more than mics being shut off though, as it's already (sadly) a rarity that people communicate. I was thinking possibly turning off the blue highlighter or health signal on allies so you can't see exactly where they are... especially when they need help.
The tower could be 'invisible' and last until the round is over or could actually be a structure/computer than could be shut off by interacting (hack/objective type) or simply destroying. If simply destroying, maybe the enemies spawn at this objective in relatively large numbers (ie. use this spawn only).
Meh





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