New Game Mode: Suicide Mission (Now with Hardcore difficulty and normal difficulty)
#51
Posté 16 août 2012 - 03:47
#52
Posté 16 août 2012 - 03:53
#53
Posté 16 août 2012 - 04:03
Modifié par saecula, 16 août 2012 - 04:05 .
#54
Posté 16 août 2012 - 04:17
Modifié par GreyReaver, 16 août 2012 - 04:18 .
#55
Posté 16 août 2012 - 04:18
Mondhase wrote...
Humming wrote...
Good idea, except the idea of permadeath. Would suck to have a good team, but you do a stupid thing on wave 1. Then you can go and watch TV and wait for the rest of the team to finish the game.
I realize that this would make it much easier to survive 'forever'. Perhaps it will cost you a medpack to get back?
I was just about to add this. If you die in regular MP you just have to wait a few minutes max to get back into the game, but here it could take forever. Maybe instead of staying dead and getting all the credits once the game is over, remove the dead person from the match and just give them the credits and experience that they have earned so far. Harsh, but it's a suicide mission and I'd vastly prefer it to having to sit and wait for an hour for the others to finish the game.
No one else gets added of course, so the experience stays the same for the remaining players.
No ammo boxes is a good idea, too, but instead of having the players run out of ammo at some point, which is rather unfair if you compare a soldier to a Fury, Justicar or AA, maybe have some of the enemies drop clips like in SP. Not all of them and only when it makes sense (a brute or husk wouldn't be carrying ammo obviously), but it would add a certain realism and still be less reliable than infinite ammo boxes.
Also, as the 'price' for playing this suicide mission seems to be that the character class gets promoted after the match, maybe there should be only lvl 20 characters allowed to play at all. And you only unlock the mode once you have leveled all you classes to 20 at least once.
Good idea, I've added the part about leaving the match to receive your credits and experience once you are perma-dead. You can opt out at any time, though some people might be interested in watching how their team does.
I've also added in details of every new area after an Epic Objective Round (ending in the last area after Epic Objective Round 4).
I've also changed the rule about medi-gel and reviving other players.
#56
Posté 16 août 2012 - 04:20
saecula wrote...
Limited ammo will simply make everybody play biotics, n7 shadow or n7 demolisher. This serves no purpose except to exclude soldiers or other weapon-dependant characters.
Don't forget melee Geth/Krogans
On a side note, I remember when on the final of SP prologue instead of burning through ammo to activate the "rescue" event, I spammed pull for a few minutes until I grew bored, hilarious.
Modifié par Deitar, 16 août 2012 - 04:26 .
#57
Posté 16 août 2012 - 04:21
#58
Posté 16 août 2012 - 04:24
#59
Posté 16 août 2012 - 04:40
#60
Posté 16 août 2012 - 04:55
And if that is what everyone wants do you think it should be the new way that anyone promotes a character? Something that you have to go through if you want to promote?
#61
Posté 16 août 2012 - 05:04
#62
Posté 16 août 2012 - 05:09
#63
Posté 16 août 2012 - 05:09
#64
Posté 16 août 2012 - 05:12
#65
Posté 16 août 2012 - 05:16
#66
Posté 16 août 2012 - 05:46
SSPBOURNE wrote...
I like this. But the player limit should be more than 4. How about 10 at a time?
Ten players at a time would probably be too much and require too much custom coding.
In these suicide missions you are meant to have a feeling of the hopelessness of your situation while also the impression that you're following in Shepard's footsteps and becoming a war hero in your own right. You are part of an elite team that has chosen to give up your own future to make sure that the galaxy has a better chance for one. Every enemy that you take down, every objective that you complete brings you one step closer to actually making a difference.
I have added new ending details and a 5% chance for every ammunition drop that you will instead get a single missile launcher at that location.
#67
Posté 16 août 2012 - 05:48
Maybe 6?
#68
Posté 16 août 2012 - 06:43
saecula wrote...
Limited ammo will simply make everybody play biotics, n7 shadow or n7 demolisher. This serves no purpose except to exclude soldiers or other weapon-dependant characters.
Limited ammo is just to make the game mode a bit more difficult. You have ammo cases, but only on evenly numbered rounds.
Non-caster classes would have a serious advantage in defense. They would just need to conserve their ammunition and choose their shots. Working as a team on this mode would be paramount.
#69
Posté 16 août 2012 - 07:04
This is heading in the right direction. If only BW would actually do it...
#70
Posté 16 août 2012 - 09:08
#71
Posté 16 août 2012 - 11:46
Modifié par Skunktrain, 16 août 2012 - 11:46 .
#72
Posté 16 août 2012 - 11:55
#73
Posté 17 août 2012 - 12:12
It's also ridiculously long. The time it would take to do this could be put elsewhere.
I'd prefer a normal horde mode on the current maps with special restrictions. Any new game mode should also be playable on the current maps to give the game more variety. A regular horde mode where you last as long as impossible is the easiest.
I've mentioned a dark mode where you would make all blacks pitch black, characters use alliance marine skins, no powers can be used, and your main enemies are husks, brutes, and special husks.
#74
Posté 17 août 2012 - 12:20
#75
Posté 17 août 2012 - 12:37





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