What if reviving was different
#1
Posté 26 août 2013 - 04:22
You could have ten Gels and could be revived after stomps/Syncs but :
No auto revive between waves
If you bleed out you are out for the rest of the match
If stomped or Synced you could only be revived by someone else no self Gelling.
You stop earning credits at the point you die.
Would that in your opinion made players work harder rather than rely on a better player to carry the match.
Only downside of it that I can see would be if the host is downed early and isn't going to get credits there's no incentive not to quit.
#2
Posté 26 août 2013 - 04:24
Modifié par IMaster757, 26 août 2013 - 04:24 .
#3
Posté 26 août 2013 - 04:25
But what you say couldn't work... If someone bleeds out and doesn't earn any cedits after he dies, then you can bet your house he will disconnect... and then? Someone new can get in ? do you lock the game? 25% change the host dies -> "host disconnect" thanks but no thanks.
I see holes in your design.
Modifié par Kirchroa Alaaf, 26 août 2013 - 04:30 .
#4
Posté 26 août 2013 - 04:28
#5
Posté 26 août 2013 - 04:31
#6
Posté 26 août 2013 - 04:40
sabreracer wrote...
What would you think if for next time the Gel/Revive mechanic was changed.
You could have ten Gels and could be revived after stomps/Syncs but :
No auto revive between waves
If you bleed out you are out for the rest of the match
If stomped or Synced you could only be revived by someone else no self Gelling.
You stop earning credits at the point you die.
Would that in your opinion made players work harder rather than rely on a better player to carry the match.
Only downside of it that I can see would be if the host is downed early and isn't going to get credits there's no incentive not to quit.
Incure a credit deduction for leaving the match early. Lose all your credits and however much it took to haul the stupid Puggernaut here.
This might be a good idea for a "Hardcore" variant of the MP, but not for the larger MP.
#7
Posté 26 août 2013 - 04:49
#8
Posté 26 août 2013 - 05:04
#9
Posté 26 août 2013 - 05:05
#10
Posté 26 août 2013 - 05:13
#11
Posté 26 août 2013 - 05:29
Infinite time.
#12
Posté 26 août 2013 - 05:35
Simba501 wrote...
I'd make one change to the revive system.
Infinite time.
Pretty much this. What would be cool is if you gel right before the foot hits you, your character should take the enemies foot, trip him, and curb stomp his face in. Kinda like the husks/abominations. Would look pretty damn cool.
#13
Posté 26 août 2013 - 06:33
#14
Posté 26 août 2013 - 06:47
#15
Posté 26 août 2013 - 06:50
Reviving wrote...
How about every time you get revived or gel you permanently lose a bar of health?
It'd be like playing Platinum normally... Also I'm disappointed: when I saw "Reviving posted in the topic "What if reviving was different"" I was expecting something... more.
#16
Posté 26 août 2013 - 06:51
#17
Posté 26 août 2013 - 07:10
The Krauser wrote...
Simba501 wrote...
I'd make one change to the revive system.
Infinite time.
Pretty much this. What would be cool is if you gel right before the foot hits you, your character should take the enemies foot, trip him, and curb stomp his face in. Kinda like the husks/abominations. Would look pretty damn cool.
That'd be awesome.
I also forgot to mention that I'd rather executions not be possible, though I think it was implied. Enhanced AI would be cool to accompany this. Imagine a Marauder or Phantom camping near the downed teammate. You'd essentially have to engage this enemy or take your chances going straight for the revive.
#18
Posté 26 août 2013 - 07:13
Simba501 wrote...
That'd be awesome.
I also forgot to mention that I'd rather executions not be possible, though I think it was implied. Enhanced AI would be cool to accompany this. Imagine a Marauder or Phantom camping near the downed teammate. You'd essentially have to engage this enemy or take your chances going straight for the revive.
I don't have to imagine. They already do.
#19
Posté 26 août 2013 - 07:19
#20
Posté 26 août 2013 - 07:32
yayy.....now pugs have a reason not to revivecapn233 wrote...
What if you had to use your own medigel to revive someone?
Modifié par Nik6454, 26 août 2013 - 07:34 .
#21
Posté 26 août 2013 - 07:33
#22
Posté 26 août 2013 - 07:38
1. Remove time limit on revives and eliminate sync kills (neither add anything remotely fun to the game).
2. Change medigel to an equipable gear or consumable and eliminate medigel as standard equipment.
3. Give selected classes and/or characters increased capacity when equiping medigel, and give them customizable bonuses to revive capability. For instance, maybe the standard character revives another player to only half shields/health, while some are able to revive teammates to full shields/health, or provide a longer period of invulnerability, damage boost, etc.
4. Give extra points, XP, credits, etc. for revives.
edit: 5. Total match credits decrease by a percentage with each minute, as some incentive to revive people and get done quicker.
Modifié par RedLens37, 26 août 2013 - 07:44 .
#23
Posté 26 août 2013 - 07:48
RedLens37 wrote...
Yes, reviving could be different. But instead of your way, I would do something like:
1. Remove time limit on revives and eliminate sync kills (neither add anything remotely fun to the game).
2. Change medigel to an equipable gear or consumable and eliminate medigel as standard equipment.
3. Give selected classes and/or characters increased capacity when equiping medigel, and give them customizable bonuses to revive capability. For instance, maybe the standard character revives another player to only half shields/health, while some are able to revive teammates to full shields/health, or provide a longer period of invulnerability, damage boost, etc.
4. Give extra points, XP, credits, etc. for revives.
edit: 5. Total match credits decrease by a percentage with each minute, as some incentive to revive people and get done quicker.
Everything sounds great, except number two. Wtf, no.
#24
Posté 26 août 2013 - 07:51
Simba501 wrote...
RedLens37 wrote...
Yes, reviving could be different. But instead of your way, I would do something like:
1. Remove time limit on revives and eliminate sync kills (neither add anything remotely fun to the game).
2. Change medigel to an equipable gear or consumable and eliminate medigel as standard equipment.
3. Give selected classes and/or characters increased capacity when equiping medigel, and give them customizable bonuses to revive capability. For instance, maybe the standard character revives another player to only half shields/health, while some are able to revive teammates to full shields/health, or provide a longer period of invulnerability, damage boost, etc.
4. Give extra points, XP, credits, etc. for revives.
edit: 5. Total match credits decrease by a percentage with each minute, as some incentive to revive people and get done quicker.
Everything sounds great, except number two. Wtf, no.
I like things that add distinct choices and increase the co-op aspects of the game. Want to play solo? Fine, but you'll probably need to use a slot for medigel. Playing with a Volus shield-boosting, gel carrying medic on your team? No need to waste a slot for medigel.
#25
Posté 26 août 2013 - 08:34
They would have an incentive NOT to bleed out and if Sync'd or stamped there would be a chance for someone to revive them.
Or maybe be able to revive from a distance like SP using their Gel. Use it or we'll use it for you
Maybe it would only be at higher difficulty levels or selectable in the host settings.
Just as many other games have server rules for game types. If it was selectable in the game quick search it might keep the leechers out of your lobbies.
Modifié par sabreracer, 26 août 2013 - 08:36 .





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