Don't know how this is going to fly but...
A three-way split on gametypes. One for full-objectives (Every round you have Pizza etc.) that of course give you large chunks of credits depending on how quickly you complete the objectives. So, if it takes you a long time to get the objective done your amount of credits at the end drops off considerably and the same if you aren't hacking/carrying or assisting those who are. That way it keeps people from just skimming on it while others play the objective. One for straight slaying where there are no objectives and there is a set amount of credits at the end based on completion time and difficulty (sub-20 gives maximum, 20-25 is moderate, 25-30 less, 30+ least). There is only one wave with a short interval for which the clock stops during which you can pick up ammo or drop mines but after that it's grinding through 'till the next intermission. Lastly, a combination of the two which draws on both completion time and speed of objective completion to determine how many credits you get. Like ME2Multi now but with a bit more emphasis on speed.
After that comes the logical (in my head) evolution of some powers towards playing the objective. For example Engineers being able to have a defense drone evolved to speed up hack times at the expense of being very fragile for the hack time, tank classes being able to aggro enemies more easily during pizza runs so they can keep the heat off (I guess like Carnage but with a flash effect that temporarily draws attention but enemies are unaffected by again for a certain time to prevent flash-locking). Stuff like that.





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