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Dynamically expanding maps


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22 réponses à ce sujet

#1
Tokenusername

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We all know that from a lore standpoint, most objectives don't make sense. I mean really, why is a single husk a high value target? From a gameplay standpoint, they exist pretty much for two reasons; first to break up the monotony, and second to prevent long term camping. Other than this, they serve no purpose except to ruin solos. (I suppose that they also serve as a wave marker for most people as well) I'd be interesting if for ME4 they made objectives waves have a greater impact on gameplay than just "Go here and push a button".

 

Imagine if most maps started off in an area around the size of glacier. After the completion of each objective, a larger portion of the map becomes accessible, adding to the size of the playable area. There could be a few different areas of the map locked out (ideally more areas than objective waves) and one of them is randomly selected to open after the objective is done. As the map becomes larger the enemy cap increases to compensate, ending the match with a large map with tons of enemies. Since as I said there would ideally be more areas to a map than can be opened in one match, every game on the same map could potentially be different. It could also kind of make you want to complete objectives rather than just feeling you have to, since you are given an immediate reward for doing so.

 

Thoughts?


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#2
Jeremiah12LGeek

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Warframe.

 

EDIT: Which, if combined with ME 3 lore, would probably be a rewarding experience.


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#3
Tokenusername

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Warframe.

 

EDIT: Which, if combined with ME 3 lore, would probably be a rewarding experience.

Been a long time since I player Warframe. Last I played their horde mode was just run around the room shooting guys until those freaking balls get stuck inside the generator where you can't hit them.



#4
TheShadyEngineer

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Just to clarify, when a new area of the map opens can enemies spawn in the old area are that the team already secured or just in the new unlocked area?



#5
TopTrog

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Sounds like a good idea to me, adding more variety.

#6
Tokenusername

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Just to clarify, when a new area of the map opens can enemies spawn in the old area are that the team already secured or just in the new unlocked area?

I was afraid that might not have been clear. My idea was rather that the map continually increases in size. Each new area is added to the existing play area. You're not just moving to a bigger area, you are getting more places to go in the same area. This may not be a great comparison since I don't really have a lot of experience with it, but the zombie modes in CoD had a similar system where you could make the map bigger by spending points to open doors to new areas.



#7
coldflame

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Would be awesome if they also have something like a random map generator, so you get a different map layout and different paths each time. However, some people might prefer a more fixed map with predictable expansion. Just some ideas.



#8
TheShadyEngineer

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TL;DR: I like the idea but it doesn't deal with objectives not being fun.

 

I like the idea as an alternative to the objectives we have at the moment but it seems like a band-aid solution. Objectives would still feel like a burden or a "thing" you have to do to not loose the game or get to the next level. I think a good idea would be to make objectives the center of gameplay instead of an obstruction.

 

Example: A squad is dropped to FB Giant with one objective- destroy a hostile warship that's currently in orbit with the anti-ship cannons. Then give multiple ways to  approach and achieve that. Say one way would be holding the second floor to hack the cannons (hack objective) and pick up random power cells around the map and bring them to the cannons (pizza objective) to boost their fire rate/damage. Say it takes 20 minutes for the cannons to destroy the warship with at least one person in the hack and every power cell brings the time down by 20-30 seconds. Or for those who like the current running and gunning horde mode, after 10 waves the enemy defenders are defeated and the squad can extract knowing that the cannons will eventually finish off the warship and enemy ground units won't retake it.

 

It might be a bit of a lame description but that's why I am not designing video games  :P  and I'm sure BioWare can improve on that. Point is, with matches set up this way there is something for everybody- you like stationary sniping or playing support? Hold the hack. You like going behind enemy lines and being stealthy? Get the power cells. Like running and gunning? Do that. Whatever you're doing is benefiting the team in achieving the one true objective. 



#9
chcknwng

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I was afraid that might not have been clear. My idea was rather that the map continually increases in size. Each new area is added to the existing play area. You're not just moving to a bigger area, you are getting more places to go in the same area. This may not be a great comparison since I don't really have a lot of experience with it, but the zombie modes in CoD had a similar system where you could make the map bigger by spending points to open doors to new areas.

 

Dunno when you played it last, but I never had that happen to me. But what you have proposed is very similar to what Warframe has at the moment, and I think it's a good idea. I like their system of changing objective as well. In the middle of rescue your mission type could change to exterminate, and it's fun. I would also want something like Survival, or Defense, level 100 Geth Primes, yeah.

 

The main bottleneck with ME3 now is that 8 enemies on the field is a joke. You don't even need a good team to dominate the enemy and make the game boring. Not saying the current horde mode is the solution, since it's more for lulz. But if there is a way to increase the spawn to 12, or 14, and split them, it would make the game much more challenging and fun.

 

The gripe I had with warframe is end game. I know end game for lots of RPGs sucks, But for Warframe there is no end game to speak of at al. Once you forma a weapon 5 times it is so grossly overpowered it makes Reegar look underpowered in comparison. This and an even worse (arguably) RNG than ME3.  I know something who have played like 1k hours and still don't have Despair. (Detron, Brakk, anyone?)



#10
Caineghis2500

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I notice very few people talking about ideas concerning the next MP. I guess talking about the same regurgitated circulation of topics are preferred.

OT: I like this idea. More variety would be great.

#11
me0120

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 level 100 Geth Primes, yeah.

 

Heathen!



#12
Lady Abstract

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Bump

#13
millahnna

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I notice very few people talking about ideas concerning the next MP. I guess talking about the same regurgitated circulation of topics are preferred.

OT: I like this idea. More variety would be great.

 

There's at least a thread a day that repeats the same stuff (just like in the balance change days) on this topic: better netcode, more game modes, and to PvP or not to PvP are repeat topics in such threads. 

 

That said, we can really only guess and speculate based on what we know of ME3 so it's no wonder a lot of ideas are thrown out that have more to do with this game.  I'm sure a lot of us, myself included, are hoping that some of the improvements we'd have made to ME3MP if we were in charge will get considered for the next ME game's MP. 

 

And with that thought in mind... stackable equipment and melee/grenade gear. Biowr pls.

 

I really dig this maps idea.  I think the reason I liked the changes to White so much was just opening up an existant map.  And when I glitch out in a game freeze I frequently look over ledges wishing I could go that way. 



#14
Catastrophy

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I notice very few people talking about ideas concerning the next MP. I guess talking about the same regurgitated circulation of topics are preferred.

OT: I like this idea. More variety would be great.

Use search and find out about the ideas. The key is to have new ones.



#15
FuriousFelicia

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I Had a similar idea where the maps are not round arena type but you start in one place and progress forward never going back to the start again. Kinda like some SP missions. But your idea is cool too.

#16
BIGGLESBY

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The more you play with it, the bigger it gets?


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#17
Tokenusername

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The more you play with it, the bigger it gets?

Well, if you want to solo. It usually goes faster if you have some help.



#18
Cyonan

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It would be interesting to see if they could get a good amount of variety to the expansion rooms.

 

In Warframe maps ultimately end up feeling like the same half a dozen or so rooms copy pasted one after the other. It's not terribly interesting to run into the same room 3 or 4 times in one mission.


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#19
Tokenusername

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In Warframe maps ultimately end up feeling like the same half a dozen or so rooms copy pasted one after the other.

That's because they are.



#20
crashsuit

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Flipping the OP idea would work too. Have a map located in an unstable area, and each round a bit of the map falls off, forcing people into closer and closer quarters.
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#21
Tokenusername

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Flipping the OP idea would work too. Have a map located in an unstable area, and each round a bit of the map falls off, forcing people into closer and closer quarters.

I'd find that counter-intuitive. Restricting the player's freedom is not usually a good idea, unless you're specifically trying to challenge them.



#22
millahnna

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Could be an interesting mode or alternate extraction wave idea, though (I've always thought it would be cool if something about extraction changed up periodically, different landing zones, a hazard, something). 



#23
Catastrophy

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Flipping the OP idea would work too. Have a map located in an unstable area, and each round a bit of the map falls off, forcing people into closer and closer quarters.

While this might look great, I'd rather go with "Oh, god no!" Reminds me about the "great idea" one of my friendlist had and suggested to go and camp the little room on Glacier back then.

I enjoy moving about, I need to breathe. If you take away space to stand on you better introduce a new degree of freedom and relieve me of being glued to this single plane. Like wall-running. And zero-g combat!