People have been requesting a more elaborate extractions in the terms of visuals and spectacle but what really bugs me is how they fundamentally work at the moment.
A timed defense is boring & disregardful of player skill as well as being rather static in how it plays out. Enemies precognitively path find to the player in their attempts to shoot him down and utilize no tactics at all. It’s a meat grinder of merx till the clock hits 0 at which point even if the player was fighting for his life and was actively being shot at, the mission ends and everything grinds to a halt.
A suggestion I’ve seen flying around was to switch the current system from timed to wave like kill-count based defense. I’d like to present the potential benefits of this system over the current one.
Waves/kills are much more immersive over any background timer, if the location is conquered so to speak, it is reasonable to expect proper support to then extract the player.
Current timer-based system tends to overwhelm the struggling players whilst being a boring frag competition between those that are competent at the game. A kill-count/wave oriented system would only progress as fast as the player in charge of defending themselves meaning that it would reward fast and deadly whilst respecting slow and steady. It would also self balance itself to not overwhelm the struggling players.
Waves could be customizable for the developer, giving the opportunity for programming interesting enemy spawns and waves to better engage the player resulting in ultimately more fun and enjoyment from fighting the opposing force.
If possible, a change such as this could be tested in the newly introduced beta-branch to gather relevant feedback on the matter. I believe that this would significantly improve the game experience if implemented properly as extractions make up a rather large portion of Rogue Point gameplay.
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10 days ago

elire01
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elire01
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