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Redeploy ruins strategic gameplay.

Discussion in 'General Discussion' started by Nether, Sep 14, 2016.

  1. I always thought they would use a piece of wargear for redeployment. Like SM could have a Drop Pod beacon. If a player with the beacon is alive, they can activate it temporarily, and any allies dead could choose to pile into the drop pod and respawn at that location. Make it on a cd that persists between deaths, and only selectable by one class of marine, OR have it work like revered classes but change it to where not just you, but your entire team only has limited uses of it per match, so then your entire team has to decide whether it's the best time to use it.

    CSM could have warp tears. Eldar could have webways, and Orks could just drop in from orbit, on fire, lighting cigars from the friction as they do, landing unscathed, because orks.
  2. Video Game =/= Real Life. People have lives and can't always have that kind of time to dedicate to something they want to have fun with.
  3. IoWhite IoWhite Well-Known Member

    FORCING TO PLAY TOGETHER RANDOM PEOPLE TO PLAY TEAMBASED-GAME RUINS THE STRATEGIC GAMEPLAY!
    #SHOCK #TRUTHREVEALED

  4. And there are plenty of video games where fast travel isn't so easy to cheese/exploit and where suicide is a BAD THING.

    Cheese/fast travel via redeploy < less exploitable system for redeploy.
  5. Nether Nether Master

    What does this have to do with life and time?

    This won't affect those. It's pretty simple, squad deploys, you all meet up and then go pound face in your bads unit of death dealers.

    Game duration isn't going to change with this, but it does mean you will see more of the map than just spawning between a, b, c ext. If you were for open world then this is all for that.
  6. Orkan Orkan Arkhona Vanguard

    Exactly and teamplay involved in utilising transports to their full potential as actual tranports to and from spawn locations can only help to enrich gameplay and lead to a fuller battlefield experience. Something battletanks could also be more useful in.
    Nether and Dunedhel like this.
  7. Briegrhui Dunedhel Active Member

    Agreed, I think its important to note that while most of us have made our peace it with the lobby shooter nature of what is still a fun game, changes like this would go along way towards blurring the lines toward a more RPG immersive world. Having that instant pop in deployment mechanic really reinforces the arena shooter run and gun cause who care mentality and trough that gameplay. People still span transports then jet off before people can get in them and well be transported, using them like personal vehicles and for their individual respawn needs.

    Tweaking the respawn mechanic could be used to reinforce the coop nature of the game as well as increase the feeling of an immersive war shooter. Making vehicles matter as transports rather than moblie spawn points makes allot of sense and shifting the mobile spawn option to wargear or equipment makes it a player side tactical choice. It would give weight to keeping your teammates alive, being coordinated and playing as a group. Even having vehicle usage as a unlock or advancement point skill would mean that each vehicle meant more overall and really start to form squad /specialization organization organically within the game.

    Personally I think that allowing people to just pop in on objective is a bad design choice for at tactical game that encourages individual play and zerg tactics. Moreover it actually ends up discouraging team play becasue there's an urgency to rush into the objective before the next round of spawns rather then waiting to reform your squad or ad hock group. People are encouraged to drip feed into objectives becasue there's no reason,in terms of efficacy and point distribution, not too and every reason to rush back to get that one surviving guy from the last zerg) versus the comparative bordedom of waiting to gather a group with the right comp etc. ( this isnt arma 2 it shouldn't be a parade ground simulator with moving over terrain drill features). I think it also onfluence individual play in that people are willing to play more recklessly overall. Charging around wildly swinging has less penalty becasue you can just respawn( the only penalty being seconds of down time), Tking whether for the finishing bonus or uncontrolled shooting into melee to snake a kill or get some assits pts. is fine becasue you don't lose anything if they die, they just respawn.

    Design influences behavior as much as behavior influences design if BE wants to push toward a more immersive tactical game they should start making design decision that support that rather then just "porting" stale lobby shooter mechanics.
    KaelaMenshaKhaine, Nether and Orkan like this.
  8. Orkan Orkan Arkhona Vanguard



    That may be old footage but @Dunedhel that was an awesome post.

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