#Nemesis System

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sage moss
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People will have a bounty system basically. If they become nemesis of an enemy player, based on basically whoever kills you the most on enemy team. This bounty increases per player.

So let's say JohnF is your nemesis, as well as many other people's nemesis. Now their bounty increases. This will increase spot time of this enemy and other buffs towards the squad/team sorting him out. This with the patch notes for the future including longer TTK will help create more arcade like base game player interactions and create shared obstacles for squads n people without that cold sweaty individuality feeling.

The person targeted will feel like he is being attacked more frequently and focused on, as he should be. Maybe this system can web out into other variants, or other buffs & de-buffs in some way.

(thinking of some more stuff so stay tuned, if this suggestion rocks or sucks lemme know in comments !)

Similar suggestion linked below, but it's more focused on player vs player individuality rather than a balance of sweat vs squads kinda style and won't really be specifically focused on benefiting participating parties with points.. although more akin to a "shared" subconscious goal;

https://discord.com/channels/303681520202285057/1193970239617106132

sterile bane
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so basically Bob's system but automatic?

sage moss
# sterile bane so basically Bob's system but automatic?

Maybe the game already has a built in concept for this 🤔 but I never was aware. What is bob's system? I just searched nemesis, and thought his was similar but the point of it is to make the nemesis feel like a marauder of many and end up feeling affliction towards enemies because of it in a diff way versus a objective orientated person.

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Like its hard to imagine it unless you kinda get how it'd affect the whole game each match, basically the top killers will be hunted not just by players naturally cause they are angry, but because the system underneath promotes them to interact with that player more aggressively.

sterile bane
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Bob's is a community with their own servers. they have an in game currency that you can buy bounties on, and the longer they stay alive and/or kill with it the higher it goes

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sounds similar but yours is automatic

sage moss
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Ahh. Bob's definitely did good with this game concept, although I do believe automatic will balance it better. Especially if it has underlining de-buff & buff logic like longer spot time for nemesis, maybe squad spawning on the nemesis is further out depending on combat timer so it has little debuffs based on bounty thresholds.

Perhaps it also makes it so nemesis have longer capture times, or something along this design for each gamemode. Or different bounty priority based on the specific gamemode. The point of it isn't to just ruin a sweaty players experience, but make it so it causes squads to team up against them intuitively. But maybe its not the best idea.

sage moss
sterile bane
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nah, buffs to teamwork and the like rather than fucking up peoples games is a better idea. the longer spot time could work as it doesn't change too much of the gameplay for a high speed player.

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but otherwise it should be buffs and rewards for stoping the "king" or "Nemisis"

sage moss
sage moss
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To add onto this, might need to be a separate suggestion if not already suggested but more sound effects for different points achieved for various levels of difficulty. With a nice font/ stylized effect for displaying them.

People love that dopamine rush in arcade shooters afterall lol

sterile bane
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sniper elite kill sound could be an idea.

sage moss
runic jetty
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Interesting idea, I like..

sage moss
# runic jetty Interesting idea, I like..

Thank you! (Rip to my last words idea though that was a major blunder in logistics on my part) but this idea I really sat on for quite awhile and took in account a lot of things. I am a amateur indie dev myself (UE5 and LOVE2D) but not use to networking nor large battle based games. Although I have played a lot of battlefield, halo, arma 3 and battlebit. Kinda thought it'd be good for large servers with people that play for various reasons and those reasons have subtle effects on shared goals and afflictions.

sturdy minnow
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Doesn't suit the game at all since you die and respawn over and over in this game, It would be overlooked players wouldn't pay attention to it, just like they do in bobs server.

calm gate
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The nemesis-like systems only really works in games where there are less people in a lobby cause otherwise its basically looking for a needle in a haystack kind of deal otherwise or way to common to have an impact on the game

sage moss
# sturdy minnow Doesn't suit the game at all since you die and respawn over and over in this gam...

This is the point of it being nuanced and not something players have to look for. Opposite of what bobs does. It automatically adjusts spot time debuffs . etc to increase chances for high bounty player to be attacked. Your statement shows you didn't think about what I suggested at all, but fair. Lot of average gamers don't actually understand game design. Took me 10+ years to figure this much out with thousands of hours of feedback from my player base.