#Mission: Forced use on-foot Anti-Ship Weapons

72 messages ยท Page 1 of 1 (latest)

sage tartan
#

A lot of players dont use the Anti-Ship weapons and just go straight for combat/Dog fight.

So this is just my suggestion: Have Iris park somewhere to investigate some sort of wreckage that uses "ALL of the ship's power"

The map has some Anti ship weapons deployed under Iris's hacking of the Ruins. This would create a scenario where players need to defend the ship using the on-foot anti-ship weapons

frank compass
#

Forcing players into a particular playstyle usually isn't a good idea, and this one is no exception to that rule.

digital osprey
# frank compass Forcing players into a particular playstyle usually isn't a good idea, and this ...

disagree, this would pose an interesting challenge, especially if there are Still multiple ways to deal with it, just taking away a few of your most used options and forcing you to diversify
"forcing players into a particular playstyle" is a bad idea, yes, but letting players handle Any challenge in Any way is also not a good idea because then you can just do everything the same way over and over again.

frank compass
digital osprey
#

"Given the opportunity, players will optimize the fun out of a game" it often doesnt matter what's the most fun it matters what works well, if the best way to win is boring people will do that 90% of the time, its the developers job to make sure the best way to win is Not boring but Also that other ways to play are also fun and viable, players may never Try other strategies if there arent situations that force them into them.

aside from that "if the players are having fun, don't get in their way." isn't even a valid rule because if that was actually a cardinal rule of game design, you shouldnt even have anything like a death mechanic. Why would the player be able to take damage, thats just getting in the way of them winning. A game should provide interesting challenges to a player, and if you can "win" at the game by doing the same thing over and over again when there are a lot of different and interesting ways to play, not having parts of the game that nudge (or sometimes force) a player into those is a shame.

frank compass
# digital osprey "Given the opportunity, players will optimize the fun out of a game" it often do...

You're really reaching with both your paragraphs there. Death mechanics are bone-stock gameplay, because some element of risk is integral to good gameplay. Your argument there is a non-sequitor.

As for the other quote about optimizing the fun away, you're using that out of context. If on-foot weapons as anti-ship weaponry is fun, it'll emerge naturally as part of emergent gameplay. There's absolutely no need to force it - just provide valid options and let players do it themselves. In fact, we already have the option in the form of an artifact. I'd be willing to bet the vast majority of players never use that artifact because it just isn't fun as compared to flying the ship around.

sage tartan
#

well I can say your argument is valid.

Just that there is the battery and cargo mission

frank compass
# sage tartan well I can say your argument is valid. Just that there is the battery and cargo...

Can't really speak to the battery mission type (because I'm not aware of any way to eliminate the radiation issue), but for the cargo mission, players are already figuring out ways to "parkour" their way around the map to eliminate the arbitrary slowdown from carrying the "cargo" boxes. Why is it I can carry a box full of presumably heavy munitions at full speed, but I can't carry a box of Top Ramen anything faster than a crawl? ๐Ÿ˜‚

sage tartan
#

the signal jammer battery

frank compass
# sage tartan the signal jammer battery

There's only two battery mission types I can think of off the top of my head:

Radioactive batteries collected by flying around to different objectives <--- this is what I thought you meant
Unlock the door batteries collected entirely within a single on-foot map

sage tartan
#

yeah...that mission is as easy as "Collecting scrap"

#

Unlock the door battery needs parkour sure. but i think that is the Necessary thing cause otherwise you get pinned down easily. you are forced to learn advanced tech to deal it faster OR

Just drop the battery and shoot, delays time but gets the job done. you are still forced to do both actions

digital osprey
#

besides i dont think a mission type that makes you play a certain way is a problem in a game where you can pick which missions you play, you could even let the player Choose to use the ship during said analysis (or whatever the mechanic is, but i do like Tyrions original suggestion) but it'll just make it take longer, like the heavy cargo or the radiation.

sage tartan
#

well tbh, just defend it against 2-3 waves should be enough. then go back to the ship for 1 more dogfight.

#

most likely 2

#

you already have a mission to force you to use those weapons. why not just make a mission to make the best of it

digital osprey
frank compass
digital osprey
#

yes, considering the scope of this mission idea is fairly large (go here to analyse this site, or whatever) it would make sense for this to be a primary objective

sage tartan
#

well not really. it like Eulif's input that it should be short if its mandatory, hence i said "2-3 waves"

#

sides, if you focus on RPG on that mission, its easy to finish 2-3 waves

digital osprey
#

if its a primary mission it wouldnt be mandatory cause you could just pick another mission. also helldivers has a defense mission style and thats some of the most hecticly fun gameplay ive had in that game, which is normally a more open map with objectives on it (like this game) a mission type that makes you hunker down and Really defend something from a bunch of enemies, on foot so the Scale just feels bigger, but giving you the tools to actually deal with enemy aircraft despite that, could be fun.

cinder ridge
#

More is more
Idk what 1 mission that takes you from doing the same thing over and over

#

can be so detrimental to a playstyle

#

its not like its coming up like 2-3 times

frank compass
frank compass
cinder ridge
#

it can easily be put into the asteriod storm category

digital osprey
#

im not saying it should be Like helldiver's defense mission because this game plays quite differently, im just using it as an example of a game (i could name more) where the gameplay is normally quite free and open, but it forces you into a situation where you have to stay in one spot for a while and really defend can be Really fun

frank compass
cinder ridge
#

Not the random event

digital osprey
#

that said i fully understand your concerns, i just think its a neat idea (:

cinder ridge
#

the actual mission where you have to gather data in a circle or some shit

frank compass
cinder ridge
#

yeah its still once per run if even that

spice cliff
cinder ridge
#

brother you cant shake things up for 1 time? craazy

frank compass
digital osprey
#

its. really not

cinder ridge
#

its really not

digital osprey
#

you cant just say something is objectively bad game design

sage tartan
digital osprey
#

and then tumbs down everyone who disagrees with you

cinder ridge
#

it would be bad game design if it was every mission in out

cinder ridge
frank compass
sage tartan
#

well this can fall into that category

cinder ridge
#

yea

#

exactly my point, as long as you arent encountering 2-3 times a run its whatever

sage tartan
#

well with the amount of Sector missions we have. dont think you're gonna meet a dupe mission

frank compass
digital osprey
#

warframe has a bunch of mission types that make you play in certain ways and while i hear a lot of people say that they like one more than the other, nobody can Agree on which one they like the most, and people tend to like one of the specific modes more than the generic modes that let you do whatever you want. variety is the spice of life

cinder ridge
sage tartan
cinder ridge
digital osprey
#

also i 100% think this should be a primary objective because part of the charm would be that its a bigger event, and having it as a random node would just be another "do this thing and shoot enemies for x waves" thing

frank compass
#

Jammers are just the macguffin that prevents you from jumping to the next sector right away. That's why there's like (4) different types - they need something lore/story/gameplay to keep you from just jump-jump-jump-jumping straight to the primary node.

sage tartan
#

well it's outer space where a lot of the resistance are cornered. You'd obviously expect a lot of jammers

cinder ridge
#

either works
More is just ..more

#

if its a primary W, if you see it once per 1 hour run every 5 runs also W

#

just adds variety without being too intrusive

frank compass
#

I'll repeat myself:

If on-foot weapons as anti-ship weaponry is fun, it'll emerge naturally as part of emergent gameplay. There's absolutely no need to force it - just provide valid options and let players do it themselves. In fact, we already have the option in the form of an artifact. I'd be willing to bet the vast majority of players never use that artifact because it just isn't fun as compared to flying the ship around.

cinder ridge
#

we can go around in circles all day

frank compass
#

Even if the on-foot weapons were faster (more damage, maybe even extra bonuses like lock-on missiles, etc.), I'd still be willing to bet that players would continue to choose flying the ship around.

sage tartan
#

well I guess this suggestion is as good as dead if this is quite heated

cinder ridge
#

i still maintain with that frequency or if you just get to straight up prepare for it as a end mission objective, its perfectly reasonable to put more emphasis on certain things more than the classic

Ship > ground > ship

digital osprey
#

i think the consensus is that this is at least an interesting idea but care should be put into not making the implementation anoying or frustrating

frank compass