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Long Term gameplay

Got a great new idea for the game?

Long Term gameplay

Postby Articsledder » Fri Jun 08, 2012 9:30 pm

Today on the IRC ben said he wished their was a way to have longer-term gameplay so a single game/battle could occur over multiple sessions. I fully agree with this, as it seems when a game is more long term people work together more.

A good example is Minecraft SMP. There you have a map that is guaranteed to be around for a while so you have motivation to stick around and maintain an area. In Aos forts usually have to be very large to have any sentimental value to the team, otherwise no one cares because they know the map will be gone soon anyways. If the game is lasting longer then people would be more interested in keeping a fort alive if they know it has a chance of staying for a while.

The question is how do we extend gameplay without ruining the game. Feel free to discuss ideas on how in this thread

I think these might be some good ways.

-Longer Capture times (In TC). Right now it is pretty easy to blitzkrieg right through a game of TC if you can gather 2-3 people. We either need a larger minimum number of people to capture or increase capture time from 20 or so seconds to several minutes with a single defender being able to freeze the capture. This way the attacking team would need to be able to ensure they have control over the region before finishing the capture. Often in TC right after a tent is captured it is taken right back because the attacking team didn't clear the whole area.

-Make player blocks stronger to bullets, and terrain more resistant to grenades (at least at the surface). Right now it is easy to just blow down a structure with an SMG, or create a large area of craters with grenades. Many people agree buildings should be more resistant to the SMG.

With grenades the issue is a contested area like a CP, intel, or fort can quickly become surrounded by craters. With both RPG's and Mortars expected to be coming the 3 combined would make a mess. So Grenades can continue to be useful on buildings, while Mortars and possibly RPG's would become the weapon of choice for taking out terrain.
This would apply only to the surface blocks, once a crater is formed grenades could more easily puncture the ground so they are still useful against hillside bunkers.

As you can see my ideas only really apply to TC, anyone have ideas for other gamemodes?
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Re: Long Term gameplay

Postby Wambotrot » Sat Jun 09, 2012 5:24 am

Yeah, blocks should be much stronger against everything. Building isn't even that useful because somebody can mow your whole fort down in 5 seconds. You can also tunnel way too fast. Once you get a tunnel from your tent to the objective, the game is usually over pretty quick.
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Re: Long Term gameplay

Postby bobbotheclown » Sat Jun 09, 2012 10:33 am

I fully agree with this. the thing is TC needs to get played a crap ton more for it to work.
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Re: Long Term gameplay

Postby scarfacemperor » Sat Jun 09, 2012 11:08 am

TOW is an epic version of TC, just replace TC by TOW for all servers.
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Re: Long Term gameplay

Postby Articsledder » Sat Jun 09, 2012 1:32 pm

scarfacemperor wrote:TOW is an epic version of TC, just replace TC by TOW for all servers.


TOW has issues spawning tents however and it is nice to flank the other team to some extent. I just wish the rear CP's were locked down.
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