jhenderson
Member
- Joined
- Feb 9, 2022
- Messages
- 15
- Thread Author
- #1
hi
a lot of the community took part in a play test on 2/11/2022 on the dev server, both S2K and TBC were tried out independently, i think largely the players think that TBC does not work for groups larger than 8 players - or that it's extremely unfun and slow, ive composed a list of suggestions or thought processes that should be taken into consideration
TBC currently is painfully slow and annoying, yes combine are badly unbalanced in S2K, but when they're incredibly outnumbered it's actually a fair fight. TBC for small fights, S2K for large.
3. more staff interventions in TBC - staff should be able to manually kick out individual players who are stuck in TBC due to bugs. staff should be able to manually create and designate TBC groups during large engagements to split up the action. it's more fun that way but honestly just use S2K in 8+ player encounters. use organized squad or platoon elements during planned TBC fights to designate different attack points or objectives so that several different TBC fights are occuring simultaneously independently of one another, that might sound very CombineControl of me to say but it's more fun for everyone if combat in general is more organized on both ends and at the end of the day it has to be driven by staff, the average player is simply too unreliable to launch more elaborate coordination than yelling at each other over discord voice chat.
consider all of my suggestions independently of each other, tbh i feel like i put this thread in the wrogn place, move it if it is.
a lot of the community took part in a play test on 2/11/2022 on the dev server, both S2K and TBC were tried out independently, i think largely the players think that TBC does not work for groups larger than 8 players - or that it's extremely unfun and slow, ive composed a list of suggestions or thought processes that should be taken into consideration
TBC currently is painfully slow and annoying, yes combine are badly unbalanced in S2K, but when they're incredibly outnumbered it's actually a fair fight. TBC for small fights, S2K for large.
suggestions
time-to-kill (TTK) should be kept extremely low, it should take a lot of time to actually kill another player. this helps reduce irritation or frustration on the player's part, increases roleplay-ability for their character, and slows down fights in a way that is more meaningful rather an annoyingly slow. low time to kill actually creates a ton of friction. i had a lot of "Oh fuck I got fucking shot run away!" moments during S2K.- consider decreasing damage done to players who are crouched (?) (speculative suggestion tbh), currently you can still freely crouch or duck in TBC. this was actually exploited by an OTA player earlier, he ducked constantly to change his hitbox in TBC so I wouldn't easily kill him at mid-range. probably reduced damage too. im not salty and i really dont care, but this is an issue. anyway, players who crouch, use cover and realistic tactics to avoid being shot should be rewarded. crouching on your turn should consume action points and while we're on the notion of crouching - ota and cps have an advantage over citizen player models automatically. their hitboxes are significantly smaller when they crouch, au contraire, citizen and rebel player models stick up like a sore thumb, also it looks really retarded
- introduce a sprinting mechanic. this might already technically be in, but like in XCOM, you should be able to move significant distances if you opt to not aim and shoot. this makes flanking more viable like it is in S2K.
3. more staff interventions in TBC - staff should be able to manually kick out individual players who are stuck in TBC due to bugs. staff should be able to manually create and designate TBC groups during large engagements to split up the action. it's more fun that way but honestly just use S2K in 8+ player encounters. use organized squad or platoon elements during planned TBC fights to designate different attack points or objectives so that several different TBC fights are occuring simultaneously independently of one another, that might sound very CombineControl of me to say but it's more fun for everyone if combat in general is more organized on both ends and at the end of the day it has to be driven by staff, the average player is simply too unreliable to launch more elaborate coordination than yelling at each other over discord voice chat.
Getting Shot (or shot at)
- Getting shot at in S2K is really fucking intense currently but it desperately needs the extra "oompf" to it to make it a little more crazy. Consider taking it to ARMA 3 milsim larper levels of insanity. Maybe add a screen shake, heartbeat racing, aim accuracy reducing style effect when players are shot at by automatic fire. Kinda like Rising Storm 2. This makes suppressing fire more useful in S2K.
- The bleed-out system is neat, but there's a real paradigm on whether or not it should be more arcade, more intense, or more realistic and these are all not necessarily mutually exclusive. On Site 86 whenever players died they actually respawned immediately on their corpses, but were ragdolled and told to wait for the fight to end, when fights ended the player's injuries were assigned by an automatic system ingame, though some of it was staff intervention. Staff could assign gunshot wounds to various spots on the character's body and they were left to either by captured, executed, suicide, or medical RPed on. Sometimes the spawn on death broke or was turned off to avoid exploitation, so players were just teleported back to injury RP.
consider all of my suggestions independently of each other, tbh i feel like i put this thread in the wrogn place, move it if it is.