Sister RAbbi, on 09 May 2016 - 02:08 PM, said:
SO, back to the topic...
Anyone thinking of renewing the argument FOR a FW tutorial, since the addition of a Scouting mode? The introduction of Combat Identification, Satellite sweeps ("the sweeps, the bleeps, and the creeps"), and Long Tom?
What SHOULD we want a new player to learn right away, before launching into FW??
Actually, with the "new" (by now it's not) Scouting Mode, a required tutorial is more necessary than ever. Things that I think it should include:
What Faction Warfare is
- Talk about the game mode, how it works (drive home that this a group-oriented mode)
- Explain the different Factions (who they are, why they do what they do... this is your chance to add some fluff and some much-needed immersion to the game!)
- Explain the different Career Paths and the benefits and detriments of both.
- Make this tutorial required before you can even hit the 'Faction Warfare' button (much like how new players are required to go through that initial gameplay tutorial)
Note: the required bits should include all of the below points, but also invite players to go after certain extra achievements/objectives that are FW relevant (example: you don't need a ranking to pass onto the next area or get to FW itself, but there are rewards and such to be had by doing so and coming back and doing it again)
Scout Mode
- Fully Interactive (run very much in line with the present Tutorial Section)
- Talks about the IMPORTANCE of Scouting Mode (that is, why should you go scouting in the first place...may not show Combat ID, Sweeps and Tom in action, but certainly talk about them!)
- Covers Gathering Intel (have to gather a handful of points then make it to the EZ, opponents are enemy mechs that chase you and shoot much like the torso-twist tutorial)
- Covers Protect Intel (have to chase down a mech or two before it can escape through its EZ, may fight back as a challenge)
Invasion - Attack Mode
- Fully Interactive (run very much in line with the present Tutorial Section)
- How to open doors (note, this does not need to be on a CW map, the present Tutorial Area can still present this information)
- How to kill generators (as above, may only need 1 generator to show that all generators are shielded except for a certain point)
- How to kill Omega (can't kill Omega until all generators are down)
- Drive home the fact that this is a *TEAM* effort and that you are better served dropping with/as a group. To be clear, I'm saying a group, not a Unit (but it can be stated that being in a unit can make the group-forming aspect easier)
Invasion - Defense Mode
- Fully Interactive (run very much in line with the present Tutorial Section)
- Have mechs that move and shoot up objectives (open gates, shoot generators) with the player having to stop them from destroying Omega. There is an endless supply of enemy mechs, so you pretty much have to survive until time is done (make this whole thing last, say 5 minutes or so)
Note - this could, at minimum, be a reworked version of one of the Onslaught Modes where enemies walk towards you and shoot, but rather than shoot you, they are going after generators.
- Drive home the fact that this is a *TEAM* effort and that you are better served dropping with/as a group. To be clear, I'm saying a group, not a Unit (but it can be stated that being in a unit can make the group-forming aspect easier)
Invasion - Counter-Attack Mode
- Fully Interactive (run very much in line with the present Tutorial Section)
- What this mode is and how to win it
- Drive home the fact that this is a *TEAM* effort and that you are better served dropping with/as a group. To be clear, I'm saying a group, not a Unit (but it can be stated that being in a unit can make the group-forming aspect easier)
Invasion - Hold Territory Mode
- Fully Interactive (run very much in line with the present Tutorial Section)
- What this mode is and how to win it
- Drive home the fact that this is a *TEAM* effort and that you are better served dropping with/as a group. To be clear, I'm saying a group, not a Unit (but it can be stated that being in a unit can make the group-forming aspect easier)
Note - the last 2 modes may not need anything in-depth to them, or even how to play them...but they should, at the bare minimum, be discussed
I know that much of what I posted was copy/pasted from itself, but the fact of the matter is that I do not think some of this stuff can be said enough.