LordNothing, on 27 August 2022 - 08:01 AM, said:
i already mentioned unreal tournament, its assault mode is kind of the prototype of what im proposing.
there was an old space sim called freespace, where you could have per mission logic (written in lisp of all things). it enabled complex mission oriented pvp and pve games. the only fundamental difference is terrain and gravity, but those are solved problems.
these are also very old games at this point. modern game development lost something somewhere back in the 00s.
Assault honestly sounds more like they games just decided to move this to a slower paced game like Among Us or games like Just Act Natural or West Hunt where it is more focused on deception rather than shooting. I'd argue that game developers shifted away from doing this in arena FPS for a reason. It was likely because there was too much defend at one time. Compare it to game modes like TF2 where there are stages but you are rarely fighting over multiple spots at once (and if you are they are within some distance of each other).
Akamia Terizen, on 27 August 2022 - 08:25 AM, said:
Gotta be frank with you, I don’t see how “destroy these buildings and protect your own” is significantly more complicated than “stand here for X seconds and keep bad guys out”. The power nodes and the special buildings they power I admit are not adequately explained – it took me a few games to figure out how they work – but I wouldn’t call them an objective per se.
Neither are good, the difference though for capturing "areas" is that you can generally prevent bad guys from getting in by using map control, not just standing on the point and I think this is one of the key points and why conquest is the game mode to beat at least for coordinated/competitive play is how these play out when optimized for.
Conquest is all about controlling the three cap. On good maps, the points are harder to control without moving and adapting to the enemy. That is what you want, you don't want there to be a really strong spot that a team can camp and maintain a three cap, there has to be give and take. Normally theta is that spot but not always.
CS:GO, Valorant, and CoD (search and destroy) all have a similar give and take behavior because once attackers plant a bomb, they switch from attacking to defending at that point changing the gameplay up a little bit, similar to how conquest can have sort of switch on who needs to be attacking vs defending. Games modes like incursion or modes where there is either too much to defend (so anything more than 3 spots is generally spreading you too thin depending on the team size) or too little to defend (two is the minimum to defend to actually require movement on the defenders side to react to enemy entry movements).
TBH, I think those that want complicated missions need to ask themselves what are they trying to achieve? What behavior are you trying to encourage. Is it trying to incentivize mechs that aren't focused on damage? If that is it, destroying buildings requires doing damage so that seems counter-productive, but why are you trying to shift the focus around from damage? Is it under some guise that this will create a use for lights magically? What is the goal here.
Edited by Quicksilver Kalasa, 27 August 2022 - 02:27 PM.