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Ideas for how to improve the gameplay


Razork

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Sorry for My English im bad and i know!! =)
 
Hello everyone I am Francesco and I wanted to offer an idea to give a bit of gameplay in this mode that I think is already perfect.
Will divide the idea in stages to make you understand what I do, because I intend to do and how I wish I could.

We proceed to order the first thing I want you to realize my goal, the purpose for which I thought all this.

 

Objectives.
1: Increase the interaction between player
2: Increase the chance of meeting between player
3: Create a new system of money over the Krypto
4: Modernize the gaming system maintenance Jammer
5: introduction of a new type of mission
6: Giving a primary purpose than to collect only the materials
7: Introduction new defense system for the base
 
 
Often encounters the most beautiful that we do during a game are at the urban level, I really love the fact that they are, random, although this randomness is not often leads to a 'meet, often spend the whole day on Altis meeting only between 2 and 4 player in 10-15 hours gamplay on  a server from 70 people full.  unlucky =)
 
I would like to meet more people and force an instant face-offs, you will say there are missions to do around the map and then they have the chance to meet someone, but the thing I miss watching the missions of today, it is precisely the possibility to meet someone in the city, urban engagements they are few compared to those out of town, to increase this type of urban engagements rather that contracts outside the city, increased by much of the variables that can create. It would be nice to fight in town for something important something that serves everyone, something that is absolutely necessary to have, and here I would like to introduce the new currency which will affect all type of gameplay that will explain, from now on I will call this currency Trimet (a name invented thing, you can also change =)) the Trimet will have only one feature for now, the Trimet will only serve to pay the maintenance of the base, the Trimet will be required and will be one of the things most difficult to obtain . 1 Trimet be equivalent to one day of maintenance, so if a person settles 3 Trimet the base will be maintained for 3 days, then if you go to deposit other Trimet day there shall be added, the jammer must have its own characteristics, the jammer will have to be indestructible , the only way to be able to take to destroy the opponent jammer will be to clear the accumulated days with Trimet, using the same currency but in reverse. Practically 1 Trimmet entered by the opponent in the jammer enemy, remove a maintenance day, when the opponent takes the Jammer 0 maintenance then may proceed with the destruction of the jammer and the conquest of the base.
Will introduce a new type of mission, I will call for convenience Trimet mission, the mission  Trimet practically a mission where urban gangs and people are not part of a gang will gather to struggle to win a box that will appear randomly in a city of altis. This case will have a content in case (clearly not too much, otherwise would you go to devalue the other missions) but inside there will be the possibility to find 1 to 2 Trimet.
The mission Trimet leaves every 3 - 4 hours so that the groups can organize themselves to an urban rush, the case will not have to be reported in the map, it will only surrounded by a circle that will delimit the area in which is situated the crate, the crate should not stand in the center of the circle, otherwise it is too easy to get there, the case will have to be in a random inside the circle, the TRIMET you can avail to get over to the missions in one ways.
1: Exchanging 10000 / 20000 Krypto for 1 Trimet and reverse with player
The Trimet will become critical to the progression of the game, in addition to everything else the Trimet will serve to increase the interaction between players, engagements or negotiations. The jammer will not be able to go beyond the seven days of maintenance, then the excess is not being Trimet be deposited, the player must decide whether to risk and keep them or sell them.
 
Regarding new alarm system should firstly make indestructible the basis when nobody group and online then I would propose object Crafted which lets put my alert underlying, so when someone attacks basic message is sent to the members of the base assembly. this is just the beginning of an idea I'd also like to know is if it looks good or not ...
 
Thank you all for reading my post until the end
this idea is open source you are free to modify and improve take anything ..
 
 
 
 
 
 
 
 
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When the devs allocate spawnable items to the relevant buildings, you will automatically see a difference in gameplay.

For your benefit, Frank, I'll give you an example or two.

Medical items only spawn at hospitals, schools, etc.

Military items only spawn at military compounds.

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Just for something new i thought it would be a great idea to have random AI spawning in that would interact against players in a battle type scenario . 

and once defeated a reward style of system would actually give the players something to do rather than looting and base destruction , as is what is happening at the moment which has a negative effect on player population .

As an admin to Zero remorse i have noticed a floating population due to a lack of Mission style gaming .

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Just for something new i thought it would be a great idea to have random AI spawning in that would interact against players in a battle type scenario . 

and once defeated a reward style of system would actually give the players something to do rather than looting and base destruction , as is what is happening at the moment which has a negative effect on player population .

As an admin to Zero remorse i have noticed a floating population due to a lack of Mission style gaming .

 

There are already mission systems available and TheVampire is working on a Wasteland-like mission system.

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When the devs allocate spawnable items to the relevant buildings, you will automatically see a difference in gameplay.

For your benefit, Frank, I'll give you an example or two.

Medical items only spawn at hospitals, schools, etc.

Military items only spawn at military compounds.

 

The popular Epoch server I play on has this

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When the devs allocate spawnable items to the relevant buildings, you will automatically see a difference in gameplay.

For your benefit, Frank, I'll give you an example or two.

Medical items only spawn at hospitals, schools, etc.

Military items only spawn at military compounds.

I would like to see this in an update soon. Currently, there is no rhyme or reason to the loot system. I could find an M107 in a house stuck underneath a cushion or a living room sofa in a hangar at the airfield. How plausible is that? :huh:

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