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I still don't think it's worth the effort, even if the effort is really small. I've never seen anyone productively use "attack here" or "defend here" ping in any game that has them, even in ranked play in far more competitive games than MB2. It adds needless visual clutter to both the game's visuals and the hero's ability list. If you just want to make it a rebel flavored tracking dart to get balance symmetry without exact symmetry, that's fine I guess. I'd still personally cut the whole paint the map idea.
There's probably other things you can do to encourage it as well, since I wanted to do score additions, but for example if say someone attacked a target there would be say a 5% buff in damage on that target, be it some kind of morale boost or however you want to justify it. I dont think it will add too much clutter though. And maybe that is your experience, but I've seen it used productively a lot.
But when more than half of your new class ideas are "better to try and come up with something else" it makes it read less like a future roadmap and more like an excuse to leak old dev plans. You have some great ideas here, like late-joining and crosshair customization, buried under outdated plans and half-cooked ideas.
That is worded more like you came in with preconceived perspective. When you're designing a game, not everything is set in stone even when you're in the process of implementing it. Especially so when it isn't your focus and its years away. Sometimes you have to start somewhere, even if its not a fully formed idea. Because for the idea to be fully realized, you need to kinda actually get it in the game. Everything I have designed and implemented in MB2 required significant changes just about every time it hit testing or public. There are classes we started with a basic idea, tested it, and it didnt work and needed to go back to the drawing board. It happens, but its always a starting point for someone to move from and try.
Take the vehicle update I want to do for example, I have several key things I want to do as a part of that update (such as giving the user the ability to fire turrets independently of the direction of the flight vehicles without requiring passengers, like a battleship), but at the same time without digging into the actual code there is only so much guessing of what is even possible or not possible to do within the scope of the engine. So more or less things might get added when the implementation process gets started.
I said class-stacking. A geonosian ability that only gives benefits to other geonosians would encourage very uninteresting and annoying team compositions.
You did, and to a degree it does, but it is heavily dependent on how the ability ends up, where the class fits into the game, what the counters are, etc. You're making a massive assumption, that could also go the other way. Even with such an ability, the other things that are a part of that class just make it a side pick-up rather than a main pickup, because if you compose a large part of the team with it, it fails because it lacks coverage from other areas.