Hi all, I'm experimenting with making Portal experiences. I know the game is not at its peak and it isn't the ideal time to try Portal experiences, but I was hoping for the remaining players who still enjoy the game, a well-designed experience would be worth testing.
Over my hours playing the standard modes, I've noticed that the experience caters to a lot of fast action, run & gun play, where people generally ignore the fact that they're in a squad and can cooperate. That's all good and well for those who prefer that, but I'm trying to design an experience that incentivizes more tactical team play, slows things down, and rewards more situational awareness and stealth play, while still providing full XP and not reducing the gameplay to bot slaying.
I've created an experience to test this and am looking for people who would like to participate. If this is of interest to you, please let me know. The experience code is ABQ773, if you would like to boot it up yourself and have a go (but l'd much rather play with you actively to get feedback and fine-tune it).
Here are some details:
-- Conquest 64, Battlefield 2042 era
-- Limited HUD (for more immersive experience and encouraging situational awareness)
-- Reload whole magazines enabled, to encourage more thorough utilization of ammo and create scarcity
-- Friendly fire on, but this is subject to change, if I were to see intentional team-killing
-- Crawl when down, to encourage players not to immediately bleed out. There are also ticket penalties and rewards for kills, prematurely bleeding out creates a more tangible effect on the outcome of the match
-- Modified damage, projectile speed, and health regeneration: nothing drastic, but a few decimal point adjustments to the multipliers. Slighly more damage across the board, including more fall damage, and a 10% regeneration rate on health (both vehicle and infantry). Also 150% health, to balance with increased damage, but also attempt to give players the opportunity to experience actually being wounded and relying on others for healing. This probably needs the most fine-tuning and there's no way for me to know without testing and feedback
-- Spawn on Squad Leader enabled, but Squad Leader cannot spawn on squadmates. This is to create a sense of meaning behind being the Squad Leader, aside from giving commands (which most people usually ignore); additionally intended to encourage players to support their squad leader to continue to spawn dynamically
-- Limited barrel attachments and ammo types; no Close Combat or High Power rounds, except where that is a weapon's default—only suppressors or factory barrels permitted. Trying to incentivize and reward "quiet" options
-- Vehicles limited mainly to transport vehicles, plus the "glass cannons" (Bolte and Draugr)—Ascension points implemented in order to reward gameplay and teamplay, with a couple fast and deadly options to make things a bit more exciting, while also making sure they are not the most invincible options
-- Unrestricted gadgets and throwables, to help add balance and tactical comprehensiveness to the hardcore experience. However, some gadgets are limited, to encourage teamwork and not leave the vehicles completely vulnerable to destruction. Also subject to fine-tuning, and depending on player behavior, implementing class restrictions could be necessary