Gameplay Roadmap - 3 Core gameplay goals for scrims

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Viech
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Gameplay Roadmap - 3 Core gameplay goals for scrims

Post by Viech »

3 Core gameplay goals for scrims wrote:

This section lists goals specific to matches with small coordinated teams. My leitmotif is allowing teams to execute diverse and dynamic strategies by decreasing the magnitude of related risks. Diversity of strategies and the ability to adjust a strategy during a match will lead to fun and interesting matches without increasing the complexity of the gameplay mechanics as such.

Ishq wrote:

I think the main way to force different strategies is not to make them less risky (although making them less risky can help, but risk is only one factor that determines the success of an operation), but rather to make them all less successful. There shouldn't be a single strategy that just works (ie, dretch rush still destroys even with the HP nerf). With this, team will have to look for new strategies that will work in their current situation and keep a repertoire of workable strategies for a variety of other situations. The risk of a strategy is not what determines whether it is used or not. It's whether the strategy will work or not.

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kharnov
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Re: Gameplay Roadmap - 3 Core gameplay goals for scrims

Post by kharnov »

I don't know about the rest of you, but I have very bad memories of clan matches on Tremulous involving both teams staying glued to their bases, and maybe going out for a single minute at a time only to run right back to safety. The confidence and resource systems keep this from being a viable strategy somewhat, but the functionality of buildings haven't changed that much. Gameplay still feels pretty predictable, because all that has changed is the position and spread of bases and their defenses. Turrets and acid tubes are still built in the same patterns, and if you know how to take them out, it doesn't matter where the enemy team is hiding. I think this will get better after we've added new gameplay elements to both teams.

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Viech
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Re: Gameplay Roadmap - 3 Core gameplay goals for scrims

Post by Viech »

kharnov, I think your feedback is in line with Ishq's. It seems like we all agree that diversity should be the leitmotif for scrim design.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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