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Old school talk about items per life

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#1
FuryMonster

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Im an old school high level player that has quit for some time and just recently started to look back into the game. I was part of BSB and im sure some people might remember the brainstorming and chats we used to have and Im going to bring some of that up here today.

 

An issue that was going on in the past and what it seems is still going on is per life item usage and how, when your able to stay alive long lets say 3+ minutes your're kinda just siting around with no items and it slows down the game quite a bit for you, so much so that I remember we used to drop combat and kill ourselves on the floor/walls to replenish them.

 

It boiled down to, if you had no items you would be more reluctant to put yourself in those frontline battles becuase you dont have items to clutch those moments out vs the people that do have them, you knew you were at a severe disadvantage so your're less likely to go ham liek you would if you did have them.

 

Essentially the better you were at the game and the longer you stayed alive, you started to get punished for it and this led to some pretty stale gameplay for some " just killed 10-15 people time to refresh my items by killing myself ". I doubt this is how you guys want the game to be played so this is a few things we came up with in the past.

 

going to put some things in perspective for some. Every time you revive you are given 4  items.

5 deaths = +20 items

10 deaths = 40 items

 

-Every minute you're alive you replenish 1 item ( first slot or randomly ) 20 minute match = 20 items.

-Every time you capture an objective from the enemy you get an item.

-geting a quadra/super/mega kill grants an item ( when the multi kill ends not additive for each one ) its not very common for these to happen per match so this isnt really COD kill streaking for those that are going to say that.

 

these are a few things I can remember off the top of my head. keep in mind im not saying add all of these, they are just suggestions that could potentially spice up the game a little bit and maybe incentivise staying alive rather than promoting deaths.

 

I would love to see some brainstorming here on the subject, maybe some of you can think of better ways than we did.

 

 


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#2
Flifang

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I really liked the age old cooldown system that was there before. When you had to manage your cooldowns I found I played much more conservatively with them even going so far as to really try my best to stay alive so I can deploy my item again. Maybe larger slot items have reduced cooldowns considering larger slot items are more likely to be what a person relies on. Plus, you might have to really think before you put down a scanner or scrambler anymore because if they get blown up they will be on cooldown. This might fix some issues with scanners requiring absolutely zero forethought to use it effectively. I think this will force players to develop good habits


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#3
-Tj-

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This is a tough one to deal with, and it's definitely something that's come to mind several times since the whole "number of slots determines number of items" thing came to play.

 

On one hand, I like the idea that items are limited since it restricts better players from doing more damage. This especially makes sense right now since the higher MMR players are sometimes forced to play in lower MMR lobbies just to play at all. Some of us may handicap ourselves to try and even things out a bit, but not all will, so keeping their number of items limited helps keep things not so OP there. This does, of course, mean that the lower MMR players also have limited items to use, but if they die quickly they probably wouldn't notice the lack of items so much.

 

On the other hand, I don't like that once you use up your items, that's all you get. The old system that replenished your item based on a cooldown wasn't so bad, really. While it meant you couldn't use more than one HE Charge or Detonator for chaining kills as quickly, it meant you weren't left without items if you managed to stay alive for a while. I tried to think of ways to replenish items in battle (supply mechs, item drops, supply stations, etc.) but everything ended up either turning into deathballs, camping, or fighting over locations.

 

What I'd actually like to see is a hybrid of the old cooldown system and the newer slot-based system. Basically, keep the slot system and bring back the cooldown system, but instead of slots equating to number of items, make the slots equate to item usefulness factors and how many you can juggle as being active.

 

For example, let's say I want to replicate my current setup, 2 HE Charges and 2 Repair Orbs, with the aforementioned rules. For such a case, I could put two slot HE Charges (2 slots) and one Repair Orb (2 slots) in the six slots provided. This would mean that in battle I'd have two HE Charges ready to go in succession, and one Repair Orb. Each slot would have a cooldown, and like items would stack. If I use one HE Charge, the cooldown would commence for the one I just used (maybe a minute long cooldown) but I'd still have another to use. Every time I use a Repair Orb, the same cooldown would start, but I wouldn't be able to use it till it replenishes.

 

To limit item spamming (using items in rapid succession for OP healing or attacking), each item could have fire rate cooldowns of their own, modifiable by the Item Regenerator. It would be ridiculous to see a Scout stay alive because they just dropped 3 Repair Orbs in a row, after all, or a Grenadier taking out any other mech in a few seconds by firing everything plus three weapon items in a row.

 

Just some examples:

1 Slot: Item Regenerator (stackable up to 2), Hologram (stackable up to 3), Item Reloader (stackable up to 3)

2 Slots: HE Charge, Detonator, Repair Orb, Scrambler, Blockade, Disruptor, MG Turret, Rocket Turret, Shield

3 Slots: EMP, Scanner

 

Item Reloader would do what the Item Regenerator does right now and would decrease cooldown time percentage, as opposed to a flat time reduction. HE Charge, for example, could have a cooldown of 5 seconds between successive launching, so a 10% decrease would make it 4.5 seconds. Stacking it would reduce it further to 4.05 seconds (4.5 seconds - (4.5 seconds * 10%)). Further stacking it could bring the cooldown to 3.65 seconds (4.05 - (4.05 * 10%)).

 

Item Regenerator would decrease cooldown for regenerating items by percentage as well, but by a smaller percentage, like 7% or something like that.

 

Since stacking regeneration or reloading items takes up slots, it would also mean the player could keep less items on-hand and ready to go at any given time, but they would have more options in terms of what they take to the field and how they choose to deploy them. If, for example, someone loves to play with Holograms, they could stack 3 Hologram items, then use the rest of the slots for Item Regenerators and Item Reloaders. Maxed out, they could deploy a Hologram every 3.65 seconds, but only deploy 3 of them.

 


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