Advanced and Counter maps. Multi-location objectives.

Post » Wed Sep 01, 2010 9:04 pm

Something inspired kinda by things we already have.


"Advanced" maps:
Imagine if on CC you could go straight for the crane, without waiting for the bot to reach it. That's how the advanced maps would work.

Just like on Resort or CC you can go straight to blow up the bot escort obstacle, Advanced maps would lay out all the possible main objectives, without telling you what has to be done in what order.
Sure, you might think it creates unnecessary chaos, but let's face it, the same 2 chokepoints per map get repetitive at some point, and it's way more interesting to be able to switch focus, and earn some extra time, when you see you're not getting anywhere with that hack or HE charge.



"Counter" maps:
Counter maps work like all the traditional objective ones, there's a twist however. Both teams have an objective, that let's them win the match outright.

What if the Resistance couldn't get the robot off the Resort pelgo? Well, they wouldn't get the Nav Computer, of course. If the security blows up the ramp, the bot won't get on the boat, and they succeed in preventing the Resistance from getting the Nav Computer.
Obviously some maps would have to have such objectives appear later in the match, but any new ones can be designed around having such a solution. It's interesting to try getting through guys that try to stop you, but it's even more interesting to try stopping them at the same time.



Multi-location objectives:
Have you ever wished you could plant a second hack box on the other vent control panel on Reactor? Now you can.

The idea is simple yet brilliant: having MORE objectives, that can be or have to completed at multiple locations. Hacking the vent from two different sides? Bowing up one of three pillars holding a structure? Fixing two cranes cause one is not enough? Escorting multiple hostages?
Possibilities are ENDLESS! Wait... Isn't that the theme of the game? IT IS!
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Luna Lovegood
 
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Post » Wed Sep 01, 2010 9:54 pm

Yes please.

I approve this message.
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sharon
 
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Post » Thu Sep 02, 2010 12:00 am

I love these. Each and everyone. I honestly do love them.
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Laura Cartwright
 
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Post » Wed Sep 01, 2010 10:40 pm

I can see how this would work, love the idea in all fairness.
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Red Sauce
 
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Post » Wed Sep 01, 2010 9:35 pm

I just want maps that arnt all 1 path. Like container city. Its all just one giant path, you CAN go off it, but its just short cuts BACK to the original paths... more of a free-roam map system. like MAG... destory A and B at same time. Unlock C, Kill C you win. that would be PERFECT for brink, it demands sooo much teamwork...
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Breanna Van Dijk
 
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Post » Wed Sep 01, 2010 4:02 pm

Yeah, Brink just needs more diversity in their ojectives. Anything to randomize objectives would make the game better. Imagine loading a map and not knowing exactly where to go, or what class is needed when the game starts? I'd also love to see more objectives per each map that require less time to complete. So instead of completing 3 objectives that take ~10 minutes each you have to complete 5 that take ~5 minutes each. Anything to keep the action moving instead of stalling it will make Brink better.
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Ladymorphine
 
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Post » Wed Sep 01, 2010 9:40 am

awesome stuff man,signed !

all these gametypes would advance team tactics even more.....great ideas.

just imagine playing "advanced " as operative on security tower to sneak over the gate opening the safe and getting nycheyev out of the cell before the front gate was blasted.....
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Jennie Skeletons
 
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Post » Wed Sep 01, 2010 2:28 pm

Completely agree. That kind of variety would breath new life into Brink.

When they said we'd have multiple objectives going on at any time, that's what I expected, not one primary and possibly a secondary that doesn't necessarily even do anything useful.
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Kelvin Diaz
 
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Post » Wed Sep 01, 2010 5:24 pm

Signed.

I've seen the "counter" idea posted elsewhere, and I've posted a similar idea myself, but I'm pretty sure the other suggestions are novel enough that... well, AWESOME!

Good ideas here. SD, listen to this guy!
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Siidney
 
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Post » Wed Sep 01, 2010 1:49 pm

These idea's are great. It would add a lot to the game.
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N3T4
 
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Post » Wed Sep 01, 2010 11:59 pm

great idea....
to mirror what dotdoxxdot said....alittle touch of MAG would be great.....
if i can sneak under the wall why cant I hack the safe while sec force are occupied defending the gate?

:goodjob:
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Lewis Morel
 
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Post » Wed Sep 01, 2010 9:54 am

I just want maps that arnt all 1 path. Like container city. Its all just one giant path, you CAN go off it, but its just short cuts BACK to the original paths... more of a free-roam map system. like MAG... destory A and B at same time. Unlock C, Kill C you win. that would be PERFECT for brink, it demands sooo much teamwork...


i like this idea, and i would also like to see more shortcuts, also i would like to see more shortcuts and pathways that are spacificly designed for the lightwaight class after all what good is the extra versitility(and low health) if you cant consistantly use it to your advantage. of course you have to make a balanced map that play's equally among the weight types but that should'nt limit options. i like to play a lightweight operative and im dissapointed at the fact that i can use the badass S.M.A.R.T. system but i cant use it to its full potential.
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Marine x
 
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Post » Thu Sep 02, 2010 1:13 am

just imagine playing "advanced " as operative on security tower to sneak over the gate opening the safe and getting nycheyev out of the cell before the front gate was blasted.....


Actually, that wouldn't work. Blowing up the conduit is what cuts power to the doors that stop you from getting there. But yeah, that's about the idea behind this.
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scorpion972
 
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Post » Wed Sep 01, 2010 3:14 pm

8v8 'Advanced' Objectives would make the Attackers Auto-win, unless they were both fairly close and difficult like a long repair or hack.

The other ideas are pretty good, but some play testing would need to be done first. Theory is all well and good until it's released to the masses.
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Darren Chandler
 
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Post » Wed Sep 01, 2010 4:56 pm

As I mention, for some maps it just won't work, others would need it be somehow restricted(security can't blow up the ramp on Resort until "they know" the resistance plans to use it for example). We'd still need an attacking team, that takes the lose if time runs out, ect. But I honestly think we need some extra action going on for the game to stand out. Besides, new maps in DLC as well as a potential Brink 2 can be built around those ideas.
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joannARRGH
 
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Post » Thu Sep 02, 2010 1:39 am

Actually, that wouldn't work. Blowing up the conduit is what cuts power to the doors that stop you from getting there. But yeah, that's about the idea behind this.


actually theres 3 flanking routes over the gate so you wouldnt have to destroy the conduit to get there, but the main door conduit would have to be destroyed to extract nycheyev at some point.....anyway, great ideas man !
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Shianne Donato
 
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Post » Wed Sep 01, 2010 11:40 am

This right here... THIS RIGHT HERE


The Advanced Map Version would fit right in with the current design of the game. I mean, it would be a boon to the Competitive Mode if nothing else.... the time is capped from the start so it would provide multiple options for a team.
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Aliish Sheldonn
 
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Post » Wed Sep 01, 2010 8:18 pm

El Bumpo: Would love to hear developer comments on this discussion
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Maria Garcia
 
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Post » Wed Sep 01, 2010 9:53 pm

Just came up with a new suggestion...

Both sides start off with balanced objectives: "blow up X" or something similar. NOT aiming for the same thing though, different locations, so both teams have one location to attack, and another to defend.

If one team succeeds and the other isn't close, then the team which is successful get a new mission which is more difficult to approach, and the team that are being pushed back get a really difficult mission, but one which can turn the battle back in their favour. If they decide to go for it, they risk losing everything, but if they hold out, the best they'll get is a stalemate. If one team finishes the objective while the other also has it in progress, that part of the mission would automatically enter overtime, and if the second team also managed to finish the objective (has to be completed without any interruptions, just like normal overtime rules), the new objectives are balanced again - but slightly different from the regular "victory" objectives.
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Catherine Harte
 
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Post » Wed Sep 01, 2010 11:42 am

actually theres 3 flanking routes over the gate


Yes, but I didn't mean the main gate. I mean the glass doors that block entry to the HP command post and the lower exit. You need to pass one of those to get in, and they remain locked until the conduit is taken down.
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JAY
 
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Post » Wed Sep 01, 2010 10:06 am

+1 OP. Great ideas, and I hope something like this gets implemented in the game via DLC.
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Sabrina garzotto
 
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Post » Wed Sep 01, 2010 12:21 pm

This sounds like a great idea.
I truly do hope that the developers take this into account.
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Saul C
 
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Post » Wed Sep 01, 2010 10:08 pm

Dear all,

Didn't even finish the first line and disagreed whole heartedly!!!!

Are you kidding??

Haven't played ETQW then have you??

There's one mission with 3 battery cells that need to be put in a crashed spaceship in order to activate the self-destruct sequence.... it was CHAOS! NEVER any coordination!

Imagine you could do any of the 3 objectives on the Refeul level.... you'd be on your own at every objective!!

What I did think of was, image in CC the first right flank, that tiny airco unit you use to climb up, imagine you could break it and reconstruct it (turn it 90 degrees to the right) so that heavies could climb up there too... (I know there is a destroy the barricade, but that opens a path for everyone, how cool would it be just to make an additional path for the heavies...)

Ontop of that, making only 1 objective possible at a tiem with 4 less players than ETQW, this was a genius move!! Now the battle is always centralized.... think before you talk guys...

My 2 cents.

Mike
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FABIAN RUIZ
 
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Post » Wed Sep 01, 2010 6:05 pm

"There's one mission with 3 battery cells that need to be put in a crashed spaceship in order to activate the self-destruct sequence.... it was CHAOS! NEVER any coordination!"

He is actually correct here. I remember playing this level and it could be frustrating at times. However some of the ideas the OP said could be worked into the game philosophy if executed correctly.
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Tiff Clark
 
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Post » Wed Sep 01, 2010 8:30 pm

Hi guys,

Remember the 'Salvage' level? How often have you gotten to the fortress only to find both breaches completely open?

I don't like this idea, NOT ONE BIT!

Mike
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Charlotte Buckley
 
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