@Papitas
I enjoyed reading a comment well wrote so I will answer it ^^
I must admit that the current gameplay in soloQ is like it always have been: a random wtf x)
But like I said, the new video tutorials are here to help this to stop.
When you look at league of legends wich is a teamwork related game, there is a “meta-game” where everyone knows where to go on the map (or almost…lol) that is not present in star conflict.
And Planetside 2 is more like a pitched battle. I like this game, yes, but you are forced to mount a squad to be efficient or to play sniper alone. This is the same thing happening in star conflict atm: C-ops/Recon/LRF alone or mount a squad to do something.
Star conflict is not “realistic” at all and should not be. It is a game where each team should have the same amount of chances to win
So the fact that each team have new players incoming to the battle should be whether avoided or regulated like new wave of 3 new players each x minutes for example ^^ … OH WAIT! THIS AN IDEA O.O Making star conflict an arcade shooter with waves of players incoming to the battle during time?? In any PVP gamemode Heeeyy, what do you think of it?
A timer on the top of the screen until the next wave of players
Players of the next wave are spectators with a text on the screen: “You are the back-up, time before arriving to battle is: %timer%”
New incoming people could see what ships are in-battle and counter-pick
This could create a forever-changing meta based on skill and knowledge
Of course this does not resolve the problem for plant the bomb…or maybe with a shorter timer…?
Ty for the positive comment!
I totally understand what you mean about dota/lol/hon (ive seen my brother play many hours (he is really good) so i know how game works and also the heated discussions that came up when someone xxxx up xD), wich made me think about it (seems a good instance to meditate and not expect for an instant answer); maybe that kind of meta game is achieved because the game is much simpler in many aspects: movement is in 2D, each character has 4 skills (and extra manadgment some require while splitting into more) and the hability to hit phisically–> 6 actions basically. Also you dont have to precisely aim like you do in SC. SC just related to movement allows a complete manouverability over 3D spaces (strafe to sides and up/down, pitch to sides and up/down, roll to sides and move foward/backwards), aiming becomes much more complex (even with the lead marker), you have 5 skills (active+special module) and 2 firemodes (main weapons and missiles), and games go with more than 5vs5 very often. So getting such a lvl of meta like its on dota is much harder to achieve in SC since its more complex, you must master other things first. In dota you have a full view of the surface (with visible or hidden/cloacked units and players), in SC you have certain angle of view from the 360º sphere, wich also changes more than 2D from the perspective and position you spectate (you still cant see anyone if its off the radar or cloacked/hidden behind cover). I got too deep in the “complexity” theme xD sorry for going off topic, any way, this may not be the only reason (or even a valid one) why there are strongh differences between dota and SC meta.
And last, about the realism in this game. You are right, you cant be completely realistic in here, but you cant be a ideal perfect square box anyway…it gets boring from its lack of variatons. Hot join for players is a mid realistic feature (it adds players in pairs i guess…if it doesnt then it adds 1 player per side at a time, so theres never more/less than 1 player on the other team), wich seems balanced imo, different from planetside 2, where you can find 40vs70 players…wich usually leads the bigger faction win, but you can still have a lot of fun :D). Phisics in this game are a great proof that its not the aim to be realistic xD. As more realism, i think something like Planetside 2 could happen in open space if a few mechanics (specially for spawn) are changed, actually, if SC invasion works just as Ace Online/Air rivals (same game), this would allow more realism, meaning battles where the number of players per side is not always the same (of course you need new mechanisms to prevent massacres when a team is heavily outnumbered). It would be fun to see wings fighting each other at open space (even 3 or 4 sides, free for all!!), and it has been done, but game doesnt encourage this (the duplicator thing seems to mess all up).
About your suggestion, it doesnt sound bad, however i prefer something much more simple and easier for the dev team, without making queue longer–>see my reply to maxer001 (right below this)
Maybe teamwork and strategy aren’t best words - tactics is. In this kind of situation one can’t count on anything - positioning, number of players, even what ship to take because everything changes rapidly and it just becomes chaos. And result is mindless pew pew but maybe its not bad because I see lot of guys here like it (I don’t - but if it is good for the game then ok :( ).
Entering almost finished games is not a good thing.
Starting 1x1 or 2x2 is not a good thing.
Entering without notifying other players is not a good thing. Maybe if new players enter battle in waves (every 1 min but only in first half of a battle) as suggested and with very visible notification (sound, voice and on screen) to existing players - “New wave is entering the battle in - 9,8,7,6,5,4,3,2,1” + timer so existing players have time to prepare and adjust for new forces on the battlefield or something like that.
It has already suggested that a message will be displayed upon the entrance of new players in an ongoing game. Now you and xerrio gave me a good idea: once the players join, message should display their respawn time (maybe hold the names on the screen with a real time counter untill it reaches 0…this might require different font/color/size, or simply make a single line with the number of players that just arrived). With this you ensure queues work as fast as they are now and also deals with the problem of suddenly getting swarmed by players you had no idea entered the game.
Wow, the indestructible captain, or becoming captain after chosing the ship sound both quite like a patchwork fix.
Captain Games should maybe only start if the queue can take an instant 6v6 or higher as basegame. It was a pain in small games anyway, that mode is best in a large crowd, even if it *can* be fun small if both teams are well balanced. Without that aspect, it is little different from TDM, except the missing powerups.
First parragraph–> :005j:
Second parragraph–> Totally agree with the idea core: i find that the best option is to only start cap recon game if theres a certain number of players (4vs4 minimum seems ok).
right, after so much xxxx raining around i joined a combat recon with enemy cap dead(first time) and while i waited to spawn the last 3 enemy ships died. simply amazing first win of the day guys. 4k syn, awsum sauce.
xD that sucks, my advice: when you are going for first day synergy reward and feel like you are gonna waste it, leave battle before it ends. You will still maintain the daily bonus and also get the win on your stats
Lol the ships designed with 50% more damage are “doing too much damage”…
1/3 wich is 33,33…% actually