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Topics - ShadowofDoubts

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Suggestions / A proposal to make Antagonist mode more balanced
 on: October 09, 2017, 02:19:11 AM 
In my previous threads in the feedback section, I explained why antagonist mode was unfair and unfun. However, an idea sparked from this discussion and I thought of something that could help the game mode if the devs haven't thought of it yet. Why not let the antagonist be able to command NPC's to attack or pull back when it suits the antagonist needs. This way they have more control of the battlefield that doesn't overtly break the balance of the game.  Of course, there will be limits on how many in all, but the principle idea stands. Also, There is the idea of using your accumulated aleph to affect the mission just like in the mission The Enemy Within where you can accelerate the Fifth Councils mission progression. An example of implementing this could when Uru Gal is being escorted, the antagonist could make use of the raiders absence and use aleph to take down his shield making him vulnerable. This would split the raiders concentration on the battle and give the antagonist some possible breathing room. This is just an example, but the antagonist being able to influence the game this way would make the mode more fun and less frustrating. I hope the devs read this and keep the idea in consideration at the ver least.

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Many people complain about this invader system (that's what I'm calling it). My complaint is how easy it is to punish and there is virtually nothing you can do about it. The way to always beat the system, well almost always, is to simply stay with your teammates and you have won. This is unless the level has elites like the ones in the sargon mine or hanging by a thread, in this case the antagonist has a greater edge. Anything short of this and the antagonist cant stop your mission and rarely kill you in the process. Hell, in a 1 v 2 and they lose no matter who they play or what they do so a head-on fight is just plain impractical. This makes lycus and Alicia weak picks in that regards, no matter the map. Long range raiders them such as Shae, Harec, and in some capacity Konstantin have better sustain so long as they keep their distance, but this prevents them from stopping the mission as long as the other team takes cover. They try anything else and they will die. Hans gets a pass because he can get in and out with good damage and range to sustain him. However he still cant take on a team that sticks together. Mikah suffers from all of this too. This is only taking into account that they are reasonably close to each other, no strategy or coordination required. If a team does this then the antagonist game is virtually lost before it really even started. This means that the invading system is only good for dealing with uncoordinated teams that like to scatter across the map. The conclusion is that being the antagonist is only really good in some games and not so much in others which makes the mode inconsistent in how it feels. This makes being the invader an unfun experience when you can only face a team that is disorganized with a good chance of success while playing with people that have the sense to stay together makes it near impossible to win. This inconsistency is what makes the invader system unfun, it's not game mechanics which are fine, but the fundamentals of the game and the invader system.
My proposal create an antagonist exclusive system that gives the invader an edge that won't break the game into a million pieces such as; antagonist exclusive cards or abilities. Would like to hear thoughts and opinions. something constructive would be nice.

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