Hey folks,
One of the things we want to do more often with you guys on the VIP forum is to give you early access to some of our design docs, so you can view systems we’re discussing implementing to the game and provide suggestions or feedback on them before the work even starts.
I’m posting the first one of these today, a section of our design doc for a match-long progression system which is probably best described as smaller version of ET and ETQW’s campaign rewards.
This is a system we’re keen to pursue as we believe it’ll add goals for casual players when playing, as well as add meaningful highlight moments to competition matches of DB.
Please bear in mind that this is just a design, everything about it is based on theory and there has obviously been no balancing, so don’t worry too much about any values or numbers you see in it
Let us know what you think about the design, as well as if you think this process is useful. We’d love to get your feedback.
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In-session Progression
The In-session Progression mechanic for Dirty Bomb has several goals:
[ul]
[li]Reward players with new abilities and upgrades during a gameplay session[/li][li]Add ‘highlight’ moments to matches[/li][li]Add additional unique elements to each character[/li][li]Provide another avenue by which players can demonstrate their skill[/li][/ul]
The system aims to be somewhat similar to mechanics such as buying guns in Counter-Strike, buying items in MOBA games or picking up power-ups.
Progression Tree
In-session Progression takes the form of a short progression tree. As the player earns XP they progress up the tree, unlocking abilities and upgrades as they achieve set milestones.
The lower level upgrades unlocked on the tree are passive improvements to that character’s specific abilities, improving things like its range, cool down rate, power or damage. Once the player unlocks these upgrades they are retained for the rest of that session.
At the top of the tree are class specific abilities that are shared by all characters of that class. These are high powered but limited use abilities that should require skilled play by the player to use well. Items such as Rocket Launchers, Revive Grenades and Mortars will make up these high tier abilities and will be powerful enough to potentially affect the course of a match.
All of these upgrades, and progression towards them, are limited to the duration of the match session. At the start of each match progress towards them is reset and the payer starts again.
Unlocking Upgrades
Items on the tree are unlocked when the player meets an XP threshold.
The initial progression tree for the game has three tiers:
[ul]
[li]Tier 1[/li][LIST]
[li]Is a passive upgrade for one of that character’s abilities[/li][li]Is unlocked at around the three to five minute mark of a match (currently when player has earned 1000 XP)[/li][li]The upgrade is automatically unlocked[/li][li]Once unlocked it remains for the rest of the match[/li][li]Once Tier 1 is unlocked it is available across all classes/characters for that player for the rest of the match[/li][/ul]
[/LIST]
[ul]
[li]Tier 2[/li][LIST]
[li]Is a passive upgrade for one of that character’s abilities[/li][li]Is unlocked at around the 7-9 minute mark of a match (currently when player has earned 2000 XP)[/li][li]The upgrade is automatically unlocked[/li][li]Once unlocked it remains for the rest of the match[/li][li]Once Tier 2 is unlocked it is available across all classes/characters for that player for the rest of the match[/li][/ul]
[/LIST]
[ul]
[li]Tier 3[/li][LIST]
[li]Is an additional active ability/item for that class[/li][li]Is unlocked around the 10-12 minute mark of a match (currently when the player earns 4000XP)[/li][li]Is unlocked by pressing B (default)[/li][li]Is equipped by pressing B once unlocked (default)[/li][li]Has limited ammo/uses, is lost after this limit is reached[/li][li]Can be re-earned by getting another 2000XP. This starts being earned the moment the player has bought the tier 3 item[/li][li]The tier 3 unlock cannot be transferred to another class. Once it has been unlocked by pressing B switching class will cause it to be lost[/li][li]Progress towards tier 3 can be transferred to another class. If an Engineer has 3800XP and switched to Medic then he’ll retain that progress towards tier 3 on the Medic[/li][/ul]
[/LIST]
Top Tier Abilities
The following is a list of the top tier progression abilities for each class:
Rocket Launcher
The Rocket Launcher is the tier 3 ability for the Soldier class. It does very high damage over a large blast radius. The Rocket launcher comes with a single round, once fired the weapon is lost from the player’s inventory.
When a Rocket Launcher is bought, either by a friendly or enemy player, an audio cue should be played to either team warning them that one is active on the field.
Revive Grenade
The tier 3 ability for the Medic class is the Revive Grenade. This is a grenade that when it detonates revives all incapacitated teammates within its blast radius with full health. It has a large blast radius but only a single use, once thrown it is removed from the player’s inventory.
When a Revive Grenade is bought, either by a friendly or enemy player, an audio cue should be played to either team warning them that one is active on the field.
Portable MG Nest
The Portable MG Nest is an upgrade for the Engineer class and is deployed by the Engineer in the same way to Engineer 02’s Turret.
It is an MG nest like those placed in levels but is stand alone, provides good cover and is considerably more powerful. Players have to man the MG nest for it to operate, there is no automated fire.
The MG nest can be destroyed by opposition players but has a considerable amount of health and is very durable. The player on the MG nest cannot be easily shot at all as it also provides cover, the opposing teams’ goal should always be to either destroy the MG nest itself or flank it to kill the user.
Unlike the Engineer’s Turret the MG nest cannot be reclaimed and moved. Once destroyed the MG nest is lost for good. The same movement penalties applied to Engineers when deploying their Turret are also applied to MG nest deployment.
When an MG nest is deployed the opposing team should be warned via an audio cue that one is active on the field.
Supply Station
The Supply Station is the tier 3 reward for the Fire Support class. It is a fairly large supply box/crate from which friendly players can receive ammo and grenade refills.
The Supply Station has an infinite supply of these refills, a large health pool and part of its structure also acts as cover. The aim for opposing teams should be to actively seek out and destroy an enemy Supply Station.
Refilling of ammo at the station happens instantly on a player getting within range of the Station, with the player having all their weapons filled to their ammo capacity.
Refilling of grenades has a short cool down, with the Station only handing these out to players who have no grenades every two seconds.
Once deployed the Supply Station cannot be moved. If destroyed it is lost for good.
When a Supply Station is deployed both teams should be warned via an audio cue that one is active on the field.
UAV
The tier 3 upgrade for the Recon class is the UAV. Once activated a UAV drone is placed in the sky above the map and spots any enemy units for the next 15 seconds.
The spotting range is map wide and causes the enemies to be marked on the HUD and on the mini-map. Enemies hiding in buildings will not be revealed as long as they stay indoors.
Once used the UAV is lost from the Recon player’s inventory.
When a UAV is deployed both teams should be notified one is active above the battlefield.