[QUOTE=ailmanki;483987]I was quite sleepy when RasterRayzeR told me this idea
The idea of letting a team choose is already happening in competition; usually you get a mappool, and both teams can choose 1-2 they want to play. I guess it depends on the rules of the competition, how that selection is done. This branching would simply connect those maps by a story. The idea is great, the execution of it is very difficult I think.
On the other hand, the choice is so little; it might not really be exciting after 100x times playing those maps. Most will have there preference by then; and in case of bad execution, there will always be the same choice made.
When you told me this idea RasterRayzerR, I imagined it differently, there is a low count on maps in ET which have a branching in them. Like a tank route, which can be blocked of by a barrier; and if not destroyed in time - the tank simply takes another route - irreversible. This has some randomness to it; only players who know the map and understand the mechanic - even grasp what is going on. For the rest, well the tank is just taking some way - does not even matter. It some kind of bad execution of this whole idea.
Camdem might be a good example of possible branching. As the map is now, you could in theory, blow the train up, or hack the controls. Actually one needs todo both of em in specific order. But that this is the basics of branching. In ET you had a few maps, where you could solve a map in different ways - once that was done, the map was finished. So its not the kind of branching we are talking about. But lets imagine, depending on which way you solve a stage of the map, the next stage develops differently.
As an example - probably a bad one - Waterloo its in early form. Get objective from church, bring it to EV. Bring EV to lift; now if the defenders had an option to destroy the lift, then attackers would need to carry the objectives a longer way.
Overall branching, choice is a wonderful thing, but its execution is terribly difficult. Already a linear story is very difficult; maybe I overestimate the problem since it would still be linear, just more like a tree, and not a single line.[/QUOTE]
Agreed (+1), the ground idea of branching could lead to a great game mode. As this thread goes on, we can see that everyone has a different idea on how to implement it and it is great ! It definitely proves that we want to break this linear kind of gameplay,
SD still hasn’t announced the story of the game or how they intend to integrate each map into it. But from what I can see here, branching could be applied on a micro or macro level in XT :
- micro : each team performances influences the way a single map runs (objectives that unlock different paths to reach an objective). This one we have been asking for for months when we complain about the maps linearity.
- macro : winning a map within a campaign should have repercussions on the campaign, otherwise it’s just fighting battles without ever winning the war.
If branching is implemented on both micro and macro levels, I believe XT will become the new W:ET, with years and years of life ahead of it.