It happens that I have a bunch of ideas which could be interesting or out of topic, it’s up to you to decide
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Operation mode
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Basically a story-driven attack, players are all together against an A.I. and have to infiltrate a building, grab the objective and make their escape. Twist : enemies are sent by waves of growing strength.
Skydiving mode
I already stated this somewhere on the forum, but what about a game mode where you are in a plane, flying over london to deliver some random goods, and you get attacked and you have to skydive with the objective. Your team has to cover you, the enemy team should kill you and get the objective. 2 minutes fall, all you see are some clouds, bits of London through holes in the clouds, and the teams diving, shooting at 200 miles an hour. With some velocity system on the bullets, could be fun.
Maps objectives
Most maps feature datacores or the EV as objectives, here is a list of objectives I believe are interesting and more diverse :
- bridge reparations over the Thame
- radio tower take down
- refugees camp defense
- medical supply depot sacking
- fuel container looting
- crane use to extract a container (with actual controls of the crane)
- subway ride where you have to stop them from escaping (both team on the moving subway train)
- water barrage destruction to flood an enemy base (would love to see a barrage map !)
- national armory raid
Carriables
So far we have only data cores, but other resources are worth extraction :
- gold tabs
- food crates
- medical crates
- weaponry supplies
- piece of art
These kind of carriables could require like 4 or 5 trips to get the goods and then leave.
Secondary objectives
This is a sensitive point and can really help getting more challenge in the maps imo. All these should be capturable by attacking team, and destroyable by the defending team :
- hackable security to avoid detection on a secondary access road to the main objective
- deployable covers to ease progression
- make the mounted guns buildable instead of being ready right from the start
- capturable detection radars since the mini-map is back(medium radius)
The goal is to force offense to take risks and not camp the main objectives.
Moba elements
When I come to think of it, XT has elements from games like dota with all the mercs having different abilities, you can choose them between games, etc.
I was wondering if it could be interesting to take more game mechanics from dota-like games and integrate them into XT. Things like these :
- passive skill trees
- legacy skills within a “class” of mercs
- lane-like maps (which I’m doing with the Base Race)
- random merc selection for match making
- more crowd control elements
GUI
Could you please make sure the chat window is visible on all the screens when a game is over ? I mean in the recapitulation screens.