cRPG
cRPG => Suggestions Corner => Topic started by: Rumblood on September 19, 2012, 08:17:20 pm
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So we all know Apple doesn't innovate, they just take existing ideas and make them better or more accessible. With that excuse then, let's bring on the suggestion to fix ranged balance in an entirely new way. Some of you will already be familiar with this and how it actually works in a game setting.
EXECUTION/REVIVE
The way this mechanic works is that when killed, you don't automatically die. You are on your back looking at the sky unable to move.
The Execution - In order to permanently kill a downed player, an Execution move must be performed that takes X number of seconds. At the end, the player is dead and cannot be revived.
The Revive - When a teammate is downed, you can press a function key to perform a Revive move that takes X number of seconds.
How does this balance ranged?
That headshot across the map at 6:45 that killed you? Well unless an enemy cavalry has made it to your spawn and can spend a few seconds exposed while performing an Execution on you, your team simply Revives you and off you go into the fray.
A solo HX can no longer pick off a team of 8 range-less tincans. They just keep reviving each other until MOTF pops and take it.
Now, there are other factors that can be added of which I don't have a current opinion:
There probably needs to be a time limit on the Revive option. If down for X # of seconds, you die permanently.
There could be a limit on the number of Revives that can be done on you in a round. Say, 3 Revives and your 4th death is permanent.
Add a new scoreboard column called Executions and another called Revives and make them worth X number of points. Kills still count when you down a player, even if you don't perform an Execution.
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Sounds like WoTR with the "revive" by other teammates and the execution kill, also getting headshotted in the face early in the game shouldn't be nerfed, hell how many people can heal in 10 seconds from taking a arrow/bolt to the face. Because there is no healing system in this game there's no reason to revive anyone, will just make the round go longer.
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No thanks, I don't feel like playing Gears of War today.
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Nope. Besides even in wotr, where I assume you're taking this from, allows people to kill someone who is down without executing them. The executions are just for show afaik and not necessary to finish off a fallen foe.
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This reminds me of those indestructible 6 man medic squads from the good ol battlefield 2 days.
Do not want
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This reminds me of those indestructible 6 man medic squads from the good ol battlefield 2 days.
Do not want
Airplane bombs, sweet memories
Y U SO MEAN BF3 Y PLANE SUCK NOW
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Shit idea, it sucks hard enough in WotR, but on the other hand I'd love to valor whore with 4 other guys spending the entire round in a corner killing/reviving eachother.
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I don't hate it, but the realism side of me says it's not possible to take an arrow to the face and be fine after a bud picks you off the ground.
And that is not even considering the medical knowledge of the time period.
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A solo HX can no longer pick off a team of 8 range-less tincans. They just keep reviving each other until MOTF pops and take it.
lol i would join that HX(as HA) and just aim at the guys trying to revive the mate.
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Sounds like a uber ranged nerf. Die in melee, and its hard to get revived (the guy that killed you is still there). Die by ranged, likely you are surrounded by teammates, fu ranged he will be healed anyway so your kills are in vain.
Just a feature stolen from war of the roses,
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Actually in WoTR, revives and executions are what cause ranged to do the few kills they do. The animations for reviving and executing leave you completely open for ranged attacks and in fact, a squishy stationary target.
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http://forum.meleegaming.com/realism-discussion/magic/