:vivelafrancerobability of Frexit: rising.Looks like the French will be "premium dlc", which is pretty fucking lame for one of major players of the war(and where the western front was).
http://www.dualshockers.com/2016/06/15/french-forces-will-be-premium-dlc-for-battlefield-1/
What is there not to like?!
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The shitposting sometimes reaches unbelievable levels here. This is a blatant lie, and you know it. Do you know what tiny means? And do you know how CoD plays? You are spewing shit here. There can be plenty of reasons to not like the game, but try to bring up faults which hold some ground at least.Claustrophobicly tiny maps? Even twitchier CoD game mechanics than CoD itself?
Do you honestly think so?That's a Photoshop right?
The new battlefield games had bigger maps than the older ones.No bots, online or offline, bots you know for a game with a few friends or yourself? Claustrophobicly tiny maps? Even twitchier CoD game mechanics than CoD itself? DLC money-grabbing schemes baked in? 2016 and GFX are merely "meh..." at best? Shittons of interweaving DRM layers, most of it byzantine and serverside to help the game have a built in expiration date? Unmoddable, even on a binary hack level? What is there not to like?!
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six siege did destruction well on a small scale. punching holes in walls and windows to get an advantage on your enemies is better than the destruction that the modern battlefields have.Nobody done destructible maps proper yet. If trees and terrain can mush into eachother getting formed by shells and things could be interesting. Also getting trapped/pinned/knocked over by terrain effects hasn't really been done yet. Big debri hasn't really been done yet.
For example. Starting you could have fields skirting a creek in a low valley out of the French countryside of something, victory points are randomised on the map and then a random player gets to place HQ and couple sets of length of trench for his team. Game begins and everybody sets out, with the first rounds of artillery (maybe a set thing? maybe a resource?) being called in to make the first scars on the landscape while the engineers follow the infantry on their first sorties. 20min later and the map is starting to take shape: bodies (would be cool if kept on terrain/became part) buildings, dirt, trees, etc make up a spiders web of ridges and craters around conflicts points while the strategies of each sides engineers is becoming apparent. The creek in the middle of the map has been rerouted and with the help of shelling turned a large section of the map into a marsh, engineers fight to stem it or reroute it into the enemies trenchs. 40min later one of the victory point locations has disappeared after becoming largely a lake, shifting the focus of the battle to another area which has become a nomans land of vehicle shells and hastily prepared positions obscured by bodies and wisps of smoke which could be mustard gas. 60min later one of the teams breaks the stalemate by burying across one of the teams secured lines and exploding a victory point. I really hope they attempt something like this wih the WW1 setting. Putting in diminishing ammo would help make frantic rushes at eachothers lines happen more than sniping contests. You could add in a light logistics component - Break the lines and after awhile that MG position will run out of ammo - lay enough trench and create respawn points, ammo dumps, MG emplacements, reduce your artillery timer, etc. Maybe even have AI to man the MG's, run stretcher/ammo, have officers to mount attacks to give the trench rushes rythymn and a greater sense of carnage.
No hopes for any this happening in the slightest but I had fun imagining that.
just give people a penalty for quitting a game so that they don't quit when they lose. A penalty could be if you quit after 5 minutes of joining, you would not be able to play said game mode for 15 minutes and you wouldn't get any experience or stats from said game and you could possibly go down by rank.Sounds cool when you read it. But then you realize the futility of making people stay on the losing side in a fps for an hour or more. And while it might be fun for the 2 commanders, the mostly stalemate could be dreary for regular players. Finally - I played Natural Selection when it was a mod for half life. There was always a huge fight to decide which player got to be commander. In a proper sized server for trench warfare, a player couldn't expect to get the commander experience more than once per day.
Drop the fps part though and you have a decent, but not terribly original rts/tower defense outline.