Hi slitherine and to anyone else who reads this
I just fought about an Idea that might make the campaign a slighty better experience for the game terminator: dark fate: defiance.
Now it this has only just occured to me as im trying to 100% the games achievements while i play but has slitherine ever fought about updating its current objectives sytem to allow for a new feature that could make the gameplay more interesting?
well heres some of the ideas I had in mind.
when captureing a capture and hold objective the player is given extra reinforcement tickets to help defend the point but this also increases the enemy spawn rate to try and capture and take it.
if Ai succeeds in taking it then it could have an impact on the amount of the next available tickets that are added to the reinforcement ticket, its also worth noting that each checkpoint should naturally add a defualt number of tickets but depending on the objectives taken will determine the shape of the battlefield and its adversary.
if you have a sabotage objective, then you could say this greatly affects your enemy AI spawn rates but as a given bonus gives the player supplies for comepleting the sabotage objective.
then you could have some really wild objective that give you two options, if you attack one then the other that supports that faction gets a stronger spawn rate, if you try to attack them both then the AI is allowed to combat these attacks with a large force, but if you don't take these objectives in a given time will make it harder for you to use more tickets in the next reinforcement phase.
which this also brings me to question the reinforcement phases? is it possible to have these phases set to a timer, so the more you play the more of these reinforcement phases are active but the less time you play the less amount of reinforcement phases, so for example if a player has been playing for a good solid 15 minutes the game gives him the first reinforcement phase, 30 for the second and 45 for the third, then add some space before allowing them to call in a larger force for about 1 hour and 20 minutes, when the time reaches 1 hour and 50 minutes the player should be given a medium reinforcement wave and then from there on resume to 15 minute reinforcement waves the longer the game goes on but at every 1 hour and 20 minutes that passes gives the player another large reinforcement wave then at every 1 hour and 50 minutes a medium sized one.
would like to know your foughts about the reinforcement tickets and waves as the game continues to uopdate overtime.
I fought this would be a nice addition to add in so that the team that help make terminator dark fate: defiance don't give up on the game yet, i know you guys and still pull off a hat trick you just gotta think about what makes players more motivated in playing your game.
Also on the topic of the objectives, getting a destory enemy HQ missions would help remove the AI's combat effectiveness and severally drops the AI's perception on the battlefield, if the enemy HQ isn't knocked out over time more stronger and deadlier Ai units can spawn with larger forces at play.
I think also in the near future giving the player the option to edit the spawn rates of both the Players own ticket spawns and when the reinforcement phases drop and giving the option to greatly increase unit spawns on the AI's side, it will also be worth adding in a coop option to the campaign and looking for more quality of life improvements as well as improvements that desperatly need to be done to allow players to see how many other players are currently waiting in the terminator dark fate: multiplayer lobby and how many players are currently playing the game.
if anyone else has anymore ideas to add onto this one that would be a even greater help.
thank you for reading this and i hope you have a great day.
Terminator dark fate defiance new idea for objective impact
Got a great idea for a game - why not post it here!
Moderator: Slitherine Core
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- Private First Class - Opel Blitz
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Re: Terminator dark fate defiance new idea for objective impact
The dynamic objective system you're describing sounds like it could add some real strategic depth to the gameplay. The idea of objectives impacting reinforcement tickets and spawn rates is particularly interesting.
The timed reinforcement phases could definitely make matches more dynamic and keep players engaged. Might help prevent matches from feeling too static.
The timed reinforcement phases could definitely make matches more dynamic and keep players engaged. Might help prevent matches from feeling too static.
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