Ground zone combat need to be redesigned

Maybe, though I'm not sure if any specific game mode (outside infinite combat zone - which wouldn't work when doing BGS work I suppose) could remove the tedium of Frontline vulture flights.
Just give the option at frontline, sure I'd do 10 rounds and be done with it.

However a good game designer would make it so you join a campaign on board a military carrier, and from there you do 10 rounds at different locations before you're released back to society.
 
However a good game designer would make it so you join a campaign on board a military carrier, and from there you do 10 rounds at different locations before you're realized back to society.
Yep, preferably with intensity setting considering how low intensity ones are snooze fests that give neither credits nor badge (and thus many combat locations in the system being useless).
 
Just give the option at frontline, sure I'd do 10 rounds and be done with it.

However a good game designer would make it so you join a campaign on board a military carrier, and from there you do 10 rounds at different locations before you're released back to society.
That's very, very, very, very subjective.

Yep, preferably with intensity setting considering how low intensity ones are snooze fests that give neither credits nor badge (and thus many combat locations in the system being useless).
Yes, shame on FDev for trying to cater to all kinds of skill levels.
 
Where is the really hard levels?
 
I was obviously referring to the part where you said Low Intensity was a snooze fest, miss Interpretation.
Well they obviously are snooze fests from my (and probably the majority of EDO players) perspective – and money and badge progress on them means killing hundreds if not thousands of poor hapless lvl 1 bots. However, nowhere did I say that there should be no low intensity CZ option to choose, which to me looks like you just intended to wrestle with a strawman.
 
You mean designed, not redesigned?

Re-designed would imply there was some kind of design in the first place, and I'm not sure "standard domination mode" can really be classed as a design anymore.
 
Well they obviously are snooze fests from my (and probably the majority of EDO players) perspective – and money and badge progress on them means killing hundreds if not thousands of poor hapless lvl 1 bots. However, nowhere did I say that there should be no low intensity CZ option to choose, which to me looks like you just intended to wrestle with a strawman.
I'm from the city so I'm not familiar with that rural pastime, but I do believe we call it a strawperson nowadays.
 
When a war is triggered it's more like you are in a tournament than a war, it doesn't feel like a war, let's be honest it's CQC on foot, and as such it's ok.
So we need a redesign of the war scenarios, yes it's my opinion and if you have another opinion let me know in the comments.

Suggestion:

1. Defending fraction spawn inside the settlement/base
2. Attacking team drop only one time, establish a FOB where you respawn if you die
3. To win defending team need to stop attacking team gaining access to Power, Command center.
4. To win attacking team need to take power and commander center.
5. Defending posts are placed at entrances, need to be passed by attacking team.
6. Upload a virus to shutdown command center = a take, defending team can't restore it.
7. Shut down power and take the power thingy = win
8. Count down timer for respawn opportunities, lets say it's recourses to keep the fight going that depletes.
9. Defending team win when there is no more attackers.

Remove the "flags" FOB could be a drop ship that's landed and is used to respawn from.
I was hoping that the Odyssey CZs would turn out more like this rather than the current CZ implementation. Moreover, I was hoping that capturing specific locations like the CMD center, PWR center, or medbays would grant the capturing side some bonuses, such as control over the settlement's turrets, faster suit charges / deny enemy suit charges, free heals, etc., aside from simply deducting respawn tickets / life points / the heck are those things called anyway? - something more than a random glowing circle with an alphabet letter attached to it in the middle of the settlement. Something meaningful.

Frankly, what I'd really like to see are ground CZs at the Horizons settlements with this kind of CZ, especially now since we have the Scorpion SRV. Some of those settlements can get quite big, so we can incorporate a whole bunch of vehicular combat, some Skimmers, and a Goliath or two for some awesome carnage. Effective weapon ranges and projectile velocities for our small arms weaponry may need to be increased so they'll be useful in these CZs (they're too low to begin with, in my opinion). I'm basically envisioning some epic Halo-style Big Team Battle engagements, for those of you who have played any of the Halo games.
 
I was hoping that the Odyssey CZs would turn out more like this rather than the current CZ implementation. Moreover, I was hoping that capturing specific locations like the CMD center, PWR center, or medbays would grant the capturing side some bonuses, such as control over the settlement's turrets, faster suit charges / deny enemy suit charges, free heals, etc., aside from simply deducting respawn tickets / life points / the heck are those things called anyway? - something more than a random glowing circle with an alphabet letter attached to it in the middle of the settlement. Something meaningful.

Frankly, what I'd really like to see are ground CZs at the Horizons settlements with this kind of CZ, especially now since we have the Scorpion SRV. Some of those settlements can get quite big, so we can incorporate a whole bunch of vehicular combat, some Skimmers, and a Goliath or two for some awesome carnage. Effective weapon ranges and projectile velocities for our small arms weaponry may need to be increased so they'll be useful in these CZs (they're too low to begin with, in my opinion). I'm basically envisioning some epic Halo-style Big Team Battle engagements, for those of you who have played any of the Halo games.
One way to do it would be like it’s done in war sims, you start with one base, after you get control you go to the next and so on, where you have taken control of all the bases you will finally get access the enemy HQ where the final battle is, if you win the system is yours. Until this is done the enemy can retake their bases and the will cut you off to progress further. If the battle is stalemate you can trigger a peace treaty where you keep what you got.
 
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One way to do it would be like it’s done in war sims, you start with one base, after you get control you go to the next and so on, wher you have taken control of all the bases you will finally get access the enemy HQ where the final battle is, if you win the system is yours. Until this is done the enemy can retake their bases and the will cut you off to progress further. If the battle is stalemate you can trigger a peace treaty where you keep what you got.
This is what I was hoping CZ in Odyssey was going to be like, not a subpar, lacklustre FPS from the earlys 2000's. FDev just lack some basic imagination, the suggestion forum is jam packed with great ideas, but no we get the most basic team deathmatch :(. We can't even get NPC in SRVs yet :ROFLMAO:.
 
Something 'won' should stay won for a while for each player. There are other battles to join.
That wouldn't work with instancing though.

What happens if i win the war in my instance, and you win it in yours, for opposed sides.

It just doesn't make any sense for the game, and "instance" mechanics will never change.
 
lacklustre FPS from the earlys 2000's
Untrue, most of modern e-sport FPS, except battle-royal, use traditional rules for their CZ.
It's almost always 'control points', 'capture the flag' or 'defuse the objective'.
Overwatch, Halo Infinite, Battlefield, Rainbow Six, CS (games active from 2016 until today).

Why OD would do differently?
 
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Untrue, most of modern e-sport FPS, except battle-royal, use traditional rules for their CZ.
It's almost always 'control points', 'capture the flag' or 'defuse the objective'.
Overwatch, Halo Infinite, Battlefield, Rainbow Six, CS (games active from 2016 until today).

Why OD would do differently?
How many game modes does CZ in Odyssey have?. Same question, how many does Battlefield or Overwatch have?.
 
How many game modes does CZ in Odyssey have?. Same question, how many does Battlefield or Overwatch have?.
Overwatch has 2 main modes, 'control points' and 'push the payload'. I don't know about Battlefield, but I didn't hear they invented any new creative rules for their CZ.

I'm talking about "competitive" modes, which represent 75% of those games' players. Other modes are considered "arcade", casual and just gimmick.

Also, Overwatch and Battlefield are pure shooter games while Elite is an MMO with a third of shooter. You sound a bit unfair to me.
 
Why OD would do differently?
While I agree that the accusation about rules is a bit unfair one (well, I'd like Arma-styled meaningful combined arms combat also because it'd fit ED better than arena shooter ever will - but I know it will never happen). But it isn't entirely inaccurate to describe the current iteration of CZ as early 2000s shooter - it sure resembles one. It's really bare bones, the "procedural" settlements are pretty darn generic, off-settlement terrain is just background scenery and the capture mechanics most basic "stand in a coloured circle, sometimes placed in the middle of a taxi runway" instead of "hold this building" or whatever.

Anyway, I don't think ground combat CZes will ever be developed to be truly interesting (and I doubt introducing defuse bomb or deathmatch game modes will salvage them), but it is somewhat lamentable how a lot of opportunities were missed there.
 
Untrue, most of modern e-sport FPS, except battle-royal, use traditional rules for their CZ.
It's almost always 'control points', 'capture the flag' or 'defuse the objective'.
Overwatch, Halo Infinite, Battlefield, Rainbow Six, CS (games active from 2016 until today).

Why OD would do differently?
There are other versions of capture the flag where it's more like a war and not a tournament.

Sector basics
Sectors are towns (bases) you need to capture. Once you have captured an unbroken line of sectors from your base to the enemy base you can place an AO (Attack Order) on the enemy base allowing you to win the game.
Sectors are also the source of your CP (credit points used to fund the war), so the more sectors you control the more CP/min your team will get.

The control of a sector is based on Defenders value vs Attackers value inside the sector. Each unit has a value attached to it, with unarmed cars being the lowest and jets being the highest. As soon as the attackers value gets higher than the defenders value the town will start to cap at a slow rate. Fastest way to cap and ensure nothing can reset your cap is to clear the town and check just outside the border to see if any AI units are going to wander/drive back in to town.

How to vote for a sector to attack:
After you finishing capping the previous town, you go to map and click on the town you want to attack next. For a town to have an Attack Order(AO) placed on it there must be an unbroken line of towns connected to your main base that connect to the town you wish to attack.

If an AO gets cut off and you can no longer attack the town you can Reset sector voting under the strategy menu. Then vote for a new town to attack.

no go sectors, sectors with a solid border around them aren't safe to enter.


Now I know this is probably too complicated for ED, however a light version could be made.
 
Also, Overwatch and Battlefield are pure shooter games while Elite is an MMO with a third of shooter. You sound a bit unfair to me.
Not being unfair, just wish FDev could see the potential they have with Elite, if they just gave it abit more depth and not the basic game mode we have at the moment.

Don't get me wrong I love this game, but is so frustrating seeing potential being wasted.

Odyssey was in development for over two years and is mainly combat focus and is the best they can come up with, even a couple different game modes would make all the difference. I would love to see ARM style of game play, but I think that is way beyond Odyssey and Fdev. :cry:
 
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