Ground zone combat need to be redesigned

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.
 
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.
The biggest flaw is that 'winning' doesnt win anything. Go back to Frontline and they will send you straight back to the same scenario. Yes, that works for a CQC style separate arena, but does not work if this is in the context of the BGS/galaxy. Something 'won' should stay won for a while for each player. There are other battles to join.
 
The biggest flaw is that 'winning' doesnt win anything. Go back to Frontline and they will send you straight back to the same scenario. Yes, that works for a CQC style separate arena, but does not work if this is in the context of the BGS/galaxy. Something 'won' should stay won for a while for each player. There are other battles to join.
Yeah, unlike the ship CZs which... wait, what?
 
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.

You might find actual on-topic discussion here, OP -> https://forums.frontier.co.uk/threads/it-is-time-to-rework-odyssey-settlement-battles.595433/
 
The biggest flaw is that 'winning' doesnt win anything. Go back to Frontline and they will send you straight back to the same scenario. Yes, that works for a CQC style separate arena, but does not work if this is in the context of the BGS/galaxy. Something 'won' should stay won for a while for each player. There are other battles to join.
To some degree, though taking into consideration the above scenario, it wouldn't be out of sorts for there to be multiple attacks on a settlement during the course of a war.
 
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 think these are good ideas honestly. Hopefully FDev will expand the scenarios surrounding war states. It would also be good to see missions that are more on the support/resupply side happen during these, ie; a settlement goes through stages of supply/repair which affect their ability to repel attacks, somewhat akin to repairing attacked stations.
 
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From a point of immersion, having an iron-mannish design where a death sets your delay to play to an excruciatingly long value seems internally consistent.

Unfortunately, you aren't really dead, you do come back, and the capture the flag game mode is available in tons of FPS offerings that feature a much shorter delay to play.

I believe that most FPS game designers understand that playing the game is the teaching tool used to train players to do better at the game. The game play provides the endorphin pop. That is what keeps you returning to the game.

There is tons of research on game design theory, and one of the big "no - no's" they refer to consistently is "built in" time interval delays that interrupt game play.

Despite the effort to make death immersion-lite punishment, I do agree with the OP that a more rapid return to combat makes sense for CZs.

 
There is tons of research on game design theory, and one of the big "no - no's" they refer to consistently is "built in" time interval delays that interrupt game play.
Makes sense in fast paced games, but applies less to niche "realistic" war games where time delay is part of the realism and avoiding spawn spam. As you note, ED quite often fits latter - it has tons of AFK moments created by realistic portrayal of distances in space and whatnot.

Anyway, probably not a good idea to introduce any more time walls to CZes considering how bland and separated from the game itself they are (and surprisingly IMO pretty easy, at least with G2-G3 engineered gear - so death punishment would only apply to beginners).
 
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also dumb.

Indeed. I mean I realize it's Elite and typical MMO feature, but it's also pretty jarring. And hilarious considering how ED universe power regulators are rare like modern day PS5s .
Yes, excruciatingly dumb and ridiculously jarring, there should be way more (object) permanence in ED. Also, I'm sure you'll both agree that our commanders should have only one life and that character perma-death is pretty much mandatory to maintain the immersion.
 
From a point of immersion, having an iron-mannish design where a death sets your delay to play to an excruciatingly long value seems internally consistent.

Unfortunately, you aren't really dead, you do come back, and the capture the flag game mode is available in tons of FPS offerings that feature a much shorter delay to play.

I believe that most FPS game designers understand that playing the game is the teaching tool used to train players to do better at the game. The game play provides the endorphin pop. That is what keeps you returning to the game.

There is tons of research on game design theory, and one of the big "no - no's" they refer to consistently is "built in" time interval delays that interrupt game play.

Despite the effort to make death immersion-lite punishment, I do agree with the OP that a more rapid return to combat makes sense for CZs.

We already got a countdown, and the same mechanics could be used without the capture the flag mechanics.
 
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