by Terramort » Fri Jul 11, 2014 4:42 am
Agreed with everything in the main post, as well having a few points of my own to make.
- Outside the Walls is waaaay to short. When creating the game, the creator should be able to specify the amount of points for each side required to win. The map is set up like an epic campaign, but I usually have over half the points needed to win about the time I reach forest with no deaths on Hard, and mopping up those jumpers in the Forest eats up those last points really fast
- Playing as a Titan, I don't feel like I even matter, since players can just avoid me and kill the other Titans needed to win. Running shouldn't use up stamina, other, regular Titans can run at your speed indefinitely. Instead, there should be a sprint button that allows you to run at speeds like before the nerf, but uses stamina. I find that I often can't a player, since they just run until I'm out of stamina, then kill me. (note: first time ever playing PT, because the campaign aspect of the map is awesome)
- Allow players of both Titan and Human teams to choose their checkpoint upon death but before respawning. I often see PTs spamming belly flops at CPs humans are stuck respawning at, and conversely, it's annoying to be a PT tying to take any checkpoints humans already control, as they respawn there and you respawn clear back at the forest, and with the new run nerf, just makes being a PT frustrating and no fun.
- On the subject of spawning at checkpoints, they should capture at double speed, but have a neutral mode (so to take a CP, you need to return it to neutral, then turn it to your color). Turning a CP neutral should happen regardless of allied players, but turning it allied should require no enemy presence. This would make capturing a CP much more doable, yet defendable for the first half the capture, as you can respawn there until it turns neutral.
- When taking a checkpoint (turning it from neutral to your color), an enemy entering the zone should simply pause the progress, not reset it, giving the advantage to the first party to arrive (and thus the defenders). When attacking a checkpoint (turning it from your enemy to neutral), an enemy presence will NOT halt the progress, giving the defenders reason to protect their circle.
Okie, now onto things that should be added to the Outside the Walls mode:
- Instead of Annie spawning immediately after CP 4 is taken, a timer should instead be initiated, giving Humans a while to stop her.
- Once Annie has spawned, it's quite hard to take her out. Perhaps after she spawns, Human team members can create the Female Titan Trap in the Forest by capturing the Forest checkpoint. Once the Trap is created, just lure Annie into running over it, in which case it will immobilize her. She will be immune to all damage (crystal hands), but will attract all runners on the map to her. Once she is destroyed, she will respawn in X minutes back at the middle CP if it is still under Titan control, otherwise, she won't spawn again until the middle CP.
- Add the entirety of the City Map to the inside, and have the humans start at checkpoint at the HQ. Add another checkpoint at the normal spawn point for City.
- If the Titans take the CP directly outside the Great Wall, the Colossal Titan appears and the Colossal Titan boss begins. All Titans on the map begin heading for the City, instead of Abbies spawning over and over (Titans can, of course, aggro players instead of the City run, but a percentage of Abbies will still ignore players). As long as the Colossal Titan remains alive and the hole open, no checkpoints beyond HQ can be captured by Humans (but ones already under human control remain that way).
- If the Colossal Titan is defeated, Eren will spawn at the still whole gate and begin carrying the boulder. All Titans on the map will now target him (unless they aggro a Human, but again, a small amount of Abbies will ignore all Humans). The checkpoint outside the wall (and those beyond) cannot be captured until the hole is plugged.
- If the Titans take the HQ checkpoint, all fuel stations across the map quit functioning until it's back under Human control (note: turning neutral will not disable nor re-enable the refuel stations, it has to turn all Human or all Titan to break/fix). (yes, I know, not quite realistic, but it's pretty true to the show, makes it a valuable checkpoint with the new gas dodge, and would be fairly simple without extra inside maps or anything funky).
- Instead of small humans that die and lose you the game, there is instead a CP at the normal City spawn. If it is taken by Titans, the Armored Titan spawns, is invincible, crushes the HQ on the way to the gate (yay wanton destruction!), and Titans win.
- As Titans, allow orders to be given to other Titans, even if only a few at a time (follow me, take/guard checkpoint, attack, leave me)
- As Humans, either add a new key for mounting horses, or allow horse commands (stay here, follow me, go to closest human checkpoint, come to me), and horses should be allowed to die to Titans (just on accident though). Horse still respawns with you on death/at a checkpoint.
- Allow changing characters at checkpoints without dying.
Now, a few general changes I'd like to see:
- weaken blades. Gas has had it's nerf now in the form of a way to blow it all in 30 seconds flat (and usefully, too, god I love gas burst), but blades now never ever need to be reloaded. Have them take damage equal to how much damage dealt, with 1 set of blades being worth 2k (?) damage. So killing a Titan with 2000+ damage will break your blades, but you could kill 200 titans with only 10 damage each (for those who will argue: the 1000+ damages are wild fast gnarly hard swings that are so fast there's no way to be precise. Blades are going to be fuckered up. The 10 damage swings are surgical cuts that sever the spinal whatever with the smallest cut, saving blade - or, alteranately, add Titan HP. Then you can either waste your blade on ineffective hits, or learn the most effective ways to hit various Titans sizes to conserve blades). It won't REALLY slow down pro players, as they would be able to reload on the fly (see next)
- to keep that from being broken, add air reloading. At only 2k health a reload, the better players will be reloading as often as they are air dodging, so hopefully that should help blades and gas run out at the same time, without making the game overly punishing to either new or pro players.
Too long, Didn't Read:
- allow changing required win points (including infinite) for Outside the Walls
- give PTs a sprint button that uses stamina, while normal running doesn't
- allow choosing checkpoint to respawn at on death
- add a neutral mode when taking enemy checkpoints
- modify slightly how checkpoints are taken (white to friendly pauses when enemy, friendly to white does not pause when ally, enemy to white does not pause with enemy, white to enemy pauses when ally)
- add Annie trap in Forest
- finish the inside of City
- add Colossal and Trost map modes to Outside the Walls
- add HQ checkpoint, that disables all refuel stations if Titan controlled
- add win condition if Titans take last checkpoint (Armored Titan appears and crushes gate)
- allow rudimentary orders to NPCs
- have blades take damage according to damage dealt, at 2k per blade set
- add air reload