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Survival An Opportunity For Asymmetrical Gameplay?


FacepuncherXL
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Essentially, with the introduction of the survival gametype and its associated lore/backstory/reason, DE has brought the idea of some "Alpha Team" onto the table. This elite team has the task of raiding a highly populated ship/base of crucial information, materials, or even personal. Since the job is so dangerous, a second squad is tasked with the job of keeping everyone distracted, as well as keeping up the oxygen levels. 

Currently, survival only has the players trying to stay alive as long as possible.

 

What if DE added the option for players to be apart of this "Alpha Team"?

I propose that at the beginning of a mission, the squad would be divided into 2 teams and given 2 different objectives. Alpha has the task of locating data/people/resources throughout the ship. Beta team had to act as the distraction, fighting an onslaught of countless enemies. The oxygen mechanic would remain essentially the same, except that the oxygen drops would be activated by Alpha team finding a target. As time goes on, mobs get higher level, oxygen supply drop-rates decrease, Alpha team targets get further apart, more heavily guarded, and perhaps requires more parkour to reach. Rewards increase the longer the teams are able to go. If oxygen runs out, the mission ends, and if all the players die, the mission fails. Perhaps, oxygen levels only start to drop if the Alpha team is detected, which could encourage trying to be stealthy.

 

Of course this is open to trolls and rushers, but so is almost every gamemode. Hopefully it would add more variety in gameplay and will encourage team work. 

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The game has to end some time, and perhaps there's some balance. 

Mobs get harder to kill, so fewer are killed, so fewer drop oxygen.

But even then, games could go on for a lot longer than some would like.

But obviously the whole idea would need testing and fine tuning to see what actually works when people play.

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