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PookieNumnums

Lunaro Rework Suggestions

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Posted (edited)

ok, first ill start with this:

we all know that dedicated servers would be great. so lets avoid that aspect of pvp dislike or w/e.

secondly, 

ill refrain from linking my original concepts for what eventually became lunaro since those threads are years upon years upon years old.

instead, based on my experience with lunaro and the game in general i will offer these ideas as options that could in my opinion make lunaro something quite enjoyable. not every suggestion in this thread is going to be something that would make it into a rework if other ideas were included. example: if two things contradict, theyre intended as either/or but not both.

 

When Lunaro was released I was very excited for some noncombat pvp. I had concepted tennododgeballquiddich a few times and bugged steve on twitter for it or something like it. When I saw the Lunaro teaser boy was I HYPE! More hype than i think ive been for anything up to that point, the only thing rivaling that excitement since was probably the Tennocon Railjack reveal. 

 

In the video you can see that the operators are chilling with their warframes. On their left shoulders are a little flag, that i assumed would imply which team they were on (obviously all on the same team here).

I was a bit disappointed when the operators were not involved with Lunaro, quite so to be honest. I really wanted Lunaro to become big. And in all honesty, I thought it would. Just look at how well rocketleague has done over the years. Anyhow, with that little intro out of the way; on to the rework suggestions.

 

Movement

1: Increase the parkour velocity of warframes.

2: Remove shoulder checking, slapping balls out of players hands, and press right click to vacuum arcata.

3: Give dash/roll a cool down

4: Give us the option to play in warframe vs, or operator vs (perfect opportunity to improve operator movement)(chair fatigue should have worn off by now, can we run plz? kthnx)

 

Gameplay

1: Instead of 1 lunaro and 6 players fighting over it, Give each team 1 Lunaro per player (about half the size or so) (ball spawning totem)

2: with shoulder check and ball slapping removed, Charged shots would be 'hold throw to charge' and knockdowns would go from 'dash into ball and hit player' to 'peg player with a charged throw'

3: with hold to vacuum removed, a catch button / animation would take its place. press to catch at the right moment. catching a charged throw would maintain charge, ball would become their team color, and they would drop their first ball which would teleport back to their spawning totem

4: Passing a charged throw to a team member can add 1 point to a scored goal. The tradeoff is, if the pass isnt caught properly the receiving player takes a substantial knockdown / respawn timer penalty of 3 to 5 seconds. 

5: If an opposing team member is pegged with a charged throw, that player takes a 3 to 5 second respawn penalty. 

 

Arenas

1: Arenas should be multi level, facilitating the use of parkour. This would be a great opportunity to reintroduce wall running. (no, i dont want to remove bullet jump. or wall cling. just change the current wall-whatever it is (hop?bounce?tra-la-la?) to a run animation that doesnt require you to look at less than a 45degree angle in order to avoid jumping off said wall. 

     - i.e. you hold space to stay on wall and can look any direction you want. letting go of space (or whatever your button for jump is, [console players, i c u] )would bullet jump off into that direction.

2: Goals should not be stationary.  Goals should move back and forth, or even spin slowly.

3: Goals should not be stationary (2). A goal should change its position within the arena after every score. 

4: Goals are not team-based. Any player can score from any goal.

5: Goals should not be one size fits all: There should be 3 different goals at all times. Large, Medium, and Small, for 1, 2 and 3 points respectively. 

6: Parkour Bonuses: Scoring goals from certain points or during certain maneuvers should lend extra points to a scored goal. 

     - i.e. if you score a goal during an aimglide you would get +1 points to that goal. if you score from a wall run +2 for that goal. if you chain wall runs and score from an aimglide out of a wall run, +4. if you pass during a wall run and it is successful... you get the point, i hope.

 

 

Dojos

1: customizable lunaro courts for our dojos. cuz why not. 

 

Edited by PookieNumnums
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So what do you dislike about the current version of lunaro and its core mechanics? The one thing that'll make lunaro better for me is to revert it back to pre-chimera prologue where many of the current bugs got introduced.

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11 hours ago, Eragon said:

So what do you dislike about the current version of lunaro and its core mechanics? The one thing that'll make lunaro better for me is to revert it back to pre-chimera prologue where many of the current bugs got introduced.

The current mechanics promote ball hog style gameplay, a race to get the ball and score,  spam swatting, a race to disarm the opponent, doesnt accent parkour, and has a few techniques that are both hard to learn and use for the general player. 

Also it lacks any real variety to the game play which when you watch high skill players go at it its just a back and forth of the same basic movements and when you put one against someone with less experience knowledge and ability the gap between them is huge.

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Huge skill gap is expected espescially when there's no ranking system.

Mind clarifying on which techniques you think are hard? I seen a bunch of people learn dribbling after showing and explaining to them once.

There's a lot of variety in the unstable shots you can perform (albeit some players would spam the same 2-3 shots). If you want me to link you a video or something feel free to ask. Otherwise the only points I agree with you on are the ballhog situation and e-spam.

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7 hours ago, Eragon said:

Huge skill gap is expected espescially when there's no ranking system.

Mind clarifying on which techniques you think are hard? I seen a bunch of people learn dribbling after showing and explaining to them once.

There's a lot of variety in the unstable shots you can perform (albeit some players would spam the same 2-3 shots). If you want me to link you a video or something feel free to ask. Otherwise the only points I agree with you on are the ballhog situation and e-spam.

Someone taught me how to dribble but i dont see it as something the average joe can pick up so easily. 

Charged shots will go wherever the cursor aims so it can be controlled easily but when youre in the air or in heated exchange between opponents it can be hard to manage. 

If it was based on pegging opponents or hold to throw for charged shots it wouldn't be outside of what we already do.

If there were team based lunaro and one for each player it would present the option to score or attack giving a need for strategic decision making. Even if there was one for each side. 

Also, if there was a catch animation and not vacuum, ball contol and apprehension would be much more fluid and less wonky, where the ball comes at you but due to momentum or movement speed floats around you and to another direction. 

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