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Style Filters


Llyssa
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It would be nice if there were style filters on the game.

Off hand options would be looter, rushing, slaughter, and stealth.

 

By default, all options are off.

 

A player could check whichever one(s) apply to them.

 

Then, at matchmaking time, teams would be given priority in order of number of filter states matched.

So, if there's nobody else playing with your selected style, you just go with whoever you can.

However, if someone has your style checked, you'll end up being paired with them instead.

 

That way:

 

-People who want to rush a mission can rush to their hearts content without being slowed down.

 

-People who want to stealth a mission can stealth without worrying about some machinegunner alerting every enemy on the map.

 

-People who want to kill everything possible can kill without worrying about being overwhelmed or left behind.

 

-People who want to loot everything possible can loot without worrying about forced extraction dashes.

 

-People who don't actually care for any of these play styles can avoid them as much as possible.

 

It wouldn't solve every conflict, but it would greatly lower the unhappiness that occurs when a style mismatch occurs--less waiting at co-op doors because your team isn't into rushing, less playing catch up because someone else is, less confounding waypoint postings, less heartache overall, and fewer failures for everyone, as they are somewhat inevitable when styles collide and the team breaks up.

 

The filters would be optional, and an honor system of sorts(it's possible for someone to pick a style they don't intend to use), but it would make the game more enjoyable overall.

 

Additional note: There could be a slight hardcoded incentive built into each style filter--a sub objective that gives a bonus for fulfilling a style. So, if you pick rushing, getting a low completion time grants a bonus, if you pick stealth, the more stealth kills made(and the percentage of SKs versus overall) would grant a bonus, looters would get a bonus inversely proportional to how many lockers and boxes remained unopened, and killers would get a bonus for number of kills made and percentage of enemies spawned versus slain. Nothing major, but maybe a 5% to 10% bonus on affinity and/or credits at completion, on a sliding scale, based on their level of success.

Edited by Llyssa
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