Post by three3pryme on Nov 27, 2020 8:57:55 GMT
I have a pretty massive suggestion for overhauling the City attack defense. READING ALL THIS WILL TAKE A WHILE. First, when a city is under attack and the timer is counting down, when it reaches 0, it should start the "Simulation", which is the same thing as the player having the option to avoid defending the city, and there is a chance they keep or lose it. The chance, i am aware, scales with the number of houses you have, but this will correlate to my next huge point.
City defenses are a bit boring, and problematic. It seems that when the countdown hits 0, and you are just swarmed with enemies if you are in that city. Here is my suggestion:
1. the city HQ should be enterable and accessible. There, the player can talk to a patriot about city defenses. The player should be able to purchase new levels of defenses to help defend the city. Similar to strengthening fleet power in SB 's Conquest mode. The maximum level of defenses you can buy will directly scale with both the size of the city, and the number of houses a player owns. The new objective of the ENEMIES are to capture the main city center, or kill the player, once that is achieved, the player loses the city. The enemies capture the objective when the player strays too far from it. (We can brainstorm ways to make sure the player actually loses the city, instead of just reloading the autosave.). The player also has to go to the HQ within the time limit to start the actual defense. Once that happens, it triggers a sequence similar to starting a mission. The objective spawns, and the player's purchased defenses spawn.
Here are 2 HYPOTHETICAL examples for how purchasing defenses will work.
Defense level EXAMPLES:
LVL 0 - No defenses, just the player and their patriots. Chance of keeping city during a skip should be extremely low.
LVL 1 - The two guards that are always out front show up, they could be slightly stronger than the average roaming patriot
LVL 2 - 2 guards + a small car with 2 patriots inside. From here on, some of the patriots exit the car if its about to explode, some stay inside and die.
LVL 3 - 2 Guards + 2 small cars, one on each side of the HQ, they block the road. Patriots inside
LVL 4 - 4 Small cars that block the road, some patriots positioned behind them, and inside cars. 2 Guards
LVL 5 - Same as LVL 4, but the 2 Guards have much better gear.
.
.
2 - Larger city with more than 100 houses. Level cap can go to 10. Any upgrade after LVL 5 should be exponentially more expensive to purchase, but the defenses will be top notch. By the 200 house mark, for example, the lvl 10 cap will be unlocked, and the player has access to more advanced defenses.
LVL 6 - Same as LVL 5, but all the cars have more patriots inside.
LVL 7 - 3 small cars blocking each side of the road, 2 guards with upgraded gear
LVL 8 - 2 Large, sturdier cars with patriots inside. Few patriots behind the cars. 2 upgraded guards.
LVL 9 - Same as LVL 8, but with a Super heavy van, stationary, in the center of the road, just outside the HQ. Has a turret on top of it. (Refer to one of my previous suggestions), takes many bullets to be destroyed. Less patriots outside the cars. The 2 guards are upgraded yet again, this time with heavy Machineguns, and super body armor.
LVL 10 - Same as LVL 9, but a friendly helicopter joins in the fray, following the player from above, and attacking enemies (Helicopter should be able to be targeted and destroyed by enemies).
AS FOR CITY ATTACKS: I am thinking attacks can work similarly to conquest mode from Space Borders, where the number of houses you have in a city you are about to attack directly scale your attacking force. Instead of going to the city center and killing the two guards, there should be an option somewhere on the map, or an a different screen. Once you are eligible to attack a city center, it sets a waypoint, and starts the attack. Similar to my previous suggestion, its like starting a mission (Going to the pink Scroll), where it puts you in a new 'game' where the mission assets and objectives spawn. This would not be as complicated as defenses. I'm thinking there should be 2 objectives for the player.
1. Destroy the Limo (and the leader) after a couple waves of enemies.
2. Capture the city center which will be fortified by AI's. The first objective must be met in order to complete the second one. Once the player and their crew bust through the defenses, they must capture the building. They would do this similar to how the city defense fortifications would work. Player should not be able to go near city defense until objective 1 is met.
3. This one is a maybe: Maybe after the 2nd criteria is met, the player has to escort a leader patriot to the city center, and the player must defend themselves until the leader secures the building, and the city becomes captured.
GENERAL SUGGESTIONS: During a defense, or an attack. If there are only a few enemies left, they should have waypoints put on them so the player doesn't spend too much time looking for a few rogue enemies that might be stuck, or lost.
Traffic should be disabled
Cops should not intervene.
Laser designator should be disabled, or changed for the attack, as it could just one-shot all the AI defenses.
We don't have to change any of the main missions where the player conquers a city.
Conquering cities outside the campaign could be locked until you complete a certain mission
Everything said here can be changed. I am aware this is my biggest request so far, and it would likely take a super long time to implement, but I feel like this would spice up the city conquest modes.
This feature would likely take a while to implement, and would require a decent amount of testing. However, it could add a lot to the game world, and make city conquests much more interesting.
City defenses are a bit boring, and problematic. It seems that when the countdown hits 0, and you are just swarmed with enemies if you are in that city. Here is my suggestion:
1. the city HQ should be enterable and accessible. There, the player can talk to a patriot about city defenses. The player should be able to purchase new levels of defenses to help defend the city. Similar to strengthening fleet power in SB 's Conquest mode. The maximum level of defenses you can buy will directly scale with both the size of the city, and the number of houses a player owns. The new objective of the ENEMIES are to capture the main city center, or kill the player, once that is achieved, the player loses the city. The enemies capture the objective when the player strays too far from it. (We can brainstorm ways to make sure the player actually loses the city, instead of just reloading the autosave.). The player also has to go to the HQ within the time limit to start the actual defense. Once that happens, it triggers a sequence similar to starting a mission. The objective spawns, and the player's purchased defenses spawn.
Here are 2 HYPOTHETICAL examples for how purchasing defenses will work.
Defense level EXAMPLES:
LVL 0 - No defenses, just the player and their patriots. Chance of keeping city during a skip should be extremely low.
LVL 1 - The two guards that are always out front show up, they could be slightly stronger than the average roaming patriot
LVL 2 - 2 guards + a small car with 2 patriots inside. From here on, some of the patriots exit the car if its about to explode, some stay inside and die.
LVL 3 - 2 Guards + 2 small cars, one on each side of the HQ, they block the road. Patriots inside
LVL 4 - 4 Small cars that block the road, some patriots positioned behind them, and inside cars. 2 Guards
LVL 5 - Same as LVL 4, but the 2 Guards have much better gear.
.
.
2 - Larger city with more than 100 houses. Level cap can go to 10. Any upgrade after LVL 5 should be exponentially more expensive to purchase, but the defenses will be top notch. By the 200 house mark, for example, the lvl 10 cap will be unlocked, and the player has access to more advanced defenses.
LVL 6 - Same as LVL 5, but all the cars have more patriots inside.
LVL 7 - 3 small cars blocking each side of the road, 2 guards with upgraded gear
LVL 8 - 2 Large, sturdier cars with patriots inside. Few patriots behind the cars. 2 upgraded guards.
LVL 9 - Same as LVL 8, but with a Super heavy van, stationary, in the center of the road, just outside the HQ. Has a turret on top of it. (Refer to one of my previous suggestions), takes many bullets to be destroyed. Less patriots outside the cars. The 2 guards are upgraded yet again, this time with heavy Machineguns, and super body armor.
LVL 10 - Same as LVL 9, but a friendly helicopter joins in the fray, following the player from above, and attacking enemies (Helicopter should be able to be targeted and destroyed by enemies).
AS FOR CITY ATTACKS: I am thinking attacks can work similarly to conquest mode from Space Borders, where the number of houses you have in a city you are about to attack directly scale your attacking force. Instead of going to the city center and killing the two guards, there should be an option somewhere on the map, or an a different screen. Once you are eligible to attack a city center, it sets a waypoint, and starts the attack. Similar to my previous suggestion, its like starting a mission (Going to the pink Scroll), where it puts you in a new 'game' where the mission assets and objectives spawn. This would not be as complicated as defenses. I'm thinking there should be 2 objectives for the player.
1. Destroy the Limo (and the leader) after a couple waves of enemies.
2. Capture the city center which will be fortified by AI's. The first objective must be met in order to complete the second one. Once the player and their crew bust through the defenses, they must capture the building. They would do this similar to how the city defense fortifications would work. Player should not be able to go near city defense until objective 1 is met.
3. This one is a maybe: Maybe after the 2nd criteria is met, the player has to escort a leader patriot to the city center, and the player must defend themselves until the leader secures the building, and the city becomes captured.
GENERAL SUGGESTIONS: During a defense, or an attack. If there are only a few enemies left, they should have waypoints put on them so the player doesn't spend too much time looking for a few rogue enemies that might be stuck, or lost.
Traffic should be disabled
Cops should not intervene.
Laser designator should be disabled, or changed for the attack, as it could just one-shot all the AI defenses.
We don't have to change any of the main missions where the player conquers a city.
Conquering cities outside the campaign could be locked until you complete a certain mission
Everything said here can be changed. I am aware this is my biggest request so far, and it would likely take a super long time to implement, but I feel like this would spice up the city conquest modes.
This feature would likely take a while to implement, and would require a decent amount of testing. However, it could add a lot to the game world, and make city conquests much more interesting.