So, I know a lot hasn't been talked about when it comes to end game...but eventually players are going to want good end game content (I'm guessing there will be a level cap?!?)
And unfortunately there will be people who will try and race to that level cap and finish within a week or two.
I had a cool idea that holds true to Tom Clancy type games.
If you remember back in Tom Clancy: Rainbow Six, you would micromanage different squads (Alpha, Bravo, Charlie, ect) before you would start the mission.
I was thinking that end game content could work similar to this idea. You could have multiple 4-5 person groups each in their entirety working on a different goal at the small scale, to complete the objective at the large scale. If Alpha squad wiped and died, it would cause the other squads to have to pick up their slack by making their objective more challenging.
e.g. Alpha would infiltrate the building to supply a stable power source so that Bravo and Charlie could have better lighting and also be able to use the built in security cameras for surveillance of enemies. However, if Alpha squad got overran by the enemy it would cause Bravo and Charlie squad to have increase in difficulty managing the building.
You could have many different ways of completing the same objective -> Brute force it and have all your squads go in the main entrance or....be more tactical and have 2 recon squads to disable or weaken enemies for the squad going through the main entrance.
Would like to see the community evolve on this, what would you like to see as end game?
-Liljuicester
There has been alot of discussion on endgame in the suggestions thread. check it out and maybe post this suggestion there aswell.
in regards to the suggestion i would like this. you could simply have a larger dungeon with multiple groups in simultaneously with different objectives. It wouldnt be neccecary with a premade plan or any kind of communication beforehand. you could simply drop in as a team or an individual and be allocated a task. how many players are in the dungeon would change the conditions of the dungeon.
To clarify ill make an example because i feel i was slightly incoherent.
ex:
You enter a dungeon whose overall mission is to extract something or someone.
version one:
Only one team in dungeon. they barge in, the HVO is behind a door guarded by lots of enemies and a few autoturrets.
version two:
a second team or individual is also in but has the objective of turning off the power to deal assist team one. if they succeed the turrets are off but also the lights and this alerts the enemies who call for reinforcements making the dungeon heavvier in enemies and darker but no alarms or turrets. also doors have to be forced open by two people.
version three:
a third team or individual is also in with the mission of turning on a fire suppressin system making parts of the dungeon to flood with halon gas making those areas inhabitable and perhaps killing certain mobs of enemies. this would force team one to change route but they would have less enemies, turrets would remein un affected.
Also you could have the defensive dungeon. a fire base or similar under attack, individuals(more than one, but not team related) get objectives to repair turrets, fix holes in defensive walls and the like, all objectives randomized and reactive to how the players act(if everyone is at one spot a flanking manouver wont be spotted)
this was just the ideas i had off the top of my head.
thats a pretty great idea, but instead of a skill tree, why not have a skill grid, instead of buying skills you don't want in order to get skills you do want, you could just spend the points on only the skills you wantOriginally Posted by mdudee2072 Go to original post
instead of alpha and bravo being a 4 man squad maybe they could be individuals in the squad or a two man teamOriginally Posted by LilJuicester Go to original post
Warhammer worked a ladder system for speccing where every step up the ladder increased the effectiveness of each ability in that ladder. Every third rung or so of the ladder also held an ability that could be purchased with a spec pt, but you could pass it over for the increased effectiveness of the whole ladder. Is this what your talking about System?Originally Posted by The-System-08 Go to original post