Post by quicklite on Feb 19, 2015 13:46:23 GMT -5
Firstoff, I'm just gonna re-emphasise the 'speculative' part of the title. This is not a suggestion, nor is this something I think should be implemented anytime even remotely soon. Hell, if anything I'd think of this being implemented at least 3 or 4 years from now as an afterthought when the actual game is suitably developed. But nonetheless, I like the idea of the topic, and think it would be a fun think to, well, speculate on
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But I digress. Obviously, grid is by nature a PvE game. And I completely agree that it should stay pretty much entirely focused on PvE. But I couldn't help but think about how and if PvP could work in Grid12. Main reason I think of this is because grid's unique gameplay gives the game its own brand of tactics, and I like the idea of these tactics being pitted against each other. Although there'll be a lot of complications (tanks not being built for PvP, shields being shown, how everything will actually work/re-writing the code for its implementations) and it isn't exactly something that can just be done, I've still liked the idea of people using the various tricks and quirks they've figured out for convoys and region commanders and using them against other players. It could lead to a whole bunch of new strategies and interesting gameplay.
I'll give an example of what I had in mind. Let's take a single 5v5 elimination (you die, you're gone) teamfight, with team A and team B. Let's say team A decides to use a hornet. After all, it outranges every other tank in the game and hits HARD. Seems pretty OP in its own right. But the hornet lacks any frontal shielding, and is generally weak. And the other team's gonna be targetting it specifically, rather than the enemy they're closest to. So team A also uses a corsair to act as a protector. Its shield trigger nullifies all frontal damage, its heal can save the hornet from a bad scrape, and its shotgun and shear offer respectable burst dps for a charging enemy. This allows the hornet to live and deal its crazy amounts of damage. So team B, predicting this, runs a vindicator. It not only gets around the corsair's frontal shield via its blink-splosion, but can then stick to both tanks to its heart's content. After all, if the other team hurt it enough, it can simply use its explosion trigger that amplifies at low health to utterly decimate the hornet and corsair it would be hugging, and then re-heal with its remaining two triggers. Seems like a hard counter, but what if team A runs an avenger? The avenger can use its unique disarm/immobilize trigger combo to render the vind helpless, and let its teammates back out of explosion radius so that the vind can be picked off safely. But then team B could run a scorpion, which could use its cloak to sneak around the avenger and hit behind the hornet and corsair for quite a substantial amount of damage in itself.
I think you guys probably get the idea from here, but it doesn't stop with just these tanks. The trailblazer would be the ultimate skirmisher, using its cloak as an ambush or getaway tool while having the highest speed in the game coupled with its substantial dps from its minion gun. The phantom would become a great bullet sponge, using its ample shielding and invincibility to take bullets and protect its more squishy teammates. The hercules could be used for stage control, with its bulk and explosives allowing it to push other enemy tanks away from target locations. Although I probably seem cliched as hell, the possibilities are only limited by tank and module number, and could give bored veterans and clans a new challenge; fighting against a real enemy, an enemy who knows their tricks as well as ways around them. Of course, this all sounds great in theory. Even ignoring how hard it would be to actually implement, the idea of PvP raises a billion questions about structure, balance, and general implementation. So what do you guys think? Do you think PvP has a place in Grid12? And if so, how and where?

But I digress. Obviously, grid is by nature a PvE game. And I completely agree that it should stay pretty much entirely focused on PvE. But I couldn't help but think about how and if PvP could work in Grid12. Main reason I think of this is because grid's unique gameplay gives the game its own brand of tactics, and I like the idea of these tactics being pitted against each other. Although there'll be a lot of complications (tanks not being built for PvP, shields being shown, how everything will actually work/re-writing the code for its implementations) and it isn't exactly something that can just be done, I've still liked the idea of people using the various tricks and quirks they've figured out for convoys and region commanders and using them against other players. It could lead to a whole bunch of new strategies and interesting gameplay.
I'll give an example of what I had in mind. Let's take a single 5v5 elimination (you die, you're gone) teamfight, with team A and team B. Let's say team A decides to use a hornet. After all, it outranges every other tank in the game and hits HARD. Seems pretty OP in its own right. But the hornet lacks any frontal shielding, and is generally weak. And the other team's gonna be targetting it specifically, rather than the enemy they're closest to. So team A also uses a corsair to act as a protector. Its shield trigger nullifies all frontal damage, its heal can save the hornet from a bad scrape, and its shotgun and shear offer respectable burst dps for a charging enemy. This allows the hornet to live and deal its crazy amounts of damage. So team B, predicting this, runs a vindicator. It not only gets around the corsair's frontal shield via its blink-splosion, but can then stick to both tanks to its heart's content. After all, if the other team hurt it enough, it can simply use its explosion trigger that amplifies at low health to utterly decimate the hornet and corsair it would be hugging, and then re-heal with its remaining two triggers. Seems like a hard counter, but what if team A runs an avenger? The avenger can use its unique disarm/immobilize trigger combo to render the vind helpless, and let its teammates back out of explosion radius so that the vind can be picked off safely. But then team B could run a scorpion, which could use its cloak to sneak around the avenger and hit behind the hornet and corsair for quite a substantial amount of damage in itself.
I think you guys probably get the idea from here, but it doesn't stop with just these tanks. The trailblazer would be the ultimate skirmisher, using its cloak as an ambush or getaway tool while having the highest speed in the game coupled with its substantial dps from its minion gun. The phantom would become a great bullet sponge, using its ample shielding and invincibility to take bullets and protect its more squishy teammates. The hercules could be used for stage control, with its bulk and explosives allowing it to push other enemy tanks away from target locations. Although I probably seem cliched as hell, the possibilities are only limited by tank and module number, and could give bored veterans and clans a new challenge; fighting against a real enemy, an enemy who knows their tricks as well as ways around them. Of course, this all sounds great in theory. Even ignoring how hard it would be to actually implement, the idea of PvP raises a billion questions about structure, balance, and general implementation. So what do you guys think? Do you think PvP has a place in Grid12? And if so, how and where?