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In case someone wonders: Yes, I am the same "PaveMentman" was the champion of the "Demolishion / Destruction Derby"-community-event we used to have before the "release"-version of the game.
I possibly still have some of the "trading cards" saved that were made of the top-racers but I just can't recall the search-words for those...
(( For those unware, this was a community-organised-event / league in which the contestants used Light Ground Vehicles (LGVs) to demolish other players. And if the round lasted longer than 2-minutes, some Thumpers were dropped in and then it became a survival-contest. ))
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"Firefall" still to this date is the only game so far in which I've felt that there was constant progression
( at least in comparison to competition that is ).
(( And just to clarify, I am talking of the 2013-version of the game. ))
Specifically the constant progression was because I wasn't stuck doing just a singular thing at a singular area in order have my gear upgraded:
Making the resources universally available everywhere alongside allowing the resource mix-matching was simply a superb system.
Also the fact that the progression for the most part was not hindered by "dice rolling / randomly-number-generation" genuinely made me feel that my time-investment is being appreciated instead of just outright being scammed from me.
Like for example, the thumpers / "drills" were always for the 5-minutes; no more, no less, regardless whatever was happening around them; no "dice-rolling" to for example to stall the thumping
( E.G. dice-rolling whatever or not specific mobs carrying "batteries" would spawn ).
Same thing was with eh ARES-missions: No dice-rolls to find "keys"; you could simply use the minimap to be super efficient instead.
I also really liked how various "mission-types" also kind of interacted with each other.
For example if you did LGV-races, you got "Mustang Coins" which you could use to boost the rewards in the PvP-matches
( which were super rewarding even if you didn't win; they were still fun especially once the standardised-equipment-loadouts were implemented ).
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Replay-file-function that also worked outside PvP-matches was a nice implementation, even if it requires some trickery in order to get running in the first place;
really wish there was other games even making an attempt in order to allow players to record their gameplay-sessions in more cinematic fashion
( or generally record in the first place since the screen-capture-tools can only do so much and live-recordings are difficult to make appealing with all the HUDs and other UI-elements ).
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UI-wise there still nothing like "command-wheel" which although took a bit to first to learn, was super efficient in the end.
And the way the items were categorised also were done in a sensible way.
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Modding and addon-community-support was also a super nice thing with all the numerous quality-of-life-additions alongside 3rd-tracking-websites.
"Nightvision" and "Glide Guide" and "Thumper Timer" were some of the numerous mods I used to use back when this was possible.
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And i guess that's enough Firefall-praising for now.
Now, let's "make Firefall again but better!"
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