So, long-time lurker, first time poster, all that jazz...
I wanted to throw a few of my ideas into the ring on support-oriented abilities, one just to see if they stick, and, two, to maybe get some interesting thoughts flowing on how to really make support playstyles 'shine'.
A lot of sci-fi based games, regardless of genre, relegate support abilities to basically fantasy-trope abilities with some sci-fi explanation or backstory to them, and that... sucks. Don't get me wrong, there's definitely a very good reason to buff allies, to debuff enemies, healing, damage soaking, it's all *very* necessary. But, it's also done *to death* and EM-8ER has the potential through story, lore, and the world design to really make some support playstyles stand out and be unique.
Take, for example... MechWarrior Online. Love it or hate it, one of the most valued roles in that game is the one that the Raven light mech provides, which is spotting and target designation for heavier mechs with long-range missiles. Through the TAG laser and the NARC Beacon Missile, a good Raven pilot can give a way for heavier, artillery based mechs to rain death on opponents they can't even see. It's reconnaissance done properly, and I love it.
Something similar to that could very easily find it's way into EM-8ER, with heavier weapons getting a buff to accuracy, or even removing line-of-sight requirements for indirect fire weapons (long range missiles, artillery, etc) when tagged/highlighted. It can be an ability, hell, even a 'weapon' in the form of some fancy high-tech binoculars. (honorable mention, Battlefield 3 and 4's SOFLAM gadget)
Another mech game with a fantastic and vital set of 'support' roles was Chromehounds. With the Commander, despite being support, being an absolute *necessity* on the battlefield for giving voice and text comms to a squad, as well as real-time radar within your radio network area, and the Heavy Gunner being literal artillery for shelling an enemy base, I feel these are also roles that could find a way into EM-8ER. A 'Commander' style loadout could involve being able to highlight enemies and hostile structures/bases/etc to all nearby allies, and a 'Heavy Gunner'/artillery style loadout could provide indirect fire and damage support from afar. Hell, you could even get super-fancy with it and have different howitzers/cannons that fire different rounds, one type for sheer damage and ouch-factor potential, one for wide-area debuffs (like damage decreases, armor/damage resist decreases, etc) or even the option of niche 'enviromental' support like flare rounds for lighting up huge swathes of the battlefield, or smoke to give all allies in the impact zone stealth or similar.
I don't know if any of these ideas make sense in the theme and scope of EM-8ER as I've spent the last two days giving myself a crash-course on everything I've missed in the past year of development and progress, but... at the least, I hope it gives people reason to think outside the box.
Thank you for reading.
I wanted to throw a few of my ideas into the ring on support-oriented abilities, one just to see if they stick, and, two, to maybe get some interesting thoughts flowing on how to really make support playstyles 'shine'.
A lot of sci-fi based games, regardless of genre, relegate support abilities to basically fantasy-trope abilities with some sci-fi explanation or backstory to them, and that... sucks. Don't get me wrong, there's definitely a very good reason to buff allies, to debuff enemies, healing, damage soaking, it's all *very* necessary. But, it's also done *to death* and EM-8ER has the potential through story, lore, and the world design to really make some support playstyles stand out and be unique.
Take, for example... MechWarrior Online. Love it or hate it, one of the most valued roles in that game is the one that the Raven light mech provides, which is spotting and target designation for heavier mechs with long-range missiles. Through the TAG laser and the NARC Beacon Missile, a good Raven pilot can give a way for heavier, artillery based mechs to rain death on opponents they can't even see. It's reconnaissance done properly, and I love it.
Something similar to that could very easily find it's way into EM-8ER, with heavier weapons getting a buff to accuracy, or even removing line-of-sight requirements for indirect fire weapons (long range missiles, artillery, etc) when tagged/highlighted. It can be an ability, hell, even a 'weapon' in the form of some fancy high-tech binoculars. (honorable mention, Battlefield 3 and 4's SOFLAM gadget)
Another mech game with a fantastic and vital set of 'support' roles was Chromehounds. With the Commander, despite being support, being an absolute *necessity* on the battlefield for giving voice and text comms to a squad, as well as real-time radar within your radio network area, and the Heavy Gunner being literal artillery for shelling an enemy base, I feel these are also roles that could find a way into EM-8ER. A 'Commander' style loadout could involve being able to highlight enemies and hostile structures/bases/etc to all nearby allies, and a 'Heavy Gunner'/artillery style loadout could provide indirect fire and damage support from afar. Hell, you could even get super-fancy with it and have different howitzers/cannons that fire different rounds, one type for sheer damage and ouch-factor potential, one for wide-area debuffs (like damage decreases, armor/damage resist decreases, etc) or even the option of niche 'enviromental' support like flare rounds for lighting up huge swathes of the battlefield, or smoke to give all allies in the impact zone stealth or similar.
I don't know if any of these ideas make sense in the theme and scope of EM-8ER as I've spent the last two days giving myself a crash-course on everything I've missed in the past year of development and progress, but... at the least, I hope it gives people reason to think outside the box.
Thank you for reading.