Got an email and saw it as an invitation to rant at Grummz and co. again
Y'all messed up movement last time. The closest you got was hoversprinting and gliding, but there were issues with both
The issue with hoversprinting was that it wasn't a transparent mechanic for new players and needed to be fleshed out more. This is because it was a bug, but the fact remains that it could have been a great gameplay system
The issue with gliding is that it can't be anything other than a travel mechanic without considerable work being done on it. People loved that shit though, because it's a fast, smooth method of travel.
Conversion of either of these systems is relatively straightforward from a rules standpoint. Make hoversprinting clearer to users and possible to do at a basic level, but make optimal jumps more rewarding. For gliding you'd probably have to have an always available glider and use punchier jump jets as a launcher, maybe even afterburner it.
The benefit to adding a system like this is that you expand the skillsets players can work on and add some "down time" gameplay. You'll allow people to have more fun going from A to B and you'll expand the depth of combat. I doubt anyone can sincerely say that the highlight of their day was sprinting in a straight line from A to B, but as someone who has spent 300 hours in Reflex and probably about the same amount in CPM since I bailed on FireFall, I can definitely say that I've had days where the highlight was nailing a jump or trick I couldn't pull off before
Anyone else as concerned about movement as I am? Got any alternatives for a nice, rewarding skill-based movement mechanic that would fit the concept?
Edit: Now with proper terminology
Y'all messed up movement last time. The closest you got was hoversprinting and gliding, but there were issues with both
The issue with hoversprinting was that it wasn't a transparent mechanic for new players and needed to be fleshed out more. This is because it was a bug, but the fact remains that it could have been a great gameplay system
The issue with gliding is that it can't be anything other than a travel mechanic without considerable work being done on it. People loved that shit though, because it's a fast, smooth method of travel.
Conversion of either of these systems is relatively straightforward from a rules standpoint. Make hoversprinting clearer to users and possible to do at a basic level, but make optimal jumps more rewarding. For gliding you'd probably have to have an always available glider and use punchier jump jets as a launcher, maybe even afterburner it.
The benefit to adding a system like this is that you expand the skillsets players can work on and add some "down time" gameplay. You'll allow people to have more fun going from A to B and you'll expand the depth of combat. I doubt anyone can sincerely say that the highlight of their day was sprinting in a straight line from A to B, but as someone who has spent 300 hours in Reflex and probably about the same amount in CPM since I bailed on FireFall, I can definitely say that I've had days where the highlight was nailing a jump or trick I couldn't pull off before
Anyone else as concerned about movement as I am? Got any alternatives for a nice, rewarding skill-based movement mechanic that would fit the concept?
Edit: Now with proper terminology
Last edited:
Likes:
NitroMidgets