
Originally Posted by
kiberkiller
1) Since you normally won't be able to buy an MHQ at the start of the game (since you only get 500 points), could you include a difficulty option that would change how much points you get at the beginning?
2) When unpacking MHQ, you should probably add small stuff like crates, barrels, sandbags and maybe a camo net as well around it to visually show the player that it's unpacked and then remove them when player packs it.
3) I would also make MHQ spawn different objects around it when unpacked, depending on the upgrades bought. For example, a medical tent for medical upgrade, a stack of crates for reammo point, some barrels and stuff for repair point, etc.
That would visually show the player which upgrades he have, making his deployed MHQ look more 'advanced' with each upgrade. It would also raise immersion and user-friendliness a bit, since one crate with a huge list of function is both un-immersive and incredibly dull.
---------- Post added at 11:01 AM ---------- Previous post was at 10:59 AM ----------
One more thing, how about some manned static defenses spawning near a camp when it's captured by any side?
That would solve the current issue of capturing stray (far away from enemy forces) camps being a dull busywork and would also add some extra challenge.
---------- Post added at 11:03 AM ---------- Previous post was at 11:01 AM ----------
Also, I have a simple to implement idea.
There's a SecOp module that comes with the game, that generated random secondary missions around the map.
How about adding that to the mission and giving the player some support points after completing them? That would add some more variety to the game and variety is always good.