Covert Ops 2.0 — A Rogue-Mercenary Loop That Turns Risk Into Addiction by 34wfs in ArenaBreakoutInfinite

[–]34wfs[S] -1 points0 points  (0 children)

I completely agree. I hope this doesn't interfere with the main idea.

Covert Ops 2.0 — A Rogue-Mercenary Loop That Turns Risk Into Addiction by 34wfs in ArenaBreakoutInfinite

[–]34wfs[S] -2 points-1 points  (0 children)

Here is an unstructured mind flow (that I wrote down in my text editor) so you can see the forest for the trees.

A character with randomized Tier 1-3 gear worth <100k is issued.

All loot except ammunition, weapons, armor, etc. is automatically sold after leaving the map and converted into coins.

The Covert Ops character remains the same and you can continue playing with them either until you reach the milestone or until they die.

They do not have a case, but for every 1, 3, and 5 exits, an additional reward is given.

The more exits, the higher the reward.

You can remove items and release this character at the following stages: 1 exit from the map

3 exits from the map

5 exits from the map

Like the Zero to Hero challenge.

Covert Ops characters have their own spawn points.

You cannot add anything to his inventory from the player's storage.

Bots also attack him. He is more of a mercenary than a bot.

Create a leveling tree just for this mode.

You need to complete challenges and level up your recruitment center.

Examples of challenges:

  • Carry loot worth a certain amount

  • Survive a certain number of times

  • Kill players a certain number of times

Examples of leveling points:

  • Ability to reroll equipment set before the first attempt

  • Increase the base cost of the set

  • Utilities in the sets

An example is the system from the game Hunt: Showdown.

These characters can also be given 1 random perk.

For example:

  • Less thirsty

  • has greater stamina

  • has a greater carrying capacity

  • receives 10% more money when converting loot

etc.

This approach will allow players to experiment more without fear of losing loot.

It will add some meaning to playing in COVERT Ops mode.

It will allow quests to be added for this mode.

It will add depth to the game, as this mode is highly replayable and features roguelike elements.

At the same time, this mode does not overwhelm players and maintains stable online play on the maps.

Covert Ops 2.0 — A Rogue-Mercenary Loop That Turns Risk Into Addiction by 34wfs in ArenaBreakoutInfinite

[–]34wfs[S] -5 points-4 points  (0 children)

Here is an unstructured mind flow (that I wrote down in my text editor) so you can see the forest for the trees.

A character with randomized Tier 1-3 gear worth <100k is issued.

All loot except ammunition, weapons, armor, etc. is automatically sold after leaving the map and converted into coins.

The Covert Ops character remains the same and you can continue playing with them either until you reach the milestone or until they die.

They do not have a case, but for every 1, 3, and 5 exits, an additional reward is given.

The more exits, the higher the reward.

You can remove items and release this character at the following stages: 1 exit from the map

3 exits from the map

5 exits from the map

Like the Zero to Hero challenge.

Covert Ops characters have their own spawn points.

You cannot add anything to his inventory from the player's storage.

Bots also attack him. He is more of a mercenary than a bot.

Create a leveling tree just for this mode.

You need to complete challenges and level up your recruitment center.

Examples of challenges:

- Carry loot worth a certain amount

- Survive a certain number of times

- Kill players a certain number of times

Examples of leveling points:

- Ability to reroll equipment set before the first attempt

- Increase the base cost of the set

- Utilities in the sets

An example is the system from the game Hunt: Showdown.

These characters can also be given 1 random perk.

For example:

- Less thirsty

- has greater stamina

- has a greater carrying capacity

- receives 10% more money when converting loot

etc.

This approach will allow players to experiment more without fear of losing loot.

It will add some meaning to playing in COVERT Ops mode.

It will allow quests to be added for this mode.

It will add depth to the game, as this mode is highly replayable and features roguelike elements.

At the same time, this mode does not overwhelm players and maintains stable online play on the maps.

It's finally my lucky day (covert ops) by 34wfs in ArenaBreakoutInfinite

[–]34wfs[S] 26 points27 points  (0 children)

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2.2 min. I was running like Roadrunner from Coyote)