…If I could make some suggestions: ⚪️Have multiple classes of character to pick from, with different base loadouts and flight characteristics/methods, like… ⚫️A more heavily armored Space Marine or Spartan inspired character with Jump Jets that let the Wall Run, Hover, make huge Leaps, and even sprint at inside speeds (Like if Halo 5 met Section 8, Titanfall and Incredible Hulk Ultimate Destruction) ⚫️A Character who instead of having a flight capable suit has a Hoverboard, which frees them up to use their weapons more easily, and their Hoverboard has it’s own suite of offensive/defensive/Utility options to use, BUT said hoverboard can be destroyed separately from the user, and they have to wait for a new one to respawn (assuming the situation that saw it busted doesn’t like the outright.) ⚫️A full on Armored Core style flying mecha with ludicrous firepower and durability, BUT it’s a gigantic target that has trouble fitting in smaller places. ⚫️A suit with massive wings (that can be shot out like the prior mentioned hoverboard). Imagine Johnny Gat: Out of Hell, but with David Xanatos’s Steel Clan Armor. ⚪️Tools that further enable mobility. Grapple hooks, teleporters, thruster packs for faster small maneuvers, etc… ⚪️AI teammates and enemies to liven up the map for players. Can be both based on player and NPC characters. ⚪️Fancier gear and weapons. Energy Shields, Melee weapons, automated doodads, ultimate attacks like giant sustained space lasers that you laser paint the targeted area with (Imagine Sigma’s ult from Overwatch, but it also has a built-in Death Ray that glasses the area like The Prophet’s ability in Halo Wars). ⚪️Invasion or Rush style modes where the invading team tries to territory from their opponent, and they have to hold out or get overrun.
We’re against classes/loadouts. Equal starts for all players and emphasis on map control. Steve has a lot he wants to implement obviously. Just comes down to putting in the time.
@@Aegis_Mind How about as power-ups you can find across the map? Like the match could a certain point and these “Hero” collectables could appear across the map (but skewed a little closer to the losing teams spawns), and players from either side could pick them up to become “Hero” units like any of my prior suggestions. And these “Heros” could be temporary, and are only able to extend their playtime by contributing to their team’s victory (Killing enemies, capturing objectives, damaging enemy “Heros”, etc…), while still also having normal health that could be depleted.
I just realized I messed the grammar for the last suggestion in the OP, and it’s already bothering me… I meant to say “Invasion of Rush style modes where the invading team tries to hold territory from their opponent, who have to hold out or get overrun.”
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…If I could make some suggestions:
⚪️Have multiple classes of character to pick from, with different base loadouts and flight characteristics/methods, like…
⚫️A more heavily armored Space Marine or Spartan inspired character with Jump Jets that let the Wall Run, Hover, make huge Leaps, and even sprint at inside speeds (Like if Halo 5 met Section 8, Titanfall and Incredible Hulk Ultimate Destruction)
⚫️A Character who instead of having a flight capable suit has a Hoverboard, which frees them up to use their weapons more easily, and their Hoverboard has it’s own suite of offensive/defensive/Utility options to use, BUT said hoverboard can be destroyed separately from the user, and they have to wait for a new one to respawn (assuming the situation that saw it busted doesn’t like the outright.)
⚫️A full on Armored Core style flying mecha with ludicrous firepower and durability, BUT it’s a gigantic target that has trouble fitting in smaller places.
⚫️A suit with massive wings (that can be shot out like the prior mentioned hoverboard). Imagine Johnny Gat: Out of Hell, but with David Xanatos’s Steel Clan Armor.
⚪️Tools that further enable mobility. Grapple hooks, teleporters, thruster packs for faster small maneuvers, etc…
⚪️AI teammates and enemies to liven up the map for players. Can be both based on player and NPC characters.
⚪️Fancier gear and weapons. Energy Shields, Melee weapons, automated doodads, ultimate attacks like giant sustained space lasers that you laser paint the targeted area with (Imagine Sigma’s ult from Overwatch, but it also has a built-in Death Ray that glasses the area like The Prophet’s ability in Halo Wars).
⚪️Invasion or Rush style modes where the invading team tries to territory from their opponent, and they have to hold out or get overrun.
We’re against classes/loadouts. Equal starts for all players and emphasis on map control.
Steve has a lot he wants to implement obviously. Just comes down to putting in the time.
@@Aegis_Mind
How about as power-ups you can find across the map?
Like the match could a certain point and these “Hero” collectables could appear across the map (but skewed a little closer to the losing teams spawns), and players from either side could pick them up to become “Hero” units like any of my prior suggestions. And these “Heros” could be temporary, and are only able to extend their playtime by contributing to their team’s victory (Killing enemies, capturing objectives, damaging enemy “Heros”, etc…), while still also having normal health that could be depleted.
@@ButFirstHeLitItOnFire anything’s possible. I’ll have Steve read through these comments 👍
I just realized I messed the grammar for the last suggestion in the OP, and it’s already bothering me…
I meant to say “Invasion of Rush style modes where the invading team tries to hold territory from their opponent, who have to hold out or get overrun.”