Mine Trap - Needs Revision
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Join Date: Jul 2012
01-03-2013, 01:50 PM
Attempting to communicate fails at least 50% of time in these missions, it is not a solution to the problems.
Having played this mission several times, and personally really enjoy it I can say you are pretty spot on.
1. People start the first part way too early, I'll just stand around because I know others are loading and then you have a number of drop outs and rejoins, so I hold off, many others need to prove how fast they are. Each division should do this at their own pace and have the mission start when all are completed, it should have a time limit to prevent griefing.
2. The zoning is a disaster, most people have no clue what zone they are in, what they are supposed to do and that they are even on a team. This needs to be made clear... flashing, bright lights clear. There needs to be personal penalties based on individual performance, if you are assigned to the market sector your should get deducted end points for running over to the industrial sector and doing their part. However... there are some border issues, most of which can be solved by using out of zone penalties with some forgiveness, but make the zones overlap enough so you don't get burned for lending aid when needed.
In Part 2 map indicators of salvage would be useful, it is purposefully hidden behind buildings so people steal from others.
In Part 3 there are a lot of times where one zone not controlling their spawn locations negatively impacts you, so you need some ability to wipe out those spawns.
This is the sector where failure happens most often though, even if 2 people leave the group (which is common) and one isn't any good (which is guaranteed) then even 2 good people can't protect a whole sector. Its just a matter of shear volume of enemies, you can pulsewave all day long and just be limited by the max number of salt vampires a weapon can affect at a time.
Part 4 would be nice to have a new set of indicators on the map, seen too many people just run off the wrong way.
Also, the number of romulan marks for a very high success is just too low, we saved 121 the other day, pretty incredible.. I think we got 44 marks? its terrible, to kick you further you get an even worse 9 fleet marks... that'll put a dent in those 900+ mark projects.
There should also be some penalty to idiots that can't figure out there are confused. They will sit and shoot at you for a long time because you are a red target to them, its stupidity, but you can do little to stop them. Maybe penalize for friendly fire/deaths and display their poor performance on the report? I've seen people pulsewave a whole group of romulans multiple times, they won't ever learn unless they get personal penalties.