By now the community has expressed their thoughts and feelings about the new update. Reading through the mess, I have started wondering just what the community actually wanted from a new release. So, what do you guys think should have been added or changed in 2.0?
First, some ground rules:
1. The biggest requests have been for improved netcode and hitreg, basically performance improvements. For this post we will assume that the US Nexon team cannot fix these things. They will put out incremental improvements (like I assume they did in the actual 2.0), but these issues will still remain.
2. Saying: "They shouldn't have released an update at all" does not count for this discussion. We are going to assume that 2.0 was inevitable in one form or another, and focus on what we would have wanted them to add.
3. No salt. People on both sides of the aisle have strong feelings about the matter, and this isn't the place to hash them out.
Here are some I thought of:
1. New hacking mechanics
-One thing I always wondered in TC was why we had this big-ass high-tech-looking computer tower thingie, and all we could do is just stand near it to "capture" it. I mean, part of the cool factor were those little bits like the "net-dive" mode before each round and the Skill-Syncing that made you feel like your were in some kind of cyber-world (well, for a moment at least). This was even more so in the Ghost Assault mode, with the ability to hack a fallen enemy's "cyber-brain" and go into a net-dive (yup, this mechanic did exist before Reiko came along, although with a few differences). These were just minor features that hinted at what could be done with the hacking and interconectivity concepts that have been barely developed.
-Thus, using TC as an example:
-I would add the ability for one player to hang back and connect to the previously captured terminal and provide passive buffs to their teammates. Killing said player or EMPing the terminal would remove the buffs.
-I would add additional terminals scattered throughout the map that can be hacked to control environmental features like lights, doors, barriers, turrets, etc. These can also be counterhacked or EMPed to disable them entirely. Imagine a night level where players can disable lights, or an indoor map where chokepoints can be changed by closing/opening doors.
-Heck, I'd go for a hackable object that did something as simple as giving me additional Intel. Just little ways of interacting with the environment to improve your chances.
2. Additional weapon customization
-The weapons customization is one feature I've enjoyed greatly, and have been motivated to experiment with different configurations. I'd love to see the attachments roster expanded, and new features like ammunition types added. Imagine being able to equip your pistol with anti-tachi rounds or other special ammunition. I'd also like to see more decorative attachment variants that cost less after you own one (i.e. compensators).
-I remember an old discussion where players pointed out how ridiculous the bipods were, both in looks and realistic function. Thus, I would replace the bipods with a futuristic "stabilizer pod" that would mount in the same position. The function would remain the same.
-Taking a page from Team Fortress 2, I'd add a new category of weapon attachments that do not affect its stats but track various stats (kills, headshots, etc.). Since guns are a HUGE part of the game, why not allow people to show off their pink-and-gold 1000-headshot M4A1?
3. More tachikomas/anti-tachi weapons
-In the show, Section 9 generally avoided trying to take on vehicles with just their small arms when possible. Thus, I'd create a mode that adds a heavier tachikoma class, more summonable tachikomas, and anti-tachikoma weapons like a rocket launcher or the Seburo AT rifle.
4. New game modes
-Two words: Ghost Assault. This mode was unique enough to give the game something other F2P FPSs don't have, and while it wasn't something I played all the time it was very enjoyable when I did. It also gave the regular game the Headquarters map, Cyborg player models, and the Net-diving mechanic. I'd go ahead and release it as it was, adding in changes later or as people demanded them.
-I often invented little games using the parkour points in the maps during Dive mode, like see-sawing on a barrier or speedrunning to the other side of the map. Thus, I would add a non-combat parkour running mode with timed maps focusing on scaling and moving around obstacles. I'd start it small and expand it if people showed interest.