Coffee's Hunting Grounds Re-Design #1

Yeah… im the simple man outside honestly but then again due to autism i may seem like im way too complex… i may be way too complex for some people comfort cause they are used on normal human behavior and responses but i take the response to a whole new lvl lol… the ideas and takes i say may be like weird in a way that trigger people honestly… but yeah trough my mind a lot of ideas, plans, thoughts, are all flying around one another…

and yep its all good i asked her now we wait what she has to say

Wait i have to ask… can you give me some insight on what you think im thinking for this to become? just gimme like a pure plain way of u thinking what im thinking XD… i figured this is the best approach with people for me… so i can tell u if ur right or wrong with me…

i think were thinking the same thing but were both complicating it way too much

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Ok so it’s basically the branch system except instead of the players it’s rng.

But why not just have the branch system be affected by players period? That way it adds a dynamic between teams

So sometimes it’ll cause you to split up. But not always. That sounds like rng.

Those are tools of the Pred. It’s the Pred using the environment the same way barricades are in siege

That’s because it’s not a PVE game. The PVE is just a tool for Pred to use.

The whole focus of the game is PVP. Technically yes it’s PVPVE but the focus is PVP.

Again where did you get the idea that this games entire focus is PVE?

The trailers, put heavy empthesis on the Pred, and FT, not the A.I, where is this PVE thing coming from?

Ya. And it’s poorly balanced. It’s literally doing the OBJ.

I was thinking each individual step would be random

Welcome to the party brother,
we’re all misfit freaks with criminal issues just trying to build our castles off pennies for that happily ever after. (Whatever that may be for some).

Still, salute you and good hunting!
(Has to get back to projects or my ass is getting kicked).

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Ill dm you the approval of the artist btw… once she does it <3

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Cause its just repetitive a lot lol… like i hate how same objective items are on same location … i want like different variation of the same location lol… but yeah…

Yes good

Yes its like that lol… and i want it to stay like that… but for predator it should be PVE… for players it should feel like PVPVE

Cause in podcasts it says more in depth details before the game fully released…

it was like a before beta interview i think.

Yeah i want better balancing of game core mechanics

No, majority would stay like the same… but it will like filter out and cycle. so its not repetitive

That’s a lot to take in. I like many of your ideas. But some should be added to the customizable private match options. Others should be implemented without debate. Some of the ideas I liked were:
More Traps for Predator and Skinning dead bodies. That would be awesome.

Dynamic weather and night cycle. With option to base on the real time. (So I can only hunt at night and feel like a nocturnal animal.)

IDK about longer matches. But speed running objectives should be punished somehow. And doing objectives prematurely should be disabled.

<Patrols need to have one boss/captain leading the patrol.>
That would be cool to see new enemy types. And maybe even an AI boss/captain that is a threat to the Predator.

And also add to optimization. They should give this game a cinematic plus option with added RTX functions for those with good graphics cards. This will prolong the appeal of the game.

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I don’t think it’s nessacary if we use the branch system.

No bad. Sometimes you’ll have to split up, sometimes you won’t. I.E luck.

What?

Pred is even more PVP base than FT is.

What are you thinking? What are you thinking with this?

That we agree with. But it’s not players exploiting the game.

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Some of these are tied together so o feel like illfonic would have to do most of this in order to keep accertain balance (If pred is not to have target isolation, the missions need to be longer otherwise pred will have even less time to defeat FT;

The point that interests me the most is about RNG missions and extending playing time. There are only so many physical locations of interaction on the map (bases, encampments) so even if obj are random, youll still pretty much know that you’re going to stay put at point A or going to point B or C so I’m not sure how that will change things. I guess you can add more steps to the missions, but it’s still going to be learned and FT will be able to do the missions fast. How exactly should the game be extended?

I think when only two FT are left, the only reasonable thing to do is to abort and extract or pred will surely wipe them soon enough. I guess if reinforcements are still on play, then if it’s successful, more time can be put on the clock.

Getting half equipment at reinforcements is debatable. If FT is good, then it makes things more level, but If they are not, things are not getting any easier for them. They’ll die even faster. Same applies to reduced healing from boars)

There are lots of good ideas here, but i feel like a all if this has to be play tested to see how it works together. No guarantee that things will mesh well. This would basically have to be a new game. As elements are connected, i don’t think illdonic can bring in only parts cause that will mess up the game even more. I do shrug at the new bugs and glitches that will surface as the complexity of the game increases. I feel like this will be too much work for a small developer such as illdonic.

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Yeah glad u see thats its all tied together… altho im not proud of 2 of the ideas like dynamic armor and one shot plasma… but they dont need it honestly to work…

also i wanna point out… that i didnt say remove target isolation… i want it to stay… but delete how it currently works… i want the target isolation to work in a way u have to like keep hunting and not camping… like a true hunter… u would have 3 pulse scans… and a passive target isolation mini map that keeps track of like placed traps and like shows the triggered traps and tech…

and the pulse scans for like fresh footprints, changes in thermal temps n stuff…

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That would work, and actually might make tracking a mudded up FT more interesting.

I was watching a few @dan38000 steams he doesn’t rely on target isolation as much. His use of motion trackers is really good. If engagement with FT doesn’t go his way he just drops one as he leaves so even if one gives a bit of a chase, he will know where they are once he returns (presuming they stick together). Target isolation used by him is more for boars than anything else.

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Yeah thats why i honestly think there needs to be a passive mini map n shit… and where target isolation works together with other pred tech lol… its like all tied together and works as one

btw pigs will still show as like passive beings that give no threat and can be used as food source…

How would you extend the missions and make objs random considering that places of interaction are limited and maps are rather small to double the mission length? It probably is simple and I’m over thing it but unless FT is going to run between the base back and forth there isn’t enough physical space to make them this long.

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Well for starters, they would have to make the objective items scramble each match you take as a player so no match is the same lol… like the chances for the same objective would be rare like once in 50 matches i guess lol… or more…

So… i would say there will have to be more than just like 3 objectives in the match lol… there would have to be like atleast 10 objectives which take 1-2 min to complete depending on how good you do them or if predator can mess up the objective or like post pone it kinda and fireteam has to reboot the objective n shit…

and if they mess up objective the dynamic objective mechanic make the objective change so u have to find a new way to complete the main objective n shit…

so hence why like match can last up to 30 min and hence why the target isolation has been reworked like this in my envision n shit… so like as fireteam u dont get as much action from predator unless the predator can do well and place the motion trackers which keeps the track of anyone on the map

I think bigger maps are needed for that nu.ver of objectives. I do like the idea where pres can interfere a lot. Fts would it out be protecting themselves but perhaps also protecting the objective

Protecting the obj would stear fts to stuck together more, which is what the less than average fts need to do

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I’d kill for some stealth kills with the knife or silenced pistol for the FT, whenever we do get AI improvements, I hope this is on the list.

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Think i saw cloak improvements on the stream today of ilfonic but idk… i might be halucinating BUT i did notice major lightning changes in the overgrowth map they played

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I have been summoned tho I do not yet know why…I will read then return.

Ok so I agree with just about everything here these few things I would tweak.
1st off energy consumption and How the SPC works, I like the idea of SPC one shot down BUT I don’t think it should over load you with one shot, also I would add the ability to stock a charge/s(explain more below) without using it/them at the cost of increased energy drain for all other functions while charge/s is stocked, if charge/s is not used and energy is reduced to zero while stocked it should create a sort of soft overload where the increased drain remains until the bar is fully recharged, if the shot is fired but uses more energy than is available then the overload should take twice as long to come back to encourage Preds to pay attention and manage their energy properly. I would also add a timing based mechanic along with a possible 1-3 level charge system with some sort or auditory or visual signifier for when a Charge Level completes if you fire it at that moment maybe it does more damage for less cost or more splash or all of the above, and an added marksman bonus to a perfect timed Full Charge Headshot that not only insta downs but outright kills the FT member. Of course if the shot release is not perfectly timed when a charge level is reached or stored alternately then the cost should be increased but the damage and splash should be reduced as a result as well, this will create a level of skill when using the weapon which will be rewarded and in turn punish those that would spam it.
A second thing I would add is a form of freerunning mode you could either toggle on or hold that will allow Pred to seamlessly traverse its surroundings by choosing the path of least resistance IE vaulting, hopping, sliding, wallrunning, wallbouncing, ECT. While in this mode you would of course have a variable stamina cost that would add to the overall drain depending on the action performed, how many in succession, and of course the class being used as well. The animations of the actions could also differ based on class as well IE a Scout might wall run where a Berserker might wall bounce/jump ECT.
As far as Fireteam is concerned I think some changes to stamina consumption, the parry system and weapons could go a long way as well.
Stamina consumption and recovery should be subjective to class and gear equipped I 100% agree but it should also be linked to remaining health left, whether or not they are bleeding and maybe even tied to how many times they have been downed up to that point as well, along with the player’s ability to manage said stamina.
Burning your stamina past zero should increase recovery time to a subjective degree influenced also by class, gear, remaining health and also amount of times you as a player have pushed it past the limit, continuous full bar burns should add a cumulative effect and additional recovery time.
Parry ability and effectiveness should also be tied to the same above stated factors but also with the consideration of the Predator Class attacking and their remaining health, stamina, weapon, and which swing in potential combo Pred is currently at.
Example:
A Full Health Full Stamina Hunter would require at least a FHFS Assault Class to meet in a parry deadlock on the first swing of the weapon where both combatants suffer the same window of vulnerability and recovery essentially a draw.
*(each subsequent swing of the weapon after the first should be easier to parry than the last and made even easier based on the remaining health of the Pred)
A FHFS Berserker on the other hand against a FHFS Assault would always have a shorter vulnerability window and shorter recovery time on a parry which could be made shorter still based on weapon being used(wristblades being weakest one of the Viking weapons being the strongest)but should the Pred be weaker and FT member stronger the cost/recovery on both sides would shift variably to acommodate this and vice versa of course. Basically the objectively weaker side suffers more from the parry exchange experiencing longer windows of vulnerability and recovery making the mechanic something that no longer benefits ONLY the Fireteam, this essentially forces hard choices and strategy into this exchange on both sides and reduces spamming on both sides as the result of a parry exchange could potentially put you in an even worse situation then if you took the hit, but in that same sense would encourage more Preds to attempt Melee if the parry exchange might actually give them an advantage instead of dice roll of death hanging over them.
*Side Note Fireteam using a Stim should(for the duration of the healing window of course)provide unlimited stamina and a small speed and strength boost as a result of the adrenaline spike and allow a weaker class to defend against a stronger Pred, using the above example an Assault class could parry a Berserker as if it was a Hunter during the healing window of the Stim and would either deadlock the exchange or be at the advantage if the Pred was injured, not at full stamina, or both. The Fireteam should also have a comedown effect for a short period after the healing window where stamina recovers slower. This would help the Fireteam Member survive easier while in the healing window timeframe, but again force some hard choice and strategy as to whether you should use a Stimmy, health bag, or box.
*Side note for Pred if the Pred is at an overwhelming advantage in terms of class, weapon, and FHFS then there should be a Parry Override, if you will, where the Pred blows through the exchange and knocks the Fireteam member down maybe or at the very least staggers them to an increased degree in the same vein as the War Club Bonk but stronger.
Fireteam Weapons should suffer some sort of abuse mechanic as well that is subjective to the weapon and how its being used.
Continuous full auto fire should decrease accuracy and increases recoil at a progressive rate the longer you hold the trigger and should be affected subjectively further based on the weapon itself and whether you are moving, standing, or crouching. There should also be a risk of gun jamming that increases cumulatively if you repeatedly “red line” your weapon triggering an interation where you have to un jam the weapon and possibly lose some rounds before you can fire it again. This again forces some hard choices and strategy as well as some forethought in terms of what you choose to bring and how you use it.
Wow…that was a lot more than a few things, sorry for the length and my ramble/rant.
I don’t know shit about coding or how hard it may or may not be to implement any of this but
@OldKingHamlet @Courier
Maybe give it A Skim and at least a ❤ that’d be enough for me or maybe my
Unholy Backhanded Bitchslap Mechanic
Ya’know the one just for shiggles 😆

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