Core Gameplay Ideas

So as we all know this game was heavily inspired by the first movie and to be fair it does capture alot of the greatness.

I do feel that it sorely misses the mark on a few things though.

I feel that Hunting Grounds has evolved and the players/skill levels have settled into their comfort zones since launch last year.

The comfort zone now seems to revolve mostly around open/rushed conflict and zerg tactics on both sides. More akin to open war than a Predator/prey dynamic.

Which to me doesn’t reflect what the original movie was about. Now that could be the intended result given the lore aspect of the game but I feel that the following would have made a much more impressive core mrchanic.

Recapture the Predator/Prey dyanamic.

The FT should be a threat to the Pred when they are working together. Therefore a pred leaping into the midst of a FT should result in a dead pred.

The Pred should be a threat to a single lone fireteam member and especially lethal when striking from stealth. The pred should rely on stealth gameplay, distraction, guerilla hit and run and isolation tactics.
They shouldn’t sound like an elephant stampeding through the jungle. Make them quieter based on body size. Heavy frame=loud. Small frame=quiet to silent.

Chopper cannot be called prior to a certain time thus allowing matches to not be rushed.

Maps should be larger. Missions should not be capable of being rushed, take longer (20 mins?) and should require a more coordinated effort from the fireteam (ie breaching two different areas at same time, turning power off to building whilst others breach, turning 2 keys in two locations etc)

This allows opportunities for the Pred to take advantage of a split FT to secure a kill.

Predator needs more tools/mechanics to actively divide a FT in between these mission objectives.

Perhaps injuring a fireteam member slows them down thus slowing down the rest of the team. The presence of a field medic could perhaps cause this mechanic to be recovered from more quickly.

Maybe a trapped FT member can free themselves but at the expense of more health being lost, whilst this detriment can be mitigated if a fellow FT squadmate frees them.

Give the Predator a tracking mechanic. As in if the pred loses the Fireteam he has to actively follow a trail of prints with an alternate vision mode that will leave you vulnerable as it doesn’t key off of heat signatures. Effectively making you blind to the presence of FT if they are nearer than you thought whilst tracking. Vision modes have a cooldown upon switching. So when swapping to a certain vision mode you can’t swap back until after a few seconds (5, 10?)

Target Iso could be reworked with the vision mode sound perk so as to key off of sound and not colored magic marker spheres.

Mudding no longer obstructs Target Iso however a silent FT can avoid it’s detection. Mud only affects thermal. This way if a FT succeeds in playing stealthily then the Pred must fall back to active tracking in alternate vision mode.

Anyways these were just a few thoughts I’ve been having regarding what the game could have been like. Let me know what you think. Just bored here.

1 Like

At this point man i doubt their gonna go back to their first idea for this game lmao… they obviously play it like its cod and like fast pace fast TTK and shit its just weird

All they need to do is rework the stealth gameplay and the game would basically fall into what you are talking about.

2 Likes

Been a long-time advocate of this. I think it’s a fairly simple thing to implement that could improve gameplay for both sides. Needless to say, like all the other good suggestions here, it’ll be completely ignored.

This is the crux of the problem. The Devs aren’t really interested in the development of a stealthy, stalking, hunting gameplay mechanic that more closely resembles the mood and atmosphere of the film they said the game is supposed to be based on - they’ve just coded a standard FPS CoD-clone and shoe-horned in the Predator aspect as best they could.

In fairness to them, I think it is genuinely hard to make the kind of nuanced, tactical stalking game this game could be in an ideal world - especially in the realms of PvP, let alone asymmetrical PvP.

I just try to enjoy the elements of the game I like, while tolerating those aspects that I don’t - the former just about outweighs the latter. I have to say though, I am growing tired of the frenzied, arcadey aspect of many recent matches and am not playing as much at the moment.

Wolf1

3 Likes

Disappointing to hear this. You’re one of the few people I enjoy in this community

1 Like

Ah, I’m still around, and I still play - I just don’t want to play so much that I burn out and totally switch off from the game. I’m a long-time Pred fan at the end of the day, so as long as they don’t monumentally fuck it up, I’ll be around for a good while yet. For all its many faults, this is the game that has gotten closest to recreating the feel of the first movie and allowing me to be a Pred stalking humans (which was one of my fucked-up childhood dreams).

2 Likes

At this point honestly, make it a separate game mode or variation of hunt for quick play.
The last thing I think this game needs is dividing the player base up in the queues in quick play but I think you’ll notice an immediate difference in player quality between the two queues.

None of this stuff is really “alternate” game mode. This my thoughts on what some mechanics should have been in place of some if the things we have.

1 Like

So the reason I put it like I did is I think what we have now is okay and not too terrible. Would I prefer something closer to what you have? Probably, but I kinda get the sense that with the mechanic changes and changing the game from the “rush or die” version we have now to a slower, more methodical mode deserving of the word “hunt” would turn off a large portion of the player base that don’t have the attention span to appreciate it.

Hence my suggestion to try and get what a lot of us with prefer without losing what people are used to. Just my opinion