Re-Think: Optics and an Interactive Gameplay Strategy Function on the Game Map

So I suggest we have a game play determined by yourself!
Exceed that radius and we dont get XP. If you don’t plot it, you get NO V or XP! This makes this game SUPER HARD to earn XP and V!

I propose a strict gameplay design on the tab map that when clicked on will make a gameplan (a designated circle) that designates yourself a strict code of conduct where by if you’re outside of that radius would restrict the XP and V that you gain.
You only get to plot once during the first/second/third/forth/ etc. objective.
You have one opportunity to click on that map, then it plots a radius of activity. Stray from that and you lose XP and V percentages.

Could be good?
Lets say you DONT plot and you play the game you’ve always been playing. This allots you about 65% of your collected V or XP.
If you actually PLOT your gameplay and play within it,
you get 100% of your XP and V that you should be awarded.

2 Likes

Basically you’re correct! Lets say you dont see large V piles and just see small shit piles. If you have no alternative, that is the place you designate the radius to and the only place you can collect 100% V. If later, you see a HEAVY pile, you can only collect 65% of that pile. Well fuck, you should have determined that after wards…
Either way, it forces the user to constantly check their maps. Which I know on a PLAYSTATION (pussy controller) is fucking hard to PRESS SELECT. I know I almost always fucknig avoid it!

This aspect is another combersome moment in PLAYSTATION HISTORY! Cause you know PS controller people will use a MAP literally once every 3 minutes, where a keyboard/mouse user will use the map every 10 seconds…just facts.