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Re: MAG DLC - Map Pack/Game Mode

Based on the current player numbers I don’t think I could handle 'diluting' the maps further… Sometimes have to wait too long for a game now !

 

What will it be like if there are load of new maps and not everyone can access them ? Possibly double or more wait times in the queue.

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Muz_55: MAG Raven Lvl 60/ with Mic : currently trying out diff Loadouts.
Muz_55a: MAG Valor Lvl 52/ with Mic: getting used to being the underdog !
TK and VTK are killing this game - zipper please do something ASAP !
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Re: MAG DLC - Map Pack/Game Mode

The 3 factions fighting in 1 map wont work as u cant divide 256 by 3 and end up with a whole number I think its something like 85.33333333

 

as for DLC either free or not this has to be done as i tell u i didn't pay £50 to just keep going round in a circle ie from faction to faction with nothing new in between

 

something like a hidden ammo caches (search and destroy) where the defending team have to defend there hidden cache if the attacking team say kills x amount of enemy's they get Intel on where the cache is in a 100m radius maybe make it 30 mins per map and 9 caches to be destroyed and make them random spawn not always in the same place so you don't get stray players camping the locations of the caches

 

what about scrimmage maps small enough for say 16 players a side to fight (clans would benefit from this)

 

 

 

 

 

 

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Level 3

Level 3
Abyssmire3
Posts: 765
Registered: ‎08-01-2010
Message 33 of 46 (1,491 Views)

Re: MAG DLC - Map Pack/Game Mode

I suggested this before, but I've built on it before.

OK, so this is a 24 hour match. Don't worry, you don't need to play a 24 hour match. Player cycle every 30 minutes. The OIC and possibly Platoon leaders have the choice to stay for an extra 30 minutes ( but cannot play for more than an hour in a row) There would ideally be only 1 or 2 of these matches per day. This way on your own you can make a large contribution to the Shadow War by winning a match. If player numbers are dwindling again, you can rejoin the match - You have the choice to prioritise joining the matches you have played in already so you can continue from where you started off.

The map would be more like a capturing objectives map - Just massive. The objectives are more in a line, so you have to push forward from your base, and pushing forward is supposed to take a long time. There would be trenches, bunkers on every line, (6-7 lines?) Mortar Batteries, AA, Sensors, etc. Perhaps even new stuff, like forward command posts.

Bunkers that are destroyed cannot be repaired. When a line is captured, the Platoon leaders/Squad leaders decide where to 'build' the bunkers. It takes 20 minutes to replace a destroyed bunker. Of course the placing would have to be limited in some way, as bunker placement CAN be too good. When a line is captured, everything is built from scratch, to make sure that no team wins from the first hour or so, there is a 30 minute period in which the capturing army needs to make Bunkers, Mortars, Motor Pools, Roadblocks, etc. Each squad leader places a building, their squad must choose to defend the area or another area until the buildings are up. The Platoon leader also gets a 2nd building placement - A Frontal Command Center. These have NO weapons. (Although perhaps an AA turret with a small radius so that these cannot be bombed) The whole platoon can spawn around this area. However, if there is a certain amount of enemies at it it is out of action until an equal amount of allies make it there.

So basically, capturing a line will take a whole 30 minutes, so 24 hours is a fair enough time. Each leader can leave notes for the next replacement to read about their strategies etc. Once a line is created, the team can then push forward to defeat the next line. You can capture a line by essentially getting a certain amount of players to a certain area for a specified time. You can't bomb this area either, as there is a small, capturable AA turret there (Can be mortared though) Once there are a certain amount of players there, they must destroy all of the enemy assets there to place their own - Once they have all their own assets they do the same.

Sides can create a Heavy Motor Pool (only one, but it can be moved over a period of time) Which creates a battle tank, capable of destroying bunker turrets before they destroy it. It takes only small damage from rockets - To take it out properly you need to put charges on the back. You can't spawn in it. It moves slow enough to put charges down before it moves far out of the way.

Any questions about my idea and I can alter it to make it realistic, but I doubt anyone from Zipper will even have a read.
Currently serving fresh sandwiches, adult beverages and claymores at Satellite Uplink A. All factions are encouraged to come get some!
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blackjelly
Posts: 1
Registered: ‎30-04-2010
Message 34 of 46 (1,062 Views)

Re: MAG DLC - Map Pack/Game Mode

just have 85 per team...

sorry but that was a no brainer.

and please note that i said this as nicely as i could.

 

i think they could improve the shotguns accuracy to distance too.

a shot to the torso to a man with composite should kill him!!!

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Re: MAG DLC - Map Pack/Game Mode

[ Edited ]

blackjelly wrote:

just have 85 per team...

sorry but that was a no brainer.


It'd probably make more sense just to go with 64 per faction and leave it at that.

 

That way it'd just be 2 platoons with 4 squads of 8 players each.

 

Otherwise you'd be changing the way that the game is current set up etc. Not that that's a big problem but yeh..

 

Regardless, I think a night time map could be pretty cool. I think there's some stuff in the concept art which shows some locations at night.

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BinBinRingRing
Posts: 2
Registered: ‎02-10-2009
Message 36 of 46 (916 Views)

Re: MAG DLC - Map Pack/Game Mode

I would love to see a snow/jungle map, a 3-way mode or a female skin.

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Re: MAG DLC - Map Pack/Game Mode

Or even one set in a desert would be cool next to oil pipelines or something

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Re: MAG DLC - Map Pack/Game Mode

To be honest, i think all this is too late now anyway. The numbers have dropped so much that i dont think anyone (of the gamers that have give up on MAG) will care or even know about any DLC anymore. I think Zipper have left it a tad too long to inject more life into their game. Its a shame.
STAY COOL - HAPPY GAMING
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Re: MAG DLC - Map Pack/Game Mode

 


ivor1977 wrote:
To be honest, i think all this is too late now anyway. The numbers have dropped so much that i dont think anyone (of the gamers that have give up on MAG) will care or even know about any DLC anymore. I think Zipper have left it a tad too long to inject more life into their game. Its a shame.

 

 

This sums it up - all of the guys in my clan that used to play are no longer interested. DLC won't bring them back and most of them aren't even checking up on what's going on in MAG now so they won't know about it.

 

It seems double XP is on at the moment and suggests some content may be coming but without some promotion advertising this then it'll pass most people by. Given that RDR has just launched in the US, anyone that's started playing that isn't going to be checking up on MAG for a while - this will probably apply to me later in the week when it's released here. I won't give up on MAG but it is slowly dying off - it needs a big promotion to remind people it's still there and has something to offer.

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Level 2

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God_Error
Posts: 185
Registered: ‎25-01-2010
Message 40 of 46 (743 Views)

Re: MAG DLC - Map Pack/Game Mode

it would be nice if they could just open up the maps so we can attack/defend ALL the maps

I wanna attack my own SVER maps just to see how un-balanced they really are ;-)
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