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I’ve played this game since it came out, and maybe half the time in Assault & Supremacy getting enough BP for a hero, does not mean you get to play a hero.

You’ve not only EARNED the right to play a hero & can’t, you’ll be playing the rest of the map going up against them with lesser units.

Many times I’ve played GA for 3 or 4 hrs at a time and maybe had a total of 15-20 min of satisfying hero play.

I think you should get the option to be a hero every GA game if you earned the BP, and that isn’t the case.

Often you’ll lose & not even get to play a hero because your team’s heroes are playing very conservatively.

Sometimes you’ll play as a hero, mess up & die, and end the game with 10,000 wasted battle points. Even though you earned that BP, you won’t get a second or third chance to be a hero because “max number in play”.

I was wondering if anyone had a better methodology for heroes in the BP system? I’ll admit that I don’t really know a catch-all solution, but I do honestly see the current system as problematic.

I think the incentive to play GA & Supremacy is significantly lowered under the current system, though I do love that there are a variety of units in the game as it stands.

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about 5 years ago - /u/d_FireWall - Direct link

I am thinking about this a lot lately. There's a couple of different ways to solve this and we're trying to figure out the best way forward. I agree it's a problem. More on this later.

about 5 years ago - /u/d_FireWall - Direct link

Originally posted by Immortal__Soldier

Thank you Dennis.

I think the community is whilling to share their ideas with you here, getting some inspiration.

For those of you who played the (refactured) Hero Hunt back in SWBF1 - how did you feel about the system where the most damaged/points earned get to be the next heroes which resets your total so you have to start from zero once spent?

about 5 years ago - /u/d_FireWall - Direct link

Originally posted by Rupture13

That was fine for that mode, but in a larger mode where there are other objectives besides "kill the hero" to be done, I'm worried that such a mechanic would lead to some players going all-in on hero-killing and not minding the actual objectives.

Let's say it's based on score/battle points, not damage done to Heroes.

For example:

Game begins. After 2 minutes, we assign the first 3 heroes on either side. The top 3 players on both teams with the most battle points get to become heroes.

I imagine this being more like a pop-up during gameplay, rather than from the spawn menu, similar to original SWBF2.

The chosen players get to play those heroes for 2 minutes, then they are despawned. The 6 player who played heroes are now reset in battle points and have to go to the back of the queue.

After another minute, we assign the next 3 heroes for either side, based on whoever has the most battle points at the time. Then they play for 2 minutes. And that continues for the rest of the game.

In such a system, we still reward players who collect the most battle points in that they likely get to play heroes more often, but we still try to cycle through everyone through the course of a game. The downside, I guess, is that the timer prevents you from hogging Anakin the entire game (which may not be a bad thing, depending on who you ask).

Thoughts?

about 5 years ago - /u/d_FireWall - Direct link

Originally posted by d_FireWall

Let's say it's based on score/battle points, not damage done to Heroes.

For example:

Game begins. After 2 minutes, we assign the first 3 heroes on either side. The top 3 players on both teams with the most battle points get to become heroes.

I imagine this being more like a pop-up during gameplay, rather than from the spawn menu, similar to original SWBF2.

The chosen players get to play those heroes for 2 minutes, then they are despawned. The 6 player who played heroes are now reset in battle points and have to go to the back of the queue.

After another minute, we assign the next 3 heroes for either side, based on whoever has the most battle points at the time. Then they play for 2 minutes. And that continues for the rest of the game.

In such a system, we still reward players who collect the most battle points in that they likely get to play heroes more often, but we still try to cycle through everyone through the course of a game. The downside, I guess, is that the timer prevents you from hogging Anakin the entire game (which may not be a bad thing, depending on who you ask).

Thoughts?

Variation to this system would be:

At the beginning of the game, you get to pick the hero or villain you want to queue for. The first one to get enough Battlepoints to become that specific hero (say 4k BP's or something) and there is a hero slot available (say only ever 2-3 active heroes) get to respawn as that hero through a pop-up.

Play that hero for as long as you want. Once you die, the next person who has enough battle points and has chosen that hero (and if there's a hero slot available) get the pop-up and get to play that hero for as long as they want.

Downside of this system is that some heroes might have a longer queue than others, which might be frustrating. In fact, you might be queing for someone for the entire game and still not get to play them (because someone lives forever or the queue is too long). Also a bit difficult to explain that you're next in line, but there are too many other heroes active right now for you to be chosen.

I also imagine you can swap hero queues mid-round, but you'd have to go to the back of the line if so.