L1 trophy
Posted:
Thu Jun 16, 2016 8:33 pm
by bahamut
Can this be a thing... please? Lee and I have been talking about it; I've been wanting it forever
Re: L1 trophy
Posted:
Thu Jun 16, 2016 9:20 pm
by Drakona
L1? As in nothing but laser 1s? Or as in First Strike Level 1?
Re: L1 trophy
Posted:
Wed Jun 22, 2016 11:19 pm
by bahamut
Lee and I have officially played a l1 and concs only match(DCL)
Re: L1 trophy
Posted:
Fri Jun 24, 2016 2:46 am
by Wats
My feelings on this trophy are nebulous and prickly, the very idea a toxic yet strangely alluring sensation in my synapses.
Not sure if want.
Re: L1 trophy
Posted:
Fri Jun 24, 2016 3:32 am
by bahamut
well if we keep playing l1 only dcl you can't stop it bro
Re: L1 trophy
Posted:
Fri Jun 24, 2016 7:28 am
by Lee
Maybe it would help if we wind it back a bit and put forward a case. Hi my names Lee, I like the L1 and concussion missile subgame and I will explain why. I think its necessary to give my understanding of this subgame as I wouldn't want it to be judged purely on it's name alone.
First and foremost this is only a suggestion, if it isn't picked up or made into a trophy then that's absolutely fine with me, we will keep playing it ourselves either way.
Proposed rules (ask Baha to confirm, but as far as I am aware there are no further stipulations than listed below):
- L1 and concussion missiles only (no laser upgrades or quads)
I can't speak for Baha, but I definitely agree with him because I think this subgame provides an interesting setting for ladder or ffa games. It makes use of particular gameplay elements and aspects of multiplayer that may not feature so prominently in other game modes.
1). Energy management is crucial.
This is because of the speed and damage done by lasers; players would need to fire a large number of shots to kill their opponent and as a result will often need to rush to and from a fuel centre to top up their energy. Collecting an energy boost after a player has died becomes slightly more significant to energy management than it is in other game modes, although this will only give you a measly +6 energy boost. In virtually all of the ladder matches I have played so far, fuel centres do little more than generate unwelcome noise; alerting your opponent to both your presence and location in the process. This subgame makes full use of fuel centres making them an important gameplay element.
2). No reliance upon homing weapons.
There is nothing wrong with homing weapons, but this subgame will force you to adapt the way you play promoting dogfighting in the process. Concussion missiles are increasingly significant because players will have to carefully decide when to use them and where to place them. Splash damage and direct hits are all that counts and -25 (approx.) damage can make a significant difference in this subgame.
3). Shield boosts.
If you're playing this subgame on a level with any other weapon in it (turned off to meet the rules of the subgame), needless to say Descent will replace them with shield boosts. A +6 shield boost doesn't make a huge difference to your chances of surviving subsequent encounters with an opponent however, 20 (approx.) shield boosts can. As is the case with energy management this will encourage players to explore the entire mine searching for shield boosts to boost their chances of survival as for instance, an extra 50-100 shields can make a difference to the result of a match. Whilst it is advisable for players to play in smaller maps for this subgame, it is important that they fully explore each map and fight in a range of different shaped rooms.
4). Spew management.
The design of this subgame negates the importance of recollecting your spew after death, though the spare concussion missiles, shield and energy boosts generated can provide a small amount of help. Players would be less inclined to rush back to their spew, avoiding potential ambushes from their opponent and limiting the importance of controlling certain rooms.
5). Survival.
In every playable mode of Descent, players will always have a level 1 laser and a set of concussion missiles, upon spawning in a mine. These weapons are frequently overlooked in favour of the rest (except for LQ4's) and as a result, I believe some players lack this particular skill and fail to utlise L1s or concussion missiles as well as they possibly could. This subgame would give players the opportunity to further develop a particular aspect of their game and contribute to their overall level of skill. In a ladder match you can spawn 20+ times, starting with nothing more than a level 1 laser and some concussion missiles. It is not always possible to find other weapons or gather up your spew from a previous death, therefore I believe that increasing L1 and concussion proficiency is vital to improving a player's chances of survival.
This subgame will not meet everyones tastes. It is no different to every other game mode in that it has both plus and negative points. It is important to remember this is only a suggestion for a subgame, it will not replace ladder matches and if you don't want to play them then you don't have to. I enjoy playing them as does Baha, I think it would be cool to promote this subgame so that other people feel more inclined to experience it for themselves.
To qualify my argument, it's not for me to say anyone elses view are wrong or to claim that my views are right, I can only say what I think. It's up to the individual to see or attach weight to it and for me the overall value of this type of contribution is determined solely by the reader, not simply because someone told you to think a certain way. Anyway if you got this far thanks for reading and regardless, play Descent because its awesome.
Re: L1 trophy
Posted:
Fri Jun 24, 2016 5:10 pm
by LotharBot
Trophies are for games that gain significant traction among a broad portion of the community, to the point that people start to care about who is the best in those types of games.
If enough people play enough L1+conc games over a long enough period of time, we'll make a trophy.