Forum Discussion
- 6 years ago
Hmm, actually TitanFall 2 provides an excellent example for a training course, as it allows for very different approaches, has time pressure and pushes the player towards improvement by having the leaderboard.
I'd focus the training on looting, shooting, healing and reviving, all done with the added pressure of an energy wall coming from behind. The course could have some fixed or moving turrets, areas with bombardments, gas cans or artillery attacks and downed dummies that need to be revived or respawned, if they die . Crates containing higher tier loot would be less easy to reach, requiring the player to open doors, jump or climb obstacles, move uphill, maybe even use ziplines baloon jumps. Using higher tier parts would allow the player to shoot down fixed and moving targets faster. Some targets should be close, others further away, to make the choice for weapons important. Overall score would be affected by targets downed, damage received, upgrades tier, number of dummies revived, finish time.
A team version for this could also work, with much more and stronger turrets that can only be disabled by hitting them, interacting with a switch or by grenade blasts. A member of the team would have to shoot or run in the line of fire of a turret, to distract it while the others flank it or move close enough to disable / destroy it.
Of course, this would have to come together with a leaderboard, but also with some radial graphs that show the player how much of a looter, shooter, saviour and survivor he is.
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