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Mainfold's avatar
Mainfold
New Scout
5 days ago

Dear DICE, here's a suggestion for "more content" with vastly less work.

Quite simply, make varying layouts of maps for modes on maps, with chances of getting different variations each time you get the map. Variance through alteration on permanence.

For instance, as an example; Say you're playing Breakthrough, the map you load into has 2-4 different variants, where the "A-variant" is the current base-variant of the map in the given mode. And then the "B-variant" of it is the map played in the opposite direction of the regular "A-variant", then a "C-variant" could be the same "A-variant's" direction but different placement on the objective than usually, and "D-variant" being the same concept as that but with "B-variant" direction.

If we use a popular map like Siege of Cairo as an example for such, you could have it as such:

  • A-Variant
    • Regular orientation, same as people currently play with the first stage with A on the "porch area" and B in the courtyard being refurbished and painted etc
  • B-Variant (Counter-offensive variant)
    • Same as the regular orientation, but just played in the reverse direction, so the last two objectives on B-variant would be the first two from the A-variant.
  • C-variant
    • First stage: B-objective moved to the street-area by the bus below courtyard B objective, A-objective moved to the midpoint between the current A and B objectives in the live version and put by the parked cars and stairs area
    • Second stage: Two objectives rather than the 1 objective in the middle of the street on the straight, first objective up by the two busses, second objective by intersection with the tipped over bus
    • Third stage: Backstreet leading up to the tank wreckage and on the street side of it (covering a slightly larger area for varied pathing for capture and for clearing attackers for defenders) below where the current conquest E-objective is and move the other objective where D-objective in conquest is, up to the street where the MCOM is placed in the Rush variant.
    • Fourth stage: First objective in the backstreet area between current conquest E-objective and last objective for Breakthrough, second objective in the parking-yard slightly above the current last objective for Breakthrough with the building at the top of the street
  • D-variant (Counter-offensive variant of C)
    • C-variant in reverse direction

Doing at least the first two variants would greatly increase content life-span before players get tired of it and feel like there is a lack of content, as it would feel like you're fighting a different battle more often, and reduce the amount of predetermined outcomes players feel with the current state of the maps in singular layouts.

Additionally, you can incentivize the community to do some of the work for you through making "community missions", where the community is incentivized to use Godot to do the placement of objectives as specified by DICE, and then reward the community members through either unique cosmetics or the easier one being to reward it through something like 10000 Battlefield Coins (costing the company effectively nothing), simply by the community doing work-orders for DICE, and the first ones to submit it get the reward when verified by the excellent DICE-QA.

 

Congratulations! You've now both solved the community's complaints of feeling like the game has too little content, and also generated a foundation for testing new manners of balance with, such as maybe adding in vehicles new to a map. Like, for instance, maybe giving one of the new layouts of Siege of Cairo the dirtbike, to see how it changes up the flow. Doing this while maintaining the "core variant" of the map in its current balanced state (to later alter it to have it as well if it works well in the other variant). Because we really saw how great of a change-up the addition of the traverser was and how it took stages from stalemates to progressing stages, all from the addition of that one new vehicle.

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