Solo play and solo ops discussion for the future
Inspired by @Iron_Guard8 posts for a new game.
Solo play is a feature that returned to us at the end of bfn's lifecycle with some improvements over gw2's solo play. However, it also had many setbacks to gw2's and I hope any future game can only rectify this and improve upon it further.
Improvements
Being able to pick which characters can be on a team and having one of each character where as gw2 would have a character sometimes missing from the team for the player such as a deadbeard or imp yet have 2 soldiers or all stars.
This also allows for more team compositions like all star and dead beards only with only 5 of them on a team overall. Allowing for more game play of 10 v 10 type of gameplay in game modes (12v12 in team vanquish and gnome bomb is more fun imo).
Downgrades
No solo ops allies
Neither team spawn in summonables in bfn. After gw2 where the player team would not spawn summonables I hoped the next game would make both of them spawn them regardless of which team the player was on.
Crazy in bfn is the only way to earn regular xp and coins where gw2 would reward you for playing on harder difficulties and ai health and damage was adjusted accoringly.
Infinite ammo is replaced by time warp but there are no new crazy settings in bfn. Not really a downgrade but nothing new was brought to the table despite the fact that infinite ammo could've been kept in the roster alongaide time warp.
Gw2 games started the moment the player joined the game yet in bfn the match timer will go down regardless and the player will either have to wait or be late to the match.
The ai itself seems worse. I've played plenty of gw2 solo play in both the base game and private play remastered and while the bots are not perfect, bfn's seem worse as we all know bfn's bots seem to cheat at the game with their abilities and supernatural detection even when your behind them.
The bots in bfn also seem to sometimes stop going to the objective and keep walking around in slow circles especially during the maps final objectives. They do this at captured suburbination zones as well.
The bots in gw2 seemed a little revive happy as they prioritised reviving allies against self preservation causing them to almost always lose at walnut hills finale (private play remastered) and be sitting ducks in team vanquish where in bfn the ai never seem to prioritise reviving and downed bots seem to respawn at random.
The ai in 2 patrolled around their objectives and never stayed in one spot too often, they even could walk to previous objectives after being revived than would try and go to the current objectives and while not going too far they tried to defend past the garden. This is not the case in Bfn as they sit in the objective in turf until the attackers break in than they never seem to try and take back the point.
Certain ai such as scientist have thrown their heal bombs at me like their still using the ai from 2 for sticky bombs. Wizards use their potions offensively rather than try to save themselves (they also never costar). Chompers shoot spikeweeds at my feet when I'm close.
Recommendations for the future of solo play.
1. Bots will summon every kind of pot/browncoats at random as gw2 ai seemed to favor newspaper, screen door, outhouse, coffin, imp, heal zombie, and screen door. I rarely ever saw flag zombie, karate, or regular browncoats.
Defenders always seemed to favor gatlings, bombardment, freeze, healers, and elecrircity. I hardly ever see pea cannons, boxers, and fire spawnables used.
Having all of these be utilized equally would lead to less repetition in the bots behavoir with spawnables.
2. Give us the option to choose the bots for team formations and allow us to save them.
The player will be able to put cosmetics on the bots, give them alternate abilities(they could use them in gw2 ops), and select their variants.
3. Players will have infinite spawnables in solo play and ai teamates will spawn defenses in ops. This will allow players to experiment team formations without worrying about running out of spawnables.
4. More unique Crazy settings that could also be used as weekly events if wanted.
Some ideas.
1. Wait a minute, this isnt ops!?/Turf ops.
The player spawns alone (up to four online) and there is no enemy team except spawnable enemies that keep coming alongside ops exclusive foes like robo soldiers and saucer imps. The ai win if they make it to the finale.
2. Hidden foes.
All enemy spawnables are invisible! (Classes being invisible would be too op)
They will reappear upon death and be visible to the team they are on.
3. Zombotany
The roles are reversed! Zombies will now defend gardens and graveyards while plants attack and so on. Spawnables and finales will be adjusted accordingly.
4. Vanquish from above!
All gamemodes will have random air strike drops from drones similar to artichoke air strikes where they appear one at a time to bomb players.
5. Fertilizer and brain power!
All classes and spawnables now have three times damage, health, and speed with ability cooldowns cut in half.
Solo and multiplayer Ops changes:
If our spawnables aren't freely infinite in solo ops like I suggested than the ones that survive ops should be returned to our seed packets, even introduce a new achievement in game called merciful maker that will provide more coins to the player who kept his pots alive throughout the match and they will be returned after the evacuation phase if they survive.
I hope you all enjoy my ideas as I feel like this mode and ops needs to be improved and carried farther for the days when we just don't feel like going through the hassle of playing with other people spamming op characters or abusing mechanics that are not fun to fight.