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Co-op commanders need change

Blogs > Kingsky
Post a Reply
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
October 15 2016 15:54 GMT
#1
The idea of co-op commanders is pretty cool, but not what i envisioned. The direction of adding mutators and providing more gameplay is a step in the right direction, but i feel it's not enough.

How about opening up and letting us edit the missions? In my head the co-op commanders was like the 'commissioned starcraft arcade' Therefore you picked the special commander you liked and they were thrust into various strange situations like a battle royale maybe even an RPG-esque mission.

I was hoping for missions where my ally's base was under constant siege or in a really far off place and i would constantly need to send help, or perhaps games whereby our units were limited and we had to communicate to do simple tasks like opening a door or fighting a boss. Perhaps even one mode whereby our units were swapped and what he built i control and what i built he controls etc...Where you feel the co-op part of co-op commanders?

In addition, the game modes does not always have to be so... standard. Everyone starts at a base with a pre-defined rock blocked expansion... Why? They then proceed to deal with objectives or threats... Why so standard? This gets stale. Spice it up, this isn't competitive =/. I do not understand why Blizzard is playing so safe with this cool mode, its clear they threw balance out the window with the crazy units the champions have, and clearly chose units that fit the theme of the champion. I do not understand what is blizzard trying to accomplish with this mode, it is all over the place =S

Losing a few games due to lack of communication or rubbish trolls is fine, this is co-op after all. There are so many brilliant ideas on TL and over here... Pick the best ones and develop on it, perhaps that might interest people to actually buy newer co-op commanders and not be just gimmicks people buy to support the dying game.

PS: i know some people really enjoy this mode and i'm not saying its wrong but i think it can be better. I personally think of these maps as 'leveling up or grinding maps' Why not add cool missions in ADDITION to the current modes and mutators we have? Imagine having maps where people are forced to go to chat and type " Looking for level 20 vorazun's only i have lv 30 swann that can do XXX map!!!" Please dont suck!! In addition, those maps that are too 'hard' can easily just be auto-veto'ed off during random queues.

TL;DR: Blizzard made co-op commanders but i don't see any co-op in it, just 2 people with bases doing the same objectives

----------------------------------------------------------------------------------------------------------------------------------

As such, i hope people post creative maps or gameplay mutators that will drastically change the gameplay and add some spice into the direction of co-op commanders.

Let me first give a few of my ideas.

Mutator:

Swapped- Units built by ally will be controlled by user and vice versa. Defensive buildings and main mining workers are not affected

New Map: Temple of Aiur: Commander #1 has to obtain crystals using a set amount of units they have at start, while Commander #2 has to defend a little temple that is constantly under siege.

Commander #1 may use abilities or warp units to help Commander #2 to expedite the mission but units warped there automatically lose health over time as only Commander #2's units can survive the intense radiation/psionic/plot energy in the temple.

Basically Commander #1 deals in base defense while Commander #2 is basically playing an RPG inside the temple, maybe fighting mini-bosses or something.


-----------------------------------------------------------------------------------------------------------------------------------

PS: There are some REALLY good mutators on the single player forums and ideas over there, it would be great if they could be shared here as well, and then we can just throw the whole thread to blizzard devs if they ever bother

Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
Kingsky
Profile Blog Joined October 2010
Singapore298 Posts
October 15 2016 15:56 GMT
#2
Idea by Malhavoc:

They say the best offense is a good defense. Not only can Amon's forces evade and absorb your attacks, but the Void also provides them with impervious defenses against a single army. You and your ally must coordiante your assault in order to secure victory.

Map: Oblivion Express

Polarity: each enemy unit is immune to either your units or your ally's units

Evasive Maneuvers: enemy units teleport a short distance away upon taking damage

Barrier: enemy units gain a temporary shield upon the first time they take damage

Commander of the day poll: http://www.strawpoll.me/11404378

Difficulty poll: http://www.strawpoll.me/11404382
Why do people hate the Colossus? Because the Colossus is like banksters from Wall Street: “too big to fail”. - TheDwF
29 fps
Profile Blog Joined March 2008
United States5725 Posts
October 16 2016 15:52 GMT
#3
Playing with a bad ally is frustrating. Frustration will make people want to play this less, especially when it's caused by something beyond their own control. If they lose because they're not good or the computer is too strong, that's something that they can work on and change. However, a bad ally who doesn't communicate with you will make your co-op experience very unpleasant.

Just look at this week's mutation (diplomatic immunity) and you'll see why controlling each other's units or being forced to rely on an ally might not be a good idea.

The ideas for new missions are interesting, though. Having the two commanders go after different objectives is something that seems worthy of testing.
4v4 is a battle of who has the better computer.
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