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Apr 19 2011
By: KAGEHOSHI- Survivor 2956 posts
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MAG 2: a Massive Action Dream! (Post your MAG 2 dreams)

526 replies 12035 views Edited Apr 19, 2011

 

I'm trying to create a massive reservoir of ideas from the MAG community and what they would like to see in MAG 2, should Zipper decide to make it.  I would like everyone to post what they want for a possible sequel to MAG. POST YOUR MAG 2 DREAMS!

Please post at least one idea of your own

 

The MAG player base is shrinking. MAG is not dead, but it doesn't look like it will make it to the end of 2012. MAG 2, a sequel would really be nice since it would refresh the player base. Not only would the MAG loyals return, but there would be a large new influx of new players due to hype, and marketing from Sony. This would also give Zipper a chance to correct the past mistakes of MAG, and improve on the things MAG did great on. It would mean lots of revenue for Zipper:

 

What I would like to see in MAG 2, if it were to ever happen.

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  • Story

>>  10 years later, SVER (which is "OP") has taken the major contracts on all markets and stands in a position of global dominance. Khan (SVER CEO lady) uses her new found power to set up puppet governments throughout central Asia and gains a vast military empire. Radical members of SVER high command attempts to stage a coup against Khan but fails, a civil war results. While SVER is at war with itself, Raven and Valor team up to take down SVER for good. Though SVER suffers major casualties, they maintain strong political control over the SIRSAT allied nations (Russia, China, India...) and a large chunk of the world's economy. The Shadow War has grown from economics to politics. Europe, Asia , and the Americas are all under the plutocracy of the 3 PMC's. By taking each other's contracts (their source of wealth), they weaken the  political control of their rivals over the nations in their domain and steal their political-economic power.

>>  Don't have a story mode. If you make a story mode, just make it short and act only as an in-depth training mode. I don't want resources (like money) and time being used for a campaign when it could be used to improve the multiplayer. No offense Zipper, but campains aren't the main attractions to your games, you aren't Naughty Dog, or Bioware.


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  • PMC's 

>>  ZIPPER creates 6 PMC's, but only 4 are live at any one time.  So say right now, VALOR loses, it's down to RAVEN vs SVER (For global security contracts monopoly).  Once SVER wins (lets be realistic here), the PMC's refresh, and by random chance, SVER could not be involved in the next round.  Everyone would potentialy have 2 new PMC's to choose from 

>>  player caps for PMCs: This will prevent anyone PMC from having too high a majority of the players. I got this idea from Twohothardware on some other thread. Would be based on Percentage. Like if a PMC has 40% (if there is still only 3 PMC's) of the (active) players, new players cannot join that PMC, and other players can't vet to that PMC.

EDIT: Someone has brought to my attention how unfair player caps on PMC's would be, since the US some country might have access to MAG 2 before everyone else and fill one faction before the others get a chance. Perhaps it should only apply when entering Veteran mode. Meaning you can join any faction you want, but you can't veteran to a faction if it has too many players.

>>  A fourth faction . Hear me first before you scream no. It is a faction which totally do it for money. They have no loyalty for any specific countries or even themselves. The queue system will still show SVER, Valor and Raven. The fourth faction players will join in the least number of faction in that specific mode. For example if there are less players playing domination in Valor currently, the fourth faction will join them in that queue. It will balance out the time required for them to start a match.  They will not have their own uniforms nor weapons, they will change whether necessary. Also you can only choose the fourth faction once you reached the max level.


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  • Advertising

In my dream, Sony advertises the crap out of MAG 2, more than Halo Reach, Medal of Honor, CoD: Black Ops, and AC: Brotherhood combined. Not just ads showing the scale of MAG but the use of leadership and teamwork. Kind of like the BF:BC2 "Squad Story trailer. >>The vid<<

 

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  • Communication

>>  PS3 Headsets being bundled with MAG. Communication is key to MAG, and I believe a game should come with everything you need to be successful at it. Many people including myself felt MAG should have come with a headset. I think its one of those things that will be up to Sony's marketing department.

>>  In game text-chat, available for all communication channels (squad chat, platoon chat, platoon broadcast, etc.) For those who don't have mics. If the game won't be bundled with mics then this is a necessity.


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  • Scale

>>  Decreasing MAG's scale from from 250+ to around 130 would be ok, if other areas of the game improve.

>>  Less squad vs squad battles, more platoon vs platoon battles. Would simply be epic, and offer a grander sense of scale and "massive action" the simply having a lot of players spread out.


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  • Regional Servers


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  • Diversity

>>  Each PMC should have something that makes them unique aside from weapons and clothing,


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  • Pre-game

>>  Pre-game election of leaders from those who signed up for leadership positions. Many players do not care about leaders and orders because they feel its just a random person, not someone they want to take orders from, other times leaders just suck, or a clan with the majority of players want the leader to be a clan member for a strategy known among the clan to be executed. Letting people vote on leaders would solve this.

>>  Pre-game strategy and FRAGO coordinating period between leaders. All SL's, PL's, and the OIC would get a chance to plot their strategy on a map before the game starts.

 

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  • CNI / Minimap functions

>>  GRIDS! Its been sugesed so many times that I don't know who to give credit for this idea

>>  SL's and PL's should be able to draw on the CNI map to direct their troops, if some idiot drawing a penis on the map once in a while is the price to pay then so be it.

>>  Label platoon sides, and bunkers, and spawn points on the CNI (just for convenience). Like Second platoon, alpha bunker. Makes it easier to give orders.

>>  Have a special color for PSN friends, and for clan members. It would make it easier to stick together. Clan members can be purple arrows/dots, PSN friends can be white dots/arrows.

>>  Ability to see the names of squad members by hovering the cursor over them (blue arrows) on the CNI map. Would make it easier to tell who is going where, or not following ordes.


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  • Deploying (Clan Deploy, Multiqueue, and Groups)

>>  The group system needs to be able to display all the group memer's name in the group pannel

>>  In Clan Deploy, there must be a way for battleowners to challenge other battleowners of other clans currently in clan deploy to clan battles. In the list of clans in clan deploy, the battleowner should be able to select the clan they want to fight and issue the challenge. The battleownwer of the challenged clan currently in clan deploy can choose to accept or deny the challenge. The challenger gets to select the game type, unless there is a "clan wars mode" which clan battles will always happen in.

>>  Clan officers should have priority on battleowner position

>>  Ability to join multqueue when in Clan Deploy

>>  When in multiqueue, it should tell you which mode has priority


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  • Spawn points / spawning

>>  There should be a 5 second spawn window in which players can spawn. Lets say you are waiting to spawn and the timer hits zero while you are switching loadouts, you can still spawn in that wave as long as you do it before 5 seconds pass. The whole idea of wave spawning is too enforce squad cohesion by having everyone who died in a certain time frame spawn at once, spawning 1-5 seconds apart from a teammate is far less harmful to team squad cohesion then having to wait 20 more seconds because you missed the spawn by a second.

>>  4 SPAWN POINTS per platoon, in ALL game modes. This would make it much harder for defenders to red-line camp... as long as the spawn points are spaced apart enough.

>>  Indestructible turrets on attacker spawn points to prevent red-line camping

>>  Tactical assets that can be captured and act as spawn points in some modes, would be pretty cool to have since it would act some complexity, especially to smaller modes.

>>  Attacker spawn points should each have a turret (like in Escalation) to defend against red-line camping. If possible, it should have no friendly damage to prevent team-killing abuse.


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  • Super secret 1337 Super-Special-Ops vets

>>  New player type: Special Ops This would only be given to players that have "vetted" a certain amount of times and will have to be selected before a match starts, like leadership.  Only availble once to the attackers, if the situation is dire, the OIC selects "Bring in Special Ops". 

 >>  Once respawned, the player that was selected for S.O. spawns with the enemy and is dressed like the enemy.  They will appear as a blue dot to everyone.  They now have 1 life to sabotage defenders equipment.  They are able to plant charges, kill defenders, whatever, until they die.  When this happens, they respawn back with the attackers.


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  • Game modes

>>    If its possible, ditch the current game mode system, and make every map its own game mode. It would keep things exiting and interesting, and less formulaic for much longer. I understand this probably won't happen. This could have issues, like people queueing up for only the maps they want to play, and if each map was its own mode then it might divide the player base too much.... I just thougght of a possible solution: divide the modes into categories of modes, and you can't queue up for a specific map/mode, but you can queue up for a category of maps/modes.

* This idea is independent of all the other suggestions in this section

 >>   Keep Escalation out. I don't want more modes without tactical assets, and its too much running around.Add a different 3 faction game type similar to Domination and full of tactical assets. Example: A mode where 2 platoons of a PMC defends against both enemy PMC's (2 against 1, an attacking PMC coming in from the right, and another coming in from the left), and each of the attacking PMC's have 2 platoons. The attacking PMC's must get past enemy bunkers, AAA, and other front-line stuff and take a series of objectives (like Domination), and eventually the attackers must compete with each other over control of the same final objective while defenders must fight to keep control of it (like fighting over D in Escalation but it won't get locked again). Maps would need to be heavily fortified to make for the outnumbering of the defenders. This is just off the top of my head so it might be a bad idea for a mode, but the point is I don't like Escalation and want a different 3 PMC game type with lots of tactical assets  instead.

>>  More than one game type with MAXIMUM amount of players. I have some ideas for more  large games. For example: >>THIS<<. Make Suppression hold maximum amount of players (whether the maximum will be 256, or 128, or whatever for MAG 2), people were sold by MAG because of its epic scale, they should immediately be exposed to that scale in order to hook them, even in a training mode. The point is Dom was voted the most popular mode in an "Influence MAG" poll, so more big modes would be popular.

>> If Interdiction returns, keep the high player count, but make the maps much smaller. This would make the games much more fast paced, and reduce dependency on APC drivers since there would be less distance to travel (unless your playing with a clan, chances are you'll get stuck with a **bleep**ty driver who parks it at stupid places and won't have any fun)

>>  Longer games, like a 45+ minute game mode

>> Small game modes like Sabotage, and Escalation need to have tactical assets to add depth and complexity. They don't have to be the same as the assets in bigger modes, they can be just specific to smaller modes.

>>  Each game mode should be more diversified for every map, and also MORE COMPLEX: Sabotage for example, 1 map can have an Anti-air battery for the defenders along with maybe some bunkers, and the SL's and PL's of the attackers get air strikes. Another Sabotage map can have bridges, roadblocks, gates for defenders, and APC's for attackers. Maybe in one Sabotage map could have bunkers guarding A and B... The point is, it would be cool if th game modes were stlightly different in every map.

>>  CLAN WARS game mode: Maybe team deathmatch similar to Suppression, but with objectives that can be captured to increase respawn tickets and to act as new spawn points.
>> ?? TACTICAL (as in not like CoD's) Zombie (or muntant, or genetically engineered monster) mode
- 1 Platoon of players against 200+ zombies (or whatever creature)
- They must fight their way though and activate a nuclear weapon in the middle of the city, this nuclear weapon detonates in 20 minutes. To win they must escape before the nuclear weapon detonates.
- To escape, the platoon must secure a building with helicopters they must use to escape.
- There will roadblocks, gates, AAA's to be taken down on the way (obviously you can't escape on helicopters if the AAA is still up)
- Respawns will be limited.
*I realize many people will say "OMG CoD has a zombie mode therefore this is automatically a bad idea!", but whatever, its not really necessary, just something that would be nice to have
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  • Custom games. Allow players to create custom unranked games for which to practice, test out maps, and even do clan battles in (If clan wars isn't implemented already).
>>  Custom games shouldn't have any effect on contracts/shadow war.
>>  Custom games should have all maps neutral for convenient testing purposes
>>  Custom games shouldn't need any minimum amount of players to start, it should be playable without a Queue.
>>  Server lists for browsing custom games, like Resistance 2 and Killzone 2.
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  • Clans. Clans are the backbone of MAG, they are usually the ones who put the teamwork and tactics of MAG, they play the game the way it was meant to be played, with communication, coordination, and teamwork. Because of this, MAG2 should definitely focus on clans and incentivise players to join clans.
>>  A clan wars mode, and ability for clan leaders or officcers to challenge other clan leaders or officers
>>  Contract-like rewards that yield bonuses for getting lots of victories in clan battles
>>  Ability to name clan position (Like renaming the leader position to "Czar", or "Supreme Overlord")
>>  Clan leaderboards that records stats, wins, losses, ratios, etc.
>>  CP bonus based on clan Win to Loss ratios
>>  Ability to send application to join clans in game
>> Ability to search clans by name, stats, members, etc. in game

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  • Stats
>>  Add FRAGO orders completed, repairs completed, and primary objectives completed in the end game statistics page. There is more to a battle then kills, deaths, assists, and streak.
>>  Intergrate the MAG website with player stats, progression, skills, ribbons, medals, clan info, trophies, etc.

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  • Awards
>>  Some ribbons and medals should give special rewards. Example, getting 10 Combat Assault ribbons gives you an extra magazine of ammunition for assault riles, this is just and example.
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  • Making use of the time period
 >>  In the late 2020's+ we won't be in giant robots and shooting laser pistols at each other, but there are some things we will have that are pretty high tech, like drones, optical camouflage, andother cool gadgetry. Homefront and Ghost Recon: Future Soldier does a good job of portraying realistic advances in military technology, something I wish MAG did better and will hopefully will do in MAG 2. Nothing OP, just a bit more futuristic, maybe cool high tech stuff should be leadership abilities and strikes. Seriously, South Korea has fraking sentry guns. Here are some examples of what i mean: >>CLICK<<
>>  At least have some cool weapons for Raven that are currently experimental.
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  • Skills

>>  Skills should be equitable, and there should be limits on how many skills a player can have on their loadouts. This means after buying a skill with skill points, you have to chose which ones to equip in each loadout, so you can't use all your skills at once. This is because the current skill system gives high levels too many advantages.

>>  Leadership skill-tree. A skill tree full of skills to enhance the abilities of SL's, PL's, and OIC's.

 

 

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  • No EXP for anything done behind the red line


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  • Make snipers USEFUL. Snipers generally are not nearly as useful as the other players in MAG, this is because this game was designed around taking objectives (also... makes no sense to have so many damn sniper rifles in a game where snipers aren't that uselful, there only need to be maybe 2 sniper rifles).

>>  Make snipers into Scouts. Give snipers the ability to spot/mark targets while scope. The spooted/marked enemies should appear as a red dot (on the mini-map/CNI map) to the sniper's squad for 15 seconds. If/when the spooted/marked enemy is killed by a squad-mate, then the sniper should recieve assist points (+3) for having spotted/marked the enemy his his/her squad.

You may be thinking "why the hell should some cowardly sniper get points for barely doing anything?", to this I say the same reason why you get points for pressing L2 and R1 near a incapacitated teammate and get 10 points. Medic-ing people doesn't take ANY skill, but its highly rewarded. This is because IT DOESN'T MATTER IF IT TAKES SKILL OR NOT! if it helps your team, then it should be rewarded.

>>  Allow sniper rifles to be used with iron sights or reflex sights. This will give snipers the option of sacrificing their long range effectiveness for short-range effectiveness, and let them be more useful on the frontlines. it would decrease spawn sniping, and increase the much more useful assault sniping. A scopeless T1 sniper rifle will function as a semiautomatic AR which many people have asked for.

 

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  • Class/loadout limitations.I know this won't be popular, but I will say it anyway... the way MAG curently is, you have to be really selfish or just a moron to NOT carry a medkit and have resurrection skills. Basically all experienced players all carry a medkit and are some kind of medic-hybrid. Does anyone besides me find it weird that there are so many soldiers also happen to be medics, and that there is no excuse NOT to be a medic? Wouldn't be better and more meaningful if we had to play as specialized roles? This would make individuals more valuable because they would be performing tasks that not everybody else can/would be doing.

>>  It would work like this (incorporates my idea to make skills equiptable in loadouts just like weapons and equipment, and can't all be active at once): 

- Assault Rifle carriers are the only ones able to use medic kits and equip "medical" skills.

- LMG/MMG carriers are the only one allowed to carry repair kits, anti-tank mines, and RPG's and equip "engineering" skills.

- SMG carriers should be the only ones who get to carry electronics and equip "special ops" skills.

- Sniper rifle carriers should be the only ones who carry anti-personel mines and equip "marksmen" skills

 

>>  If this seems too restrictive, then how about a "Dynamic CC System", where certain equipment cost less CC to equip if you also have a certain weapon in your loadout. Example: medkits costs less CC for AR carriers, and repair kits cost less CC for LMG/MMG carriers.


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  • Characters

>>  More variety in face choices. more variety of facial hair, hair lenght, scars, etc. I'm not asking for more options than we currectly have, but make it so that the limited amount of faces we can chose from are very different.

>>  10 LOADOUTS PER CHARACTER!... We don't have enough.

>>  We don't need 6 different armors, 3 is enough IMO. If you do decide to stick with only 3 armors, make the heavy armors look like the heavy+ armors, they look cooler, and make the medium armors look like the medium+ armors. That is, if you will keep the same looks for the armors.

>>  Different skins for each armor.

>>  See the "Character Models" section of this thread.

>>  Gasmaks would be cool

>>  Balaclavas and mother**bleep**ing facewraps! How pissed would you be if MAG 2 happened and these weren't there but goggles and other crap we didn't want came back?

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  • Ressurecting teammates

>>  There should be a 3 to 5 second animation in which the medic gets down to patch up wounds and inject medicine with his medic kitinstead of a ridiculous magic blue spray,followed by an animation of the teammate getting up. This would prevent annoying "chain-medicing". There should be no cooldown for ressurection.

>>  If the medic system remains the same for the most part, then getting up after getting ressurected should NOT be instant.  When a person has been ressurected, he should still appear incapacitated, or "playing dead" until pressing a button like "circle", or until a limit is reached (if there isn't a time limit to how long you clan "play dead" then it could lead to abuse and camping). The reason why the ressurection should not make the player rise up instantly is because its annoying to get ressurected right in the line of fire and to die as a result.


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  • Items / CP

>>  Add some kind of depletable, or 1 time use items for which to buy, and that we would have to keep buying. The CP system gets useless once you buy everything, and if you had to keep buying it then that problem wouldn't exist.

>>  Depletable boxes of ammunition would be a good example of this. You can start out in MAG with 4 boxes of 2000 which will eventually run out and you'll have to buy again.  If you don't have any ammo boxes, then you start the game off with 1/3 of your ammunition. It shouldn't be too expensive, and shouldn't need to be equiped in a loadout; just buying it should put it in effect.

>>  Guns should eventually wear out and break over time (not during a game, but after). The damage can either break the gun, and require you to buy a new one, or just require a cheap repair.


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  • Maps/contract

>>  Pseudo-random maps. Maps that are divided into smaller pieces that could be made to fit together in douzens or hundreds of ways like a puzzle. (Maybe each PMC has a different set of pieces or divided by geography. Pieces could be odd shapes and sizes so you could have streams, gullys, or ships across the map. Whatever they want.) You could start with  basically a blank grid that could be filled like a Tetris game. The game console would hold the actual pieces but the server would hold the master list of how they go together.  Different modes could have different sized grids or pieces designated for that mode. Maps that absolutely do not work could be filtered out, but the individual pieces might still work perfectly in other map combinations. Maps could be tailored to contracts or the shadow war without seeming utterly repetitive. New map pieces could be downloaded and added over time to add new challenges.

>>  More complex intimidating towering industrial architecture. No wimpy ugly little wooden houses like in Valor's Sabotage map.

>>  More openess, less funneling in maps. This will make attackers harder to predict and make maps less predictable.

>>  DON'T BE TOO BOUND BY REALITY!!  Be creative with the maps, be exaggerated.

>>  More variety would be nice, Snow, night, urban, mountain, jungle, destroyed areas, African villages, slums, wastelands and whatever combination of these environments look cool. Don't be afraid to play with lighting and color effects, don't be attached to reality (Killzone 2 and 3 are great examples of variety in lighting).

>>  more maps per game mode, this could be done by reusing the same maps for different modes.

>>  Maps used for more than 1 game modes

>>  Maps should be tied to contracts, according to this poll >>CLICK<< most of us want it. Even if maybe in only 2 or 3 game modes.  ALL contracts should also lead yield CP bonus rewards, it only makes sense since they are contracts from countries, basically jobs from countries, and jobs give you money. Contracts should give handicaps to make it harder for the contract holders (or no bonuses to the winners, but bonuses for the losers), winners don't need bonuses to make winning even easier, they need a chalenge to keep things fun, while giving the others a chance. Maps should not be themed to fit any PMC (meaning no PMC flags, or symbols) since the maps can change hands.

 

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  • Destructible environments 

>>   It would be nice to see the progression of the map from untouched to utterly destroyed from the beginning to end of the match. Destruction would make cover more dynamic and tactical since someone can't just camp behind a structure all match long since it will probably be destroyed.

>> Tactical assets should be destructible by rockets, grenades, and bullets also but it should take a loooot of damage to destroy tactical assets, especially bunkers. You can still plant C4 on things, but the C4 should be equiptable and plantable ANYWHERE. Could preplace claymores.

>>  I understand a lot of people are worried it will decrease graphics and/or frame rate, what if the bigger the game mode, the more limited the environmental damage?

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  • Training
>>  Comprehensive in-depth training mode. A player should get all the information he needs for every mode from just the training. This should include a leadership tutorial, and basic strategy guide (tell the newbs why the bunkers are top priority).
>> I was thinking of an interactive video for leadership training, the SL training would have the player Frago something, then a video specific to the asset Fragoed would play and show a simulation of what would happen.
>>  OR.... The training should be a campaign-like mode. 30-100+ enemy AI soldiers at a time, and one must command the friendly AI soldiers (As SL, PL, or OIC depending on the level). It would be a training mode because theere would be tactical assets, leadership. and other things that are important to know in the MP. It shouldn't be the main focus, and it shouldn't be too long. Label it clearly as a training mode so people won't complain and say the campaign sucked or was half-assed and get the game lower ratings.
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  • HUD

>>  Minimalist, small, and elagant.

>>  Custom HUD options. Ability to tweak, move, and turn off certain parts of the HUD.

>>  Have the leadership icons above the heads of all leaders so everyone can tell who's in what position. Would make it easier to indentify follow a PL or OIC.


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  • Leadership
>>  No automatic or preset FRAGOes. This would stop from rushing for burnoff towers instead of bunkers in the begining of Domination games.
>>  An OIC should be present in all multi-platoon game modes
>>  Platoon leaders need to be able to set Fragos, PL Fragos should override the Fragoes of all SL's in the platoon.
>>  The OIC should have some kind of Frago or a waypoint ability. This is because currently the PL's and OIC's do not have a means of directing their platoon or company to what they feel is important.
>>  PL should be able to switch spawn point for his ENTIRE PLATOON! I am tired of telling everyone in the platoon to spawn on one side to attack the far right or far left bunker as one large group and only having 2 people listen.
>>  Squad leaders should be able to set temporary spawn points for their squad (though some areas should be restricted to prevent abuse). Waypoints should give an exp or a CP bonus
>>  SL's and PL's should be able to draw on the CNI map to direct their troops, if some idiot drawing a penis on the map once in a while is the price to pay then so be it.
>>  Sensor arrays should give the PL's non-useless abilities, maybe something like an EMP.
>>  PL's and OIC's should be seperate from squads.
>>  PL's should be able to switch and set the spawn point for the entire platoon as a tactical ability.
>>  PL's should be able to join any squad in their platoon, and change squads whenever he wants. (meaning he can spawn from any friendly APC, bunker, or whatever spawn point his platoon has available)

>>  OIC's should be able to spawn from ANY apawn point available for his company.

>>  Have the leadership icons above the heads of all leaders so everyone can tell who's in what position. Would make it easier to indentify follow a PL or OIC.

>>  15 secs before a match starts, the OIC has the option to move certain structures around a given zone.  I.E. the bunkers, the AAA, the mortar, etc.  Any that are not selected are placed into a default location.  This will allow each map to be different every time it's played.


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  • Squad Lists & PL/OIC
>>  The PL should have a list of all leaders his platoon, and the PL's name should appear above EVERYONE IN HIS PLATOON's squad list so everyone would know who their PL is.
>>  The OIC should have a list of all PL's in his company instead of a squad list, and the OIC's name should appear above EVERYONE's squad list so everyone would know who their OIC is. 

 

EXAMPLES:

 regular soldier/SL's list:

-OIC: Goku

-PL: Teggen Toppa Gurren Lagann

 

-SL: KAGEHOSH-

-Mr.Bluedot1

-Mr.Bluedot2

-Mr.Bluedot3

-Mr.Bluedot4

-Mr-Bluedot5

-Mr.Bluedot6

-Ms.Bluedot

__________________________

PL's list:

-OIC: Goku

-PL: Tegen Toppa Gurren Lagann

 

-SL:KAGEHOSHI-

-SL:smileytongue:udinkupz

-SL:smileyfrustrated:tringman04

-SL:Enkouyami

__________________________

OIC's list:

-OIC: Goku

-PL:Teggen Toppa Gurren Lagann

-PL:Yagami Raito(Light)

-PL:Madara Uchiha

-PL:Huey Freemen

 

* If PL's and OIC's were not part of squads, then a 128 pleyer game would be 130 (or 131 if an OIC is included). In a 256 player game, there would be 261 players. Just felt like this should be mentioned

 

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>>  Bullet damage decreases over distance
>>  The higher the damage inflicted on an player, the more that ALL movement speed is slowed down for that player

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  • Health

>>  Ideally I wouldn't want have a health system, just armor. Once you break through armor any shot to vitals should be a 1 shot kill. Killing would still take many shots since the armor would be pretty strong.

Medic-kits should be able to patch and repair armor of the user and other olayers.

First aid kits should be only able to patch and repair the user's armor.

Shots to non-vitals (after taking down the armor proecting that body part) will result in blood loss that will:

1_ Slowly slow down, incapacitate, and eventually kill the player. That is the wound is treated by the medic kit.

2_ Stop the use of the body part. This means if someone shoots your right arm, break through the armor, and injure your arm, you won't be able to shoot until your arm is treated by a medic-kit. This applies for legs and walking as well.

 

*This kind of system doesn't really belong in a MAG game, though I would love it if it happened to be in MAG2.

 

>>  The use of a medic-kit should result in a momentary zoom and blur effect for a second, as well as cause deep heavy breathing. Using the medic-kit should give the impression that you are really injecting some sort of drug or chemical, it should have minor side-effects like that for the sake of immersion.

 

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  • Weapons
>>  Secondary fire for assault rifles. Depending on the gun, there should be semi-automatic fire, 2 round burst fire, or 3 round burst options.
>>  Shotguns should have much faster fire rate, more range, but much lower damage. 1 hit kills are really annoying... especially in a game like MAG where other guns have such low bullet damage, overpowered or not it is annoying.
>>  Equitable knife , this would mean the basic melee should be a gun smack
>>  FLAMETHROWERS!!!!! They don't have to be overpowered. Give them less range than a shotgun, and less damage. The advantage of the flamethrower is continuous damage, meaning once you get hit by the fire it will still continue receiving damage for a while.
>>  Incendiary grenades, less damage, greater explosive range, continuous damage.
>>  Incendiaries, flamethrowers, and bomb strikes all have fire animations on objects and people who are hit.
>>  No random bullet spread, add bullet drop instead
>>  There should be NO VARIETY IN WEAPON DAMAGE between equivalent guns (ATAC2000 = SCAR LW = AG94) across PMC's. Only variety in reload speed, stability, accuracy, and rate of fire.
>>  I want to see more strange and beautiful guns, less sniper rifles and more SMG's.
>>  The Vipera and Atac2000 should definitely return, they are the most visually appealing weapons of MAG in my opinion.
>>  A sloppy, horribly innacurate innaccurate,  unstable machinegun with brutally fast ROF.
>>  The tier 1 AR's should not be inferior to the other tiers, just different. Example: If the tier 1 AR's stats are all inferior to the tier 2 AR's, the tier ones should have a  larger magazine to compensate, this is because a useless gun just wastes memory.
>>  The PDW's are not needed, they all suck. They should be removed, or convered to SMG's.
>>  Here are some guns i want to be in MAG 2:
OC-14 Groza (SVER) 

G-36 (Raven)
Desert Eagle (Valor)
Mauser C-96 (SVER)
UMP-45 (Valor)

SR-2 Veresk (SVER)
Beretta ARX (Raven)
?

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

  • Anti-air batteries should be manned by real players. The AAA should have strong aim assist though to still make sure that the AAA takes out more aircrafts then it misses. Not really necessary but would be cool.
-------------------------------------------------------------------------------------
  • Character models
>>  Camos should feature more colors and color combinations.... A white tiger/zebra camo would look great on Raven.
>>  MAG had some really cool epic concept art, but somehow we ended up with ridiculous impractical armor looks for Valor, and silly yellow back stripes, retardo and bicycle helmets for Raven. These MAG concept art should be at least part of the basis of the Armor looks:

>>  Make Valor look like real modern soldiers, none of that "We're from Alaska but we wear sleeveless shirts and suspenders" crap. Valor's armor looks very very impractical and damn ugly. The concept art is soooo damn awesome for Valor, make Valor look like that. At least make them look like the Socom characters... I don't understand how you can make Socom characters look realistic a cool, but make Valor look so damn ridiculous.
>>  Make Raven's medium armors look cool, as well as having cool helmets. NO YELLOW STRIPES ON THE BACK! no retardo helmets, no bycycle helmets. Make it look someting like this.
>>  SVER looks fine except for the light, and light+ armors, I hate those stupid shorts they wear, baggy dirty pants would be better. Since SVER basically owns the Shadow War in the current MAG, then they should be making an insane amount of money, so SVER should have have more professional or just more expensive versions of what they already have, but still looking very dirty, like having a crappy looking bulletproof vest instead of a orange vest, and cargo pants instead of those ugly pants/shorts in SVER light armors. Keep the general look of SVER (street clothing + makeshift equipment) .
Here is a possible new look for SVER (Though it would look better if it had more color variety, like reds, greens, and purple):

--------------------------------------------------------------------------------
  • Presentation

>> BETTER ANIMATIONS! I want to see pulling a pin on a grenade when I throw it, I want to see machine guns and high fire rate weapons move violently when I shoot them, I want to see the sight/scope move back at me while I shoot and LOOK REAL, watch >>this video<< and skip to 1:57 to see what I mean by the sights moving back, looks much better.
>>  Better sound, MAG has a lot of great quality, but the sounds are just so bad. Even the stuff people say as their dying is just really cheesy, hopefully MAG2 will have better sound.
>>  The music for Raven should be more... Nine Inch Nails-eque. Seriously, music like >>this<<, and >>this<< (click) would fit Raven perfectly. Raveb's current music is mostly bland.
>>  Cool in-game cinematics for when certain objectives are destroyed. There will also be cinematics for the beginning and end of matches. There should be cinematic cut-scenes for minor victories, major victories, minor defeats, major defeats, and minor defeats.
>>  more visually interesting interface. I find the look of the menus bland, and also i hate the logon screen with the files and papers and stuff all over the place... looks really boring. How about an epic scenery of a battlefield imstead? Make Raven's interface look more black instead of that ugly shade of bue-ish purple.
>>  Maybe Instead of having a menu... ,  your character in the PMC's HQ and you can have them walk around and go to certain places like the PMC physician (Options), Shooting Range/Killhouse (Barracks), Helo landing pad (Deploy), etc. They don't have to be those places but I think it would be cool.

 

----------------------------------------------------------------------------------
 
  • Extra stuff:
-Collisions with other players should bump them out of the way. I hate it when some sniper is blocking my exit from the spawn, and I hate it when I die because I was stuck between a couple teammates and couldn't move.
-More blood, and bloodstaining
-Ability to reload while running or jumping, though while running it should be half as fast. Just because my legs are working doesn't mean my hands have to completely stop completely.
-realistic knifing (like Bad Company 2), a knife swipe shouldn't be able to cut through armor. Needs to be at least a deep stab to look like it should kill.
-Ability to block a knife with another knife
-An overall darker more gritty dystopian feel to the game.
-Better environmental interaction like >>Brink's SMART system<< (click) or Crysis2 . I want to realistically climb and jump over things like you would be able to in real life, though the BRINK-style parkour isn't needed.
-3rd person option
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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

I like it But MAG 2 isnt gonna happen EVA! Because they said this game is gonna last a while



If they did implement a MAG 2 I would like to see the stuff you have suggested :smileyhappy:

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

 


KAGEHOSHI- wrote:

 

 

 

  • ISony advertises the crap out of MAG 2, . Not just ads showing the scale of MAG but the use of leadership and teamwork.
YES YES YES AND YES, furthermore YES, in addition YES conclusively YES, advertising and wowing kids with flashing images and loud noises means SALES

 

  • PS3 Headsets being bundled with MAG.
makes a LOT of sense but then again do you propose this comes at a higher cost than a standard game? it would have to right? people would like the option to buy just the game if they already have a headset they won't pay extra for another one and other people would think hmm i dont have enough money for this i wish there was just the game so i could buy the headset when i can afford it.

 

  • Game modes: More than one 256 player game type. I have some ideas for more 256 player games. For example:I have this idea for one where there are 2 sets of spawn points that can be captured by either attackers or defenders (though they start off in the control of the defenders and act like bunkers), the attackers take control of them and use it to spawn closer to objectives. Behind each set of spawn points are objectives, and when one set of objectives are captured, the other set of objectives are unlocked,
like BFBC2? and hey don't get rid of acquistion i LOVE acquistion it's my non freezing minidom but you do say replace it with escalaction, you mean not as a DLC? I haven't played ESC so can't really comment much more.

 

  • Maps:More variety would be nice, Snow, night, urban, mountain, jungle, destroyed areas, African villages, slums, wastelands and whatever combination of these environments look cool. There should be more maps per game mode, this could be done by reusing the same maps for different modes.
Like BFBC2? xD ok all games should have more map variety different terrains I agree it's why i liked the original killzone
snow
mountains
jungle
urban
residential areas
industrial areas
PMC bases?
  • Contract system: Maps should be tied to contractsALL contracts should also lead yield CP bonus rewards, Contracts should give handicaps to make it harder for the contract holders,
I see a problem, people could quit playing the map they are on if it is harder and they have the contract and then go wait in the queue to play on a map they want the contract for BUT if there was a way you could see what games are running and then select your map based on what contract you want and then start up a queue on a certain MAP YES! i hope someone **bleep**ing reads this

 

  • Destructible environments like BFBC2? i see a pattern here but sharing elements with other popular games is never a bad idea but it could create more lag if 256 people are shooting and damaging the environment at the same time all other the map
  • Comprehensive in-depth training mode. definitely, new players go into dom like umm **bleep**? they need guidance.
  • Leadership Abilities.Platoon leaders need to be able to set Fragos, I didn't know they couldn't how about seperate fragos SL fragos yield less xp than SL fragos which yield less XP than OIC fragos but Sl can only set fragos for vehicles and roadblocks gates PL can set it for bunkers sensor arrays etc and PL can set fragos for letters
  • Weapons: I want to see more strange and beautiful guns, less sniper rifles and more SMG's.
yes, don't remove the most popular guns maybe keep some which some like but some don't but revamp the look the spec, and have more customisation options for them to keep them fresh and get people using more guns
  • Character models: i agree they should all look more serious and badass! which in turn makes them look more futuristic at least the pic you posted below does!
  • Balaclavas and mother**bleep**ing facewraps! How pissed would you be if MAG 2 happened and these weren't there but goggles and other crap we didn't want were there?
we need reindeer ears, novelty beer hats, bunny ears, face wraps, turbans hockey masks halloween masks goggles glasses novelty masks
  • Cool in-game cinematics for when certain objectives are destroyed. There will also be cinematics for the beginning and end of matches. There should be cinematic cut-scenes for minor victories, major victories, minor defeats, major defeats, and minor defeats.
like BFBC2? xD you like that game don't you? so do i!!!!!

 


 

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

 


mgz2009 wrote:

I like it But MAG 2 isnt gonna happen EVA! Because they said this game is gonna last a while



If they did implement a MAG 2 I would like to see the stuff you have suggested :smileyhappy:


I wouldn't count it out, when the game becomes unplayable due to extremely low player counts or after the long while MAG lasts expires then it will be possible. Also I am honored you like what i want for a MAG sequel, i was worried what I want might sound like the eccentric ramblings of a madman.

I can't see MAG making it until 2012 unless Sony starts doing some marketing. Sony would market a new game over an older one.

 

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

Lol i don't have BFBC2 but i ordered it and it should come on January 1st. If it has all that then i think I will love it.

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

 


KAGEHOSHI- wrote:

 


mgz2009 wrote:

I like it But MAG 2 isnt gonna happen EVA! Because they said this game is gonna last a while



If they did implement a MAG 2 I would like to see the stuff you have suggested :smileyhappy:


I wouldn't count it out, when the game becomes unplayable due to extremely low player counts or after the long while MAG lasts expires then it will be possible. Also I am honored you like what i want for a MAG sequel, i was worried what I want might sound like the eccentric ramblings of a madman.

I can't see MAG making it until 2012 unless Sony starts doing some marketing. Sony would market a new game over an older one.

 


 

Sometimes the rambling of a madman produces good outcomes. Its all well thought out and very well set up. As I said there will never be another unless Zipper get their heads outta their asses and start trying to revive the game. The name MAG has now got a bad name with alot of gamers who didnt liek the concept and went back to CoD.

The Superiors need to kick start a plan to get back in the market maybe change the name if they made a second.

My thoughts But meh well lol they are ramblings as well :smileytongue:

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

 


KAGEHOSHI- wrote:

I have a dream of MAG 2. A sequel would really be nice since it would refresh the player base.

 

 

  • In my dream, Sony advertises the crap out of MAG 2, more than Halo Reach, Medal of Honor, CoD: Black Ops, and AC: Brotherhood combined. Not just ads showing the scale of MAG but the use of leadership and teamwork. Kind of like the BF:BC2 "Squad Story trailer. >>The vid<<

 

  • PS3 Headsets being bundled with MAG. Communication is key to MAG, and I believe a game should come with everything you need to be successful at it. Many people including myself felt MAG should have come with a headset. I think its one of those things that will be up to Sony's marketing department.

 

  • Game modes: More than one 256 player game type. I have some ideas for more 256 player games. For example:I have this idea for one where there are 2 sets of spawn points that can be captured by either attackers or defenders (though they start off in the control of the defenders and act like bunkers), the attackers take control of them and use it to spawn closer to objectives. Behind each set of spawn points are objectives, and when one set of objectives are captured, the other set of objectives are unlocked, though they will be guarded by a second set of enemy controlled spawn points. It would be impossible to get anything accomplished as an attacker when no spawn points are stolen from the enemy (kind of like its impossible to get anything done in Dom while enemy bunkers are still up. Or a mode like this could be implemented with the spawn points as the objectives. And maybe make Suppression 256 player, people were sold by MAG becauseof its epic scale, they should immediately be exposed to that scale in order to hook them, even in a training mode.These are just an idea of a mode, but the point is Dom was voted the most popular mode in an "Influence MAG" poll, so more big 256 modes would be popular. Acquisition should be ditched and replaced with Escalation, Acquisition is just a crappy version of Dom but smaller, crappier, and about carjacking. MAG 2 should ship with the best modes possible so there won't be a need for any DLC modes that just end up splitting up the player base.

 

  • Maps:More variety would be nice, Snow, night, urban, mountain, jungle, destroyed areas, African villages, slums, wastelands and whatever combination of these environments look cool. There should be more maps per game mode, this could be done by reusing the same maps for different modes. 
  • Contract system: Maps should be tied to contracts, even if maybe in only 2 or 3 game modes. It would be nice if contracts actually mattered and yielded real rewards, like maps. Holding 2 contracts in one mode wouldn't make a PMC defend more than usual, but when defending each map has a 50%chance of being defended. all the time, they would defend just as much as before  ALL contracts should also lead yield CP bonus rewards, it only makes sense since they are contracts from counties, basically jobs from countries, and jobs give you money. Contracts should give handicaps to make it harder for the contract holders, winners don't need bonuses to make winning even easier, they need a chalenge to keep things fun, while giving the others a chance.

 

  • Destructible environments like Socom 4. It would be nice to see the progression of the map from untouched to utterly destroyed from the beginning to end of the match. Destruction would make cover more dynamic and tactical since someone can't just camp behind a structure all match long since it will probably be destroyed. Tactical assets should be destructible also but it should take a loooot of damage to destroy tactical assets, especially bunkers. 
  • Comprehensive in-depth training mode. A player should get all the information he needs for every mode from just the training. This should include a leadership tutorial, and basic strategy guide (tell the newbs why the bunkers are top priority). I was thinking of an interactive video for leadership training, the SL training would have the player Frago something, then a video specific to the asset Fragoed would play and show a simulation of what would happen.
  • Leadership Abilities.Platoon leaders need to be able to set Fragos, PL Fragos should override the Fragoes of all SL's in the platoon. The OIC should have some kind of Frago or a waypoint ability. This is because currently the PL's and OIC's do not have a means of directing their platoon or company to what they feel is important. Squad leaders should be able to set temporary spawn points for their squad (though some areas should be restricted to prevent abuse).
  • Weapons: I want to see more strange and beautiful guns, less sniper rifles and more SMG's. The Vipera should definitely return, i love how the magazine is a tube on the bottom, Russians mke sexy guns (yay Bizon!). The PDW's are not needed, they all suck. Here are some guns i want to be in MAG 2:
OC-14 Groza (SVER) 
G-36 (Raven)
Desert Eagle (Valor)
Mauser C-96 (SVER)
UMP-45 (Valor)
SR-2 Veresk (SVER)
  • Character models: MAG had some really cool epic concept art, but somehow we ended up with ridiculous impractical armor looks for Valor, and silly yellow racing stripes, retardo and bicycle helmets for Raven. SVER looks fine except for the light and light + armors, I hate those stupid shorts they wear. Since SVER basically owns the Shadow Wat in the current MAG, then they should be making an insane amount of money, so SVER should have have more professional or just more expensive versions of what they already have, but still looking very dirty, like having a crappy looking bulletproof vest instead of a orange vest . These MAG concept art should be the basis of the Armor looks:

  • The music for Raven should be more... Nine Inch Nails-eque. Seriously, music like >>this<<, and >>this<< would fit Raven perfectly AND it doesn't suck! 
  • Balaclavas and mother**bleep**ing facewraps! How pissed would you be if MAG 2 happened and these weren't there but goggles and other crap we didn't want were there?
  • Cool in-game cinematics for when certain objectives are destroyed. There will also be cinematics for the beginning and end of matches. There should be cinematic cut-scenes for minor victories, major victories, minor defeats, major defeats, and minor defeats.
  • Maybe a more visually interesting interface. I find the look of the menus bland, and also i hate the logon screen... looks really stupid somehow. I think I ran out of dream juice.

 


 

Those are all great ideas except they should just get rid of the Shadow War Concept. Lets go with real life military, you choose a country to play for instead (don't include US so that all the US players choose it).

 

Like Russia, UK, and Rebels I guess. Those are all enemies I suppose. Then the contracts are based on who the US is backing (who is winning). This way the maps could not be "faction" based, but just random maps throughout the world where these three countries might face each other in battle. I think instead of "faction" guns they should just have a bunch of guns from you to choose from that every can choose from, and make the guns real. I don't wanna see a Rollins (intervention) I want to see the Intervention itself. I want to see an AK 47. I want to see an M16. It seems to me the only real guns in this game are the M4A1 and the AK 74u. Lets see some more realistic guns in this game.

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

I agree with most of what you wrote, not with getting rid of Acquisition though

WWLFD?
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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

 


KAGEHOSHI- wrote:

Lol i don't have BFBC2 but i ordered it and it should come on January 1st. If it has all that then i think I will love it.


 

sounds like you will! im not enjoying it atm though

 

1.7gb update is in the way

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Re: My grand vision of MAG 2: I have a dream... a massive 256 player dream!

Dec 4, 2010

I though the Mauser C-96 was used by the Germans ....

 

anyways I want MAG 2 to have more then 256 players, Try 1000 vs 1000.  Way bigger maps. 

 

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