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As an aside, Google the Posse Comitatus Act.
At least two squads of 5 ✓
When I first played, I was looking for a simple map and torn between the gas station and the meth houses. Naturally, I picked the meth houses, with no flashlight or NV. Lucky me, that was an experience.
The issue with small maps for PVE, is, well. They're not very replayable, at least personally. And that the devs have confirmed it takes a lot more work to create a small map than a larger map.
Each map is created to tell a story or theme, large maps are easier in this sense because you can spread it out or centralize it like on Neon Tomb or Doll Valley. Smaller maps require a lot more small details to feel the same, otherwise they'd be small, relatively out of place maps. Not to mention you really limit what the AI can do and how random they can be with smaller maps.
We definitely need smaller maps. That was my first thoughts after taking out the first 5 suspects. "Why is this level so long?!?!"
I am not sure I can agree with that. I feel like if that is what they believe then they are over thinking the level design. The premise is we are SWAT, not the FBI or CIA on a year long investigation to take down a terrorist cell or drug cartel. Yes we should have levels with lore such as that but most importantly we need levels that focus on us being SWAT, which is responding to local "random" armed assailants.
As for the concept of randomizing small levels, other games have already done this so they do not have to reinvent the wheel. Such as locked doors, traps, assailants weapon types, hostage count, unknown armed suspect count, the ability for suspects to use hostages as cover and more. Many of which they already do on the current big levels.
Why does 213 Park have a whole ♥♥♥♥♥♥♥ mine system that leads to nowhere?
Why does Ceasar's Dealership have that repair section and a junkyard?
Why on Fast Food do we need to also clear the other 2 warehouses?
Why on Hotel do we need to clear the entire underground parking (on Raid) and why are there some rooms in the walls that lead to god knows where on Barricaded Suspects?
I like Club or Voll's mansion because they are still pretty big maps, but it all makes sense there. We are supposed to clear the whole house, we clear the house, garden and basement, all connected to the house. We are supposed to clear the whole club, we clear the whole club and all the storage rooms. Thank god they scrapped the whole another ♥♥♥♥♥♥♥ mansion on Valley of The Dolls
There are only so many ways the likes of convenience stores can be randomized.
Unless they're like the AI equivalent of John Wick(which people have been complaining about but I don't see AI roaming around the level one-tapping people from behind all that often).
Now 5 guys being sent to take down AI John Wick(heavy armor, coffee speed, can only be stunned for 1-2s, 0.5s reaction to all directions, melee instakill you with a pencil) that's actively roaming around the level and shooting hostages that are running around(*cough*school map*cough*), that would be awesome.
Those are all things that can be "randomized" Suspects can have gas masks, they can be behind cover camping a door so flash bangs cant get them, they could be next to a hostage so singers could injure them. There could be a trap that even after stunning the suspect you trigger on entry. Just because the mission is not 45 min long does not mean it will be boring.
There are 4 others who could bring stingers and camerastick, more than enough wedges to seal off the building...etc. or just more bangs and gas.
Yes but then you lose the ability to open doors quickly if they are locked. Preparing the proper gear definitely helps complete the mission, but does not guarantee success. Which is a main point of the game.
The point of the game is to use resources intelligently as they are finite, for tiny maps they are effectively infinite.