Xirmi / Member

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Xirmi Blog

Back :D

Alright, guys I'm back and will have a couple of posts up soon.

Anyhow, seeing as Super Meatboy is out (though I have none of the consoles its out on), I thought I'd mention that the game originated from a flash version of the game. (http://www.kongregate.com/games/Edmund/meat-boy)

If you guys want to try it, it's an awesome (but very challenging game). In Gamespot's review, they mentioned it had excellent controls. The same goes for the flash version.

It's such a fun and awesome game that I had to point it out to people who won't be able to get their hands on it.

Away For a While

I started school this week and haven't found the time to be here much, but I'll be back as soon as I've got everything sorted out.

The One Thing that Bothers Me About Borderlands

When certain quests or boss fights take place in an enclosed arena with limited cover. Not all characters can handle these fights and there's no way around them, like high vantage points or flanking routes. I think I'll have to change Mordecai's skill tree for these fights then change it back to its long range capabilities. I just tried one of them with Brick and he just walked all over the enemies, because that's what he's built for. I know that Mordecai isn't MEANT to fight close-quarters like that, but the game doesn't give you any other option when these fights show up. They're no problem at all during the first playthrough but they're a paaaain to beat when the enemies are Level 50.

The (Far Out) Future of Gaming

It's the year 2110.

You're Landon Fry, twenty-four years old. You're the kind of person who makes money by hiring other people to manage your affairs and taking care to read the small print on everything those corporate schemers send your way. Other than firing people and occasionally signing important documents with the word 'Fry' - which you take vicious pleasure in - you don't really have much to do.

You've got a place a few miles away from the city. There's a lot of countryside around your estate; fields of swaying grass, sheltered woods, bobbing daffodil heads. But you don't care about that. The only times you actually notice these things is when you skim over the fields in your flying car, the way the grass flattens with every burst of acceleration, the way the trees bend as you pass. You're probably the only person who owns a flying car in the general area. Who needs them anyway? They're all for rich people, a drain on fuel and an accident waiting to happen. But you are rich. You can afford to pay for the fuel and the licence and the daily speeding tickets. The accidents are just an added publicity bonus.

But there's only so much enjoyment to be had in destroying the countryside with rush and thrills of speed. Today, you're heading towards the city to find something else to fill your time with. Something to break the monotonous routine that your life had become. Your mother called yesterday and suggested voluntary work, helping out in the orphanages perhaps. But why would a man like you do voluntary work? A man like you would pay a whole bunch of people to do the 'voluntary' work if he really wanted to help out. This is exactly what you did, to show that you did not, in fact, want to do voluntary work. What you wanted was entertainment.

In the city, you park your flying car and instruct the officer who has been giving chase to leave the ticket wedged in the window or something. You walk around until something catches your eye. You pass a huge glass window with a bunch of manneqiuns wearing trendy suits, but your clothes are worth more than the whole store. You pass a casino, and as soon as you look in, you realize that no one in there can play as big as you. Then, you across a games store. You really don't know much about games and everything in the store looks unfamiliar. But you shrug and think, "Why not?" So you go in.

The salesperson looks bored. You suspect he's going through the same monotony of life you're going through, only yours is more expensive. You establish from the very beginning that you don't know anything about everything in the store, because you're the sort of person who gets straight to the point. The salesperson tells you that you need a console to play games on. The reigning champions of the industry are the Holoplaystation and the Konnect129600.

He tells you that the Holoplaystation involves wearing a certain headgear that will somehow feed images, sounds, smells, feelings and even taste directly to your mind, and that - with just intent - you do things in the game you buy. It takes a bit of time and practice to get used to it, but once you've become oriented to it, it will feel just like the real thing. Its processing unit is so powerful that it can randomly generate thousands of AI driven characters, each with their unique backgrounds, personalities and relationships, for your RPGs, he says.

The Konnect129600, on the other hand, involves standing in the middle of a hologram. The world is generated around you and reacts to what you do. A special suit will allow you to feel the things that happen in the game and restrict your movement when you encounter objects within the game. This allows you to manipulate them and even to sit down on thin air. The downside of this console, he says, is lack of flexibility with the controls. In the Hologamestation, you can do potentially anything - as long as the software supports it - but everything on the Konnect129600 is limited to movements you can carry out with your body. It has a processing power similar to that of the Hologamestation, and its advantage is that it will not seem so dream-like when compared to the Hologamestation experience.

The differences, to you, are minimal. You shrug and look at the hopeful expression on his face as he asks if you are interested in either console. But you're Landon Fry. You buy the store.

Life as a Bard in Imperian

If anyone remembers, in my first blog, I talked about a text-based MUD game called Imperian and how its lack of graphics and sound gave it the advantage of lots and lots of content. For example, there are about twenty-six c1asses to choose from and about sixty skills to learn. Choosing a c1ass in Imperian is probably the most important decision anyone can make in the game, because choosing a c1ass means joining a guild, and joining a guild means become a denizen of one of the various citizens or councils in Imperian.

Upon beginning, I chose to join the Bards, a guild which is part of the city of Kinsarmar. It was a daunting thing at first, for two reasons. Firstly, the world of Imperian is a massive one. Learning to navigate it without being able to see it is something that comes with time. Secondly, there are so many things that one can do in the game that I didn't know where to begin. However, as a beginner, I had several advantages, like easy access to several 'newbie' zones where I could start to get the hang of things. Even more helpful was the aid given by the senior players in the guild. There were even players with the position of 'Novice Aide', elected by other members.

I was told to read certain help files that would tell me what were the requirements for promotion in the guild. I had several things I needed to do. I had to gain enough experience to reach at least Level 21, complete three particular quests, invest a certain amount of Lessons in my skills and collecting certain herbs and tattoos.

The easiest thing was to improve my skills. In Imperian, skill improvement requires using up Lessons. These are gained in various ways, but players always start with a good number of them to spend as they choose. I was required to spend 9 Lessons in a skill called Survival, a minor skill that all classes shared. This unlocked the ability to swim in water, simple as that. The other lessons went into the Bard-specific skills called Voice and Thespia. Think of them as "Singing" and "Playing Music", respectively. Voice was easier to use as a novice and much simpler to understand. All one had to do is type "Sing Rubait", followed by a specified target, and sound waves would damage that target. Type "Gyin", followed by the name of a player and an instruction, like giving money to Xirmi, and that player would be forced to that. (I didn't really do that though. Really.) There were many other words to sing, some for finding objects, other for locating players, some for healing, some for protection. At the very end of the list was "Kantae", which only a master of Voice could use. It would turn anyone who heard it into stone, no matter what.

Having a limited amount of lessons though, I learned a few basic words and went about the world of Imperian trying to complete my other objectives. Getting the tattoos required was a simple matter of asking another player with the skills and equipment to ink them (or finding a special shop operated by an NPC). Inking tattoos is another minor skill, like survival, for those who have the extra lessons. You're probably wondering what's so special about tattoos that I'm talking about them, but in the Imperian, tattoos are magical. Touching them activates their special abilities. I was required to keep a cloak tattoo activated at all times by city law, to protect me from players who weren't so friendly and needed to find out where I was.

Of course, I died a few times. Sometimes I walked into a tunnel filled by bandits; sometimes I attacked some dangerous wild animal that eviscerated me for my trouble. Sometimes I went to the other cities. There are two other major cities beside Kinsarmar, and none of them liked the other. Kinsarmar was open to all, except to practitioners of evil magic (summoning demons, blood rites, that sort of thing), so anyone from Stavenn was an enemy. Antioch hated all magic, good and bad, so both Kinsarmar and Stavenn were enemies. And Stavenn hates everyone because it's big, bad and evil. When I approached their cities, they turned me out and 'enemied' me. Being made an enemy means that the cities' siege weapons and guardian NPC would quickly kill me if I went too close, which I did. Players from other cities (usually identified by foreign epithets after their names, strange weapons or demons trailing after them) quickly became the 'enemy' to me as well. Although experienced players do not attack novices without provocation, it was still a good idea to avoid them. It just made sense, because two Diabolists did attack me once when I was hunting with another guild member. The attack was unexpected – and rude, by game standards – and sadly resulted in our quick deaths. (It didn't go that well for the Diabolists after that point, because a fellow citizen of Kinsarmar decided to mount a punitive expedition and in the process revive me.)

Death is not that much a problem in Imperian. You lose some experience, and if a player doesn't revive you, it might be a hassle getting out of the Underworld. Getting out involves buying passage on a boat (there's a classic river of souls), and to buy passage you need to find special coins. These are obtained in various ways. Gambling your experience with an underworld spirit is one option. Another is to find a statue and answer three riddles correctly. There are other ways, but luckily, I didn't die all that much.

Eventually, I fulfilled all the requirements. A senior guild member inflicted me with various ailments in order to find out if I had knowledge of rudimentary healing and then asked me to take him to specific locations within the city to test my knowledge of its nooks and crannies. I passed the test and was promoted to a Journeyman Bard. I still wasn't a full Bard, but now I could enter the Guildhall and make use of its resources. There was a second test ahead of me, once I reached level 31. I spent the intervening time alternating between training, fishing and escorting wagons of materials from the towns that fell under its domain. These materials would then be used by other players for making other things, like ammunition for the siege weapons that defended the walls or other customisable items. (The game allows you a great deal of customisation. Since everything is represented by text, creating an item involves simply describing it. So the players can do it too.)

The city, like the guild that it held, had a hierarchy of its own. There were vassals and ambassadors, courtiers and even a duke (or duchess.) These were the ones that managed the day-to-day affairs of the city. As a novice, I didn't think there were any, but since the players run everything, it falls to the players to make certain decisions. Resolving conflicts between citizens, drawing up treaties with the other cities or punishing criminal is their responsibility. Since Imperian allows you a certain freedom, like attacking anyone anywhere, killing their pets, stealing, disabling city defences or otherwise helping enemies in any way, there are laws within the cities. They're not a big part of the game and most are fairly obvious, but the fact that they're still there is something special for a game.

Eventually, I passed my second test. New possibilities opened up for me. I could join one of the four 'Circles'. These were clans within the guild of the Bards, each pursuing a certain career. One circle was devoted to writing – stories, histories, documents – its members did it all. Another was devoted to crafting items using the skill of Artistry, like musical instruments for Bards that depended on Thespia. (I did not invest lessons in Artistry. Although it had certain very powerful combat oriented abilities, I was happily building up Voice and Thespia.)

The two other circles were devoted to Performing and Combat. Performing (as in plays, farces and such) is something Bards can do through a basic Thespia skill that conjures up illusions. By typing 'Feign A man falls down." the player can make other player see "A man falls down." on their screen, which in a text-based game, is all you need. The other circle, the combat circle, was the one that most appealed to me, so I enlisted for it. Joining a circle did not require me to do anything, but if I met certain requirements, I would be earn a title as proof of my experience in a certain field and be further advanced in the guild.

Even within the Circle of Combat, there were various combat-related options I could take. I could specialize in healing, so I would be able to support another player in battle. Another option was instructing others, mostly novices, in the art of combat. The option that appealed to me most, however, was the "Deathsinger" specialization. This consisted mainly of player versus player combat. I was required to fight a member of every class in Imperian (for which I entered friendly arena duels, rather than assaulting innocent bystanders), win a certain number of them and then detail why I won or lost.

Imperian's player versus player combat is complex and satisfying. Every class has its own different skills, making it unique. Furthermore, players with the same class could be vastly different because of their fighting style. To give you an idea, I'll tell you how I fought. (By now, I had started to get the hang of my skills, and with the help of fellow players, how to use them.) As a novice, my concept of fighting was singing the damage-dealing "Rubait" repeatedly until my opponents died. That worked against NPCs, but as a slightly more experienced player, I knew that other players are far more adaptable enemies and have much more skills at their disposal.

I mentioned before that I was focusing on building up Voice (singing) and Thespia (playing music). Both abilities depended on sound and many players could easily counter me by eating a certain herb that would make them deaf. So, with some help, I developed a certain strategy using Thespia. Thespia involves playing musical instruments to bind songs to another player or oneself. Songs can have many effects, but all of them worked the same way. Their effects would occur at regular intervals while the song played out. The most useful was "Revelation", which somehow had the ability to make a player able to hear again. The smart opponent would eat another herb as soon as he or she was cured of deafness, but that split second interval was enough, because Revelation took place every fourteen seconds. Within that period of time, I would another song called "Dissonance", invoked by playing a drum, which depended on sonic waves to deal damage over time, meaning that being deaf wouldn't stop it. Once I was done with that, Revelation would be close to nearing its first cycle, and once it did, I'd be able to use another song, perhaps "Lullaby", to force an opponent to fall asleep every few seconds or another Voice or Song ability that dealt damage or inflicted other ailments. The most experienced players, however, can defend against all ailments, and my current strategy lacks a way to deal damage quickly enough to kill them before they have cured themselves and attacked me. There are so many ailments within the game that the developers have allowed the use of programs which automatically use the correct remedies or potions the moment a player is hit with them. That way, a player can focus on timing and working on his offensive strategy and his timing, in order to render another player incapable of doing anything in time and killing him. But this is just my strategy. There are vast differences even between members of the Bards guild. Some use Artistry as a main skill, using its ability to capture wild animals and use them to attack opponents. Others use pets, weapons and poisons to fight. The same variations occur in every class and many players can feel unique in a fight.

A player versus player conflict can even be a war or raid. This usually involves an invasion by the strongest players of one city in another city. I have never seen an all out war, but small raids are common. Since the strongest players of the other cities carry them out, the way they occur is often inexplicable to less experienced players. They may appear suddenly within the city gates, send doppelgangers ahead of them, or step out from wormholes or other ways. The city has as system of runes and totems that defend against such incursions, but I have no idea how to use or maintain it, so I leave it to other players.

In times like this, the defenders usually gather at the city gates. The siege weapons and the NPC guardians of the city attack any enemy who comes within range, but the true defence are the strongest players among the defenders. This does not mean that less-experienced players could not help out, however. Everyone has roles to play. Firstly, all players would activate basic defences, like tattoos or their own special protective abilities. As a Bard, I would activate songs that would ward against damage and periodically heal ailments. The city gates would be closed. If the enemy still managed to get into the city, the fight would begin. Even the less-experienced players had roles that would help their leaders. My role would have been to apply the deafness-lifting "Revelation" and the damaging "Dissonance" to every enemy player. Revelation would help the stronger Bards and save them time, while the damage from Dissonance would be better than nothing. Members from the Mage guild would flood the gates and create walls across entrances to certain areas, protecting valuable rooms or blocking escape routes. Other classes would use their own abilities in their own ways, everyone helping in small ways. If the assailants were actually winning (which is difficult, cities are strong, after all) skilled Bards could bind a "Geis" song to disable combat within an area, buying the defendants the time needed to regroup. If an enemy managed to anger the city enough the Bards could use "Cruel Lament", a rite that could kill any player, no matter his strength, defences, or location. It sounds unbalanced, but it really isn't. It takes three Bards in a special area to sing a Cruel Lament. One mistake could leave at least two Bards dead and the rite could be interrupted by anyone, since everyone is alerted when it's happening. Other classes have similarly powerful rites, like summoning entities to help them in the fight.

There are so many other things to talk about that it's impossible to list them all in one blog, but if you want to experience a special kind of creative and unrestrictive gameplay, you know what to play.

PS: Sorry about the time it took to post this but I couldn't solve the posting problem until someone helped me out. Apparently, all it takes is copying and pasting text with the forbidden words likeclass and style in Notepad (or a program that saves it as .txt file), and then copying from Notepad and pasting in the blog.

Problems posting

So I had an editorial ready to post here, but when I click submit, it's telling there's an error with words like classic and style. I changed them to c1assic and 5tyle, but the error is still there. Are there any other words I should change?

Help! :(

I have a dilemma. I want three games, but have the money for one.

Borderlands, Little Big Planet, Demon's Souls.

Basically, I can't choose which one I want. Which would you pick and why? And how much game time can I expect from each?

Online Games You Should Play 1

I don't know about the majority of people here, but my gaming activities aren't tied to a single platform or console. I play games of every sort, and sometimes, nothing beats just going on a website and playing some online games. Most of them don't take as much commitment as the video games we're more familiar with, plus they're free! Unfortunately, the majority of them don't come close to being as good or as entertaining. But there are some true gems among them that shouldn't be overlooked. They're not Crysis or Oblivion, but they're still a lot of fun and will drink up an hour or two of your time. This blog will come in several parts, because there are just too many for one blog post.

Number 1: Amorphous+

In this game, you're just one bald dude with a big, big sword. Your job is to kill a bunch of amoeba-like creatures called gloopies. You hit them with the sword and they pop. Simple as that. Except that they fight back in a lot of different ways. You don't expect to see such enemy variety in a flash game, but this game probably trumps most console and PC games in that sector. What's more interesting is that every different type of gloopie requires you to play in a certain way in order to defeat it. I'll tell you about the four types in the screenshot just to give you an idea. (There's a practice mode which allows you to select any gloopies you want to fight against). The green one (known as 'Gloopie') does absolutely nothing except wander around randomly. It's too small to absorb you, so all it is bump into you, knocking you slightly off balance. They are the weakest of the gloopies, the first things to spawn in any nest. Walk up to them, slash, move on. The small blue one (known as 'Bitey') is a little bit more advanced that the little green ones. Unlike them, it can follow the player around. It moves faster. And it can grow teeth. It's actually growing one right there. If it gets close enough, it lunges and takes a bite out of the player, killing him. The usual tactic with these is dodge the lunge, turn and slash. The big grey one is actually made up of three of the small green ones. Sometimes, when two gloopies bump into each other, they fuse, becoming a big green one that can absorb you. Their fusion can fuse with another green one to become a 'Gray'. The Gray can absorb you or try to impale you with a tentacle. (Note the blue splash which was once a Bitey.) Oh, it also turns its outer skin into steel if you try to attack. The only way to kill it is to slash it when it's about to shoot its tentacle. You can parry the tentacle, but your best option is to sidestep, run close and slash. And then there's the big blue thing called 'the Horror'. It appears when two Biteys hit each other and fuse. This is rare, thankfully. When a Horror spawns, you run like hell. You'll probably die anyway, but still, your best option is to run. It has only one weakness, and this is an attack it uses when you're too far away. It splits into five pieces, four of them spinning blades of doom that follow you and the fifth part is the one you need to kill. If you can dodge all four blades and slash it before it becomes whole again, then good job. You're a true hero. Otherwise you're back with one huge indestructible thing that'll turn you into pieces if it touches you. It also randomly shoots barbs in all directions, killing any stupid giant-sword wielding guy who happens to be in the way. If it misses and hits an innocent gloopie instead, don't worry, it mutates it into a bitey, giving you one more problem to deal with. Intrigued? I hope you are, because there are a total of eighteen different enemies, some of them which make a fight with 'the Horror' look like a walk in the park. There are also a lot of achievements to get (for the completionists out there) and a survival mode (for the machos). It's a fun, addicting game and you will not regret playing it.

Number 2: Dolphin Olympics 2

Dolphin Olympics 2 is simple. You play as a dolphin, you perform tricks, you get points. It's amazingly relaxing, until you realize that the more moves you chain together, the faster the dolphin goes and the higher it jumps. And all of us gamers will want to go really high, really really high. Luckily for us, this dolphin can breathe in space. Can you jump as high as the moon? That's not too hard? How about Mars? Piece of cake! I bet you can't reach the Restaurant at the End of the Universe. I know I haven't. But it's there, and someday...

And finally: Xiao Xiao 4

This game is really old, but despite it's age, it's still a lot of fun. It's a first person shooter. You can't walk around or do much, except aim and shoot stick-figures. But it's a thrilling ride all the way. The stick figure animations are all brilliant and the enemy types vary enough to keep you on the edge all the way. You can practically shoot anything they throw at you, just so you know. There's also a rewarding little fight scene at the end.

I'll have some more games up soon. Meanwhile enjoy, and if you want to request a specific genre of games, just leave a comment!

Gamespot Fuse

So I signed up for a Raptr account so I could sync it with my PS3 trophies, but they asked for my password. I don't want to risk it, so I opted out. I know some people have been using it, but if someone hacked them wouldn't they be able to use my PSNID any way they wanted?

Roleplaying and FPS games

I think most of you are familiar with the sort of game modes we get in competitive multiplayer in first-person shooters. There are three basic types: Team-Deathmatch, Capture and Hold and Area, and Capture the Flag. Most games try to be original and add a little twist, varying a mode a little so the players are forced to adapt a different style of gameplay or employ a different strategy.

Take the Search and Destroy mode in the Call of Duty franchise, for example. It involves capturing and holding an objective area for a period of time and there are no respawns. Basically, it's a combination of Team-Deathmatch (except the number of kills to win the round is much less than standard TDM) and Capture and Hold (known as Domination in Call of Duty). The effect of these variations force the player to play more cautiously, come up with new creative routes to get into areas and splits the defending team into two groups, because there are two bomb sites, since they have the defensive advantage. It's much more tense than regular TDM or Domination. It feels like you have a role to play in the match, at least if you want to win.

When I'm on the offense, I usually let someone else take the bomb and follow them around at a distance. Since I don't play Search and Destroy much, I don't know the best routes and trust someone else for that. They usually die, but most of the times I'm in a position to take out the opponents and hopefully plant the bomb. When I'm defending, I just cover an area from a hidden location and hope my teammates do the same for the other area, instead of going after the enemy team and leaving the sites undefended.

Unfortunately, the problem is that most players don't care much about the objective. They just play the harder game modes to prove they're good, but shooting someone in the face in TDM and Search and Destroy is just the same, in my opinion. With the objective abandoned, the game mode loses it's unique feel.

So how about a game mode that makes sure objective are followed, no matter what the player chooses to do? Sounds hard and restrictive, but it doesn't have to be.

Let's take a future setting for warfare. You know, think Halo or Killzone. Imagine a war going on some part of the planet, preferably a ruined, scorched landscape with the corroding husks of blasted buildings strewn everywhere. Put two opposing teams there and you have a team-deathmatch. Let's say fifty kills wins the game. Add three respawn points. A player can choose to respawn in any one as long as his team controls it. Holding one of them gives your team an additional twenty-five respawns. That brings the number of kills needed to win to seventy five, since the team will have easy access to one when they begin. They fight over the central one, which gives them an additional twenty five respawns. Losing the respawn points will also cost you those respawns, which could lose you the game if the team has enough points.

Simple enough, eh? BUT, there's another battle going on in space, say on a satellite or a ship or something. A similar battle is taking place. There might be a little anti-gravity areas, for the fun. But basically, three more respawn points to fight over. So it's like a two-level map. Clear so far?

Then come the little additions that could make a match more immersive and give players more roles, a sense that they're actually doing something to help the team.

So, we give one of the ground level teams mechs. Mechs are probably not the most realistic of choices, but let's go with them. These mechs are bulletproof and have explosives that can destroy the terrain, ergo destroying the enemy team's positions if they're trying to defend a respawn point. They can't be destroyed by normal means and their destructive capabilities make them very dangerous to the other team. It's also important their controls are just likea regular player's, so the mech role won't be unfamiliar or strange. All in all, the mechs are a priority for both teams. The team with the mechs defends them in order for them to carve a way to respawn points.

The other team has to destroy them. Since the mechs are bulletproof, a certain number of players on the other team gets special piercing bullets. These guys will be easily recognized by their teammates, so they can be called into action against the mechs. Their special bullets apply for any weapon they choose in the beginning of the match, whether it be a sniper or a handgun or a rifle. Both the mechs and the special guys can kill regular players, but their real objective is not killing the regular players. For the mechs, it's make as many openings as you can. For the specials, it's take down the mechs. The regulars take down each other and defend their mechs and their specials. Both of them have a limited number of respawns, so one team could end up without a way to destroy the mechs if their specials lose.

Up on the other level, in space, there are different objectives, and these are to support the ground teams. Within the spawn points, there are ways to help the guys on the ground level. The ones closest to the team's original spawn could provide a constant UAV which helps the specials track down the mechs and take them out. The centre spawn point, the one which which will be fought over the most, will be able to send guided missiles in order to level terrain. The team who wins the space battle gets to control two UAV stations and be able to send a load of missiles to the ground.

But the respawn points on the ground could also do stuff. The centre one could disable the UAVs. The ones near the original spawns could provide a safety zone from missiles. Progress in the space section of the level means help for the team on the ground level. Progress on the ground level means protection from the aerial attacks the enemy team in space can send your way.

Here's a little diagram to help you out:

example

If you can't see it (http://tinypic.com/r/2dijeyw/7).

Basically, the blue team is the one with the mechs. They're pushing ahead because the red team's UAV can't give their location to the specials or the missiles, since the blue team controls the jammer. If the red team takes the jammer, they can retreat to the safety of their first respawn point, although those that aren't fast enough are likely to be destroyed. If they manage to take the final missile defense station (by winning the ground section of the match), the blue team can launch a missile offensive of their own to help the blue team in space. However, the red team is close to winning the space battle. If they take the last of the UAV station by winning the battle against the blue team, their UAV will overcome the jammer and all enemy positions will be uncovered. Also, they'll use landing shuttles to respawn at ground level, doubling the red team's capability. It could go both ways, with both battles able to influence the other.

Such systems like this can be implemented in many ways. Even little things like giving the mechs cloaking devices and the specials thermal binoculars to spot their position could provide more interesting and immersive ways to play the game.

What do you guys think?