I can contribute a lot of points myself, but for now I'm just going to respond to and emphasize/contest a few things mentioned thus far.
Ghastly wrote on 07/05/15 at 19:27:49:
*Ability to Break Suspension - I'd like to see people rushing and having to serpentine to get to a health station before they are utterly destroyed by an incoming fire missile.
Not a fan of that idea. It'd be more realistic if your vehicle was crippled when taking damage, but from a gameplay perspective it's make things less excited cause it'd be much harder to make a comeback. I could also see it empowering pussy tactics, since players would try to keep their vehicle in optimum condition and avoid putting themselves in situations where they could be damaged.
MoshTMA wrote on 07/07/15 at 03:10:05:
Your ideas are not bad though I'm against full healths in competitive play.
I'm not a fan any pickup or element that restores full health, I agree. I do think that health can have a meaningful purpose and can add depth in a TM game though. In a game like Black especially, I totally get why health is bullcrap, and only strips depth since it encourages shallow pussy tactics to rebound from your mistakes. In team-based TM 2012 though, it does add elements of map control, pacing and pressuring the opposing team's weakened players before the health cycles come around, and becomes a real turf war. How it would function in a game with a dedicated team mode, but higher ability to dodge has yet to be determined, but I believe health can work in team games. In FFA, disable health. Health serves no purpose in those modes, especially in LMS and 1v1s. There should be nothing resembling health stations, health taxis and health semis either, as they restore too much with minimal coordination required.
MoshTMA wrote on 07/07/15 at 03:10:05:
-Car switching in a match was not a great idea. Players get too obsessed with what players they dislike choose, and it becomes an annoying back and forth competition to outdo the other player by picking vehicles that could have an advantage over the other. Either the feature needs to be done with or limited so you can only change your vehicle one time.
I'm going to disagree with that, mainly because it's not like TM is a rock paper scissors match where one vehicle indisputably trumps another. If the next game is properly balanced, any vehicle matchup should be competitive, but we've never really had a TM with that level of balance. My major issue with locking people in their vehicles is that it would discourage players from mastering a range of vehicles. The best teams are ones that are hard to predict, can run any vehicle lineup and can alter their tactics mid-game. If the game is balanced properly and there isn't any cheap elements to a specific vehicle, there shouldn't be any need to switch out of spite.
MoshTMA wrote on 07/07/15 at 03:10:05:
-Arenas need to stop getting larger in Twisted Metal. Unless the next game is massive and holds up to 20+ players, there is no reason for extra large maps. Medium sized arenas with enough open space and cool destructible stuff that do not get in the way of combat are better.
Much agreed. We don't need larger maps, or a larger player capacity even. It might be fun to have an insane amount of players for DM or another casual mode, but in TDM, 6v6 is really as large as a team can be while still being able to coordinate over mics and whatnot. All of the XL maps in TM 2012, except LA Skyline XL, are too big for even the unranked max of 8v8. Most of the medium maps in TM 2012 are decent (except Dead Man's Crossing which we never play competitively). It'd also be awesome to have more variants offered, since having only one variant on LA Skyline (Vertigo) really sucks since it's one of the better maps in the game.
MoshTMA wrote on 07/07/15 at 03:10:05:
-The next game needs more characters, real stories, but no "Story Mode". Just a classic Arcade tournament with a intro/middle/end cutscene would suffice, but what should be done different is maybe have the stories connect better.
I would greatly prefer to see the teturn of original system of drivers being inseparable from their vehicles. However. I don't care to see high production values invested in the story. I still want the writing to be decent, but minimalist comic stories would do just fine, as I would rather see more resources be out into developing the gameplay. What I care about most is that they nail the overall atmosphere of Twisted Metal. I can forgive the lack of substance in TM 2012's single player in that it felt like a TM experience... for the short time it lasted.
Luis wrote on 07/07/15 at 09:43:28:
Another idea that would had made the game better is remove the online unlock system and just make every car and killstreak available from the start. It's unfair to the new players that they don't have killstreaks level 5 unlocked.
The multiplayer unlock system should purely be ascetic modifications. Although I kinda understand the logic of restricting vehicles like Reaper or Darkside that are really unforgiving for someone who just began playing, locking killstreak perks, energy abilities and so on is just terrible logic, and aside from just TM, I don't get why so many online games opt to put new players at a disadvantage from the start.
I'll add more if other elements aren't brought up in the next few posts.