We all know the reason many people hate and/or do not play Wanted: The map is big, your target is all the way across it, and many times you can't even get to him/her before one of you is killed.
Solution: Every player gets two potential targets at once, and is not assigned a new set until either
A. They kill either of the targets,
B. They die and respawn,
C. Both of their targets get killed by other players,
D. They run out of contracts by getting stunned.
A target would be lost if he/she got killed or stunned their pursuer. There would only be one contract left until one of the above scenarios occurs.
This would make stolen kills a little less frustrating for people that ran all the way across a map just for their kill to be stolen before they even had a chance to take it, and the game's pace would speed up because everyone would have more chances to score. This would also balance out the number of purusers everyone has, assuming Ubisoft handles distribution properly. Another bonus would be a larger variety of situations:
Both of your targets are nearby and you have to choose one to aim for.
One of your targets is targeting your other target. Do you wait for him to be tied up in a kill/stun with your other target, or go ahead and take one of them out?
One or both of your targets is chasing someone you have identified as a potential pursuer. Wait, bail, or charge in?
I think this gametype would be very interesting to play, it would be even faster-paced than Assassinate, and if done right would be a popular gametype. For instance, if you poison someone in this mode (either with or without the dart) you should not be allowed to kill your other target.




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