This sub as of late.....

I have been thinking about why Battle Dome's gameplay mechanics are so good. I am fascinated by good gameplay mechanics, and here are some initial thoughts. Anyone want to add anything?

-This is the first Vive title (other than Budget Cuts) where the movement system enhances the gameplay. When playing Space Pirate Trainer, I feel constricted, because I want to be able to run all around without chaperone boundaries, but if people could just run around freely in Battle Dome without chaperone boundaries, it would actually decease the strategic depth of the game. Battle Dome took a limitation of VR (the limited movement) and turned it into a strength that enhances the strategic depth and fun of the gameplay.

-The way that the projectiles for most of the guns travel slow enough to dodge is a brilliant gameplay mechanic that adds another level of skill to the gameplay. There's the feeling of seeing a hail of bullets travel toward you and ducking behind a box just in time, and then looking up and seeing the bullets fly over your head. There have been times when several pistol bullets have come at me and I moved my head out of the way of each one, making me feel like I was in the Matrix. The bullets in Hover Junkers move too fast to dodge, while the bullets in Space Pirate Trainer move very slowly and are easy to dodge. The bullets in Battle Dome seem to hit the sweet spot, not impossible to dodge and not easy. It takes skill to dodge bullets in Battle Dome (creating a greater sense of accomplishment when you dodge them successfully). This is also a gameplay mechanic that can only exist in VR.

-The use of suppressive fire adds another tactical element. There have been times when I used my left hand to paint the ground in front of me, advancing forward across open terrain, and used the gun in my right hand to lay down suppressive fire to keep an opponent hiding behind cover until I could get to a safe spot. Again, this is a gameplay mechanic that is only possible in VR. The use of suppressive fire and the ability to shoot the paint gun in one direction and the pistol in another direction is why this game is completely different from Splatoon.

-The need to take and hold terrain makes the gameplay very tactical and at times quite frantic. And every teleport you make is a little tactical decision, not only in terms of safety, but also in terms of the speed at which you can traverse the map and the ability to flank the opponents. One wrong teleport and you can easily die. Battle Dome is like a chess game where you control one individual piece, combined with the ability to create the layout of the chess board, combined with a visceral first-person shooter, combined with brand new gameplay mechanics that have never existed before in electronic gaming, combined with a deep cooperative game due to the need to juggle between taking and holding terrain, along with attacking and defending.

Anyone would to add anything about why the gameplay mechanics work so well in Battle Dome?

/r/Vive Thread Link - gfycat.com