Kalen's Ideas, and other things.

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Kalen's Ideas, and other things.

Postby K413N » Wed Feb 08, 2012 12:22 am

RANTS

There are a few things i'de like to say before I get started...

everything I say in parentheses ( means that its a possibility )

Unforced Teaming = Standard Free for all, but In this game mode players should be able to make their own teams. As unfair as it may sound,
it will encourage lone players to make teams to take down bigger groups.

Dark maps: I personally think that there should be maps based on darkness, it makes the game have a tottally different feel,
and usually alot more intense. Although I am aware that reflective textures are buggy in the dark sometimes.
(Possible to buy Nightvision but takes up gun slot?)

Things printed in light blue mean i've recently added them as an idea





GAME MODES
- Cops and RobbersIn this game mode, it will play out pretty much like Kane and Lynch multiplayer.
Teams are evenly balanced, and the robbers have to go from point A to point B.
Every time a robber dies, they get put on the cops team. Making the game get progressively
harder for the robbers; but that is what makes it intense. Betrayal for money shouldn't be in this one.

- The Bag
The rules are simple,
if your team / you alone manage to carry the bag the longest, you win. (Unforced Teaming? The carrier can only use his/her pistol?)

- On The Run
1 Robber, no extra health, or damage. Everyone else is cops.
Every time the robber dies, another person becomes it- whether it be a random pick, or the killer.
Person who survives the longest as the robber wins. ( time cap of 3 minutes incase of people who exploit out of the map? )

- License to Kill
( Name taken from goldeneye, you can rename it )
Pistols Only, 1 hit kill. 1 life as well. Free For all ( Or as i said before, possible Unforced Teaming. )

- Specialist
Same idea as on the run, except reversed. 1 Person, added bonuses for the loner(1 hit kills/ more health / altered stunt meter?),
and all have 1 life. Objective is to take out all the mercs. (Dark Maps?)

- Free for all
Self Explanitory. (Unforced Teaming?)

There are a few game modes i've looked into, and have something to say about a few, 2 of them being spoony's ideas.

- Grab the girl (CTF/The Bag/ Spoony's idea)

I'm pretty sure postal 2 did this, in the free multiplayer version, where instead of flags they had girls, for CTF,
and i'm pretty sure there was the game mode I said, The bag, but instead it was a girl as well.

-B.W.Y.N (Trouble in terrorist town / The Ship / Spoony's idea)
I don't think it would work personally, where everyone has a target they have to kill,
and have to lookout for somebody trying to kill them.
I think it would just result in alot of people getting banned from servers, simply because they don't like the game mode.
Example being, it automaticly switches to this game mode every so often, and people get mad and keep dming.







MOVES
-Players can be wounded, and if they are, they can be picked up and used as human shield.
Also the possability of Throwing them into serverside props/enemies, and executing them with an animation.

- Wall interactions...

The ability to run along it (have it to your left or right)

to bounce off it (have your back to it)

or run up it (looking directly at it)

If prone, you can push off the wall and slide.(have your back to it)

Splinter cell Conviction's Mark/execute system combined with the stunt meter.
Trust me it would be pretty badass.

If theres not going to be Fu, why not bring in the good ol' kick button? Everyone loves that, don't they?






CHARACTERS

I apologize for my lack of artwork here.
I also have a thing against faces in games.
having multiple people playing as the same guy is bothersome in my opinion.
But people assigned the same outfit makes sense.

Specialist = Look similar to sam fisher in early games of splinter cell
Robber = Man in trench coat wearing balaclava.
Cop = Normal looking military police such as SWAT







WEAPONS
I can't seem to think of a weapon library that is evenly balanced, so all I would be able to do is name weapons we already know of...

but there are a few things i'de like to see.

I am a fan of the P228, and a certain looking fiveseven. similar to the one found in smod. In my opinion, adding lasersites to the fiveseven
makes it seem not as useless as people make it out to be. The p228 Fires .357 rounds, to give you an idea, thats the same rounds as the revolver from hl2

A Machete, not just any machete. A Tactical black one.

A Shovel, this is a must. Not one of those nazi/tf2 half-shovels either.

Old school drum mag tommygun, for all your mafia needs.

The scout got kicked out of counter-strike and is homeless. ; - ;






Effects/Particles/Decals/Extras

-Postal 2 Style blood system, pools and drizzles down hills.

-Sparks, the kind that actually fly onto the floor and fizzle out. Used for Bullets hitting metal.

-Breakable_surf windows have good looking particles already, but maybe have more of a chippy sound to the glass to make it suit the look.

-Instead of having player turn all the way around and look like aiming the other way, always have hand pointing at crosshair.

-Possible GIBs? who doesn't love gibs (Gore specificly) ...

-ServerSide Ragdolls for 2 secconds on death. +added force. It will give a neat feel where you send the opponent flying into physics objects, instead of passing right through them on client side. Toggleable incase theres too many players and lag becomes a problem. (Possible to have it automaticly turn off at certain ammount of players connected?)

-Unforced teams can set their teams player model. Forced teams have a chosen one.

-Possability of having Vehicles?

-Active Particle Grenades. Smoke/smog that isn't just sprite spamming through walls, but has the ability to seep through corridors. Can be used for simple smoke grenades, to toxic grenades.

- Headshots need more splat. I think it would be cool if it made the sound like a bucket of water spilling on the ground when you got a headshot.

NOTES

Well, thats that I may add more later on if possible, so check back every few weeks.
I look forward to reading all the comments, thanks for reading <3
Last edited by K413N on Thu Feb 09, 2012 2:46 pm, edited 2 times in total.
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Re: Kalen's Ideas, and other things.

Postby Spoony » Thu Feb 09, 2012 1:49 am

I like a lot of your ideas. I can't be bothered to actually quote them out (as I've just woken up) but I probably will later. You actually gave me an idea for another game mode.

"B.W.Y.N." (Bullet With Your Name -- I'm not 100% on the name, but I think it's kind of cool) - Everyone on the server is given a target player whose name is displayed on their screen. This target is worth more points than a standard kill (and maybe gives you some extra bonus? HP maybe? Extra style meter? Both?). Everyone else gives you standard kill score (I was thinking of making it 0 but that could present some problems if someone gets a BAMF as their target).
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Re: Kalen's Ideas, and other things.

Postby Vino » Thu Feb 09, 2012 4:55 am

I'm totally going to get around to giving this a proper response maybe tomorrow.
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Re: Kalen's Ideas, and other things.

Postby Hadji|DP » Thu Feb 09, 2012 2:12 pm

Spoony wrote:"B.W.Y.N." (Bullet With Your Name -- I'm not 100% on the name, but I think it's kind of cool) - Everyone on the server is given a target player whose name is displayed on their screen. This target is worth more points than a standard kill (and maybe gives you some extra bonus? HP maybe? Extra style meter? Both?). Everyone else gives you standard kill score (I was thinking of making it 0 but that could present some problems if someone gets a BAMF as their target).


Hmm. Howabout this?

- You can only score by killing your target.
- If you kill a random person, you gain no score and your meter is emptied
- If you get killed by someone who isn't your hunter, you respawn with full meter and your death is not counted.
-
NSFW: show
this might get too complicated, but you also have a "revenge" list of people who randomly killed you. killing these people puts points on the board. getting killed by them again takes them off the revenge list.
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Re: Kalen's Ideas, and other things.

Postby K413N » Thu Feb 09, 2012 2:26 pm

Spoony wrote:I like a lot of your ideas. I can't be bothered to actually quote them out (as I've just woken up) but I probably will later. You actually gave me an idea for another game mode.

"B.W.Y.N." (Bullet With Your Name -- I'm not 100% on the name, but I think it's kind of cool) - Everyone on the server is given a target player whose name is displayed on their screen. This target is worth more points than a standard kill (and maybe gives you some extra bonus? HP maybe? Extra style meter? Both?). Everyone else gives you standard kill score (I was thinking of making it 0 but that could present some problems if someone gets a BAMF as their target).


I'll be honest dude, I was thinking about something like this, but it sounds pretty much like The ship, or trouble in terrorist town.
Those games result in pathetic arguements,
and people getting banned on alot of servers for hating the game mode.
Although I personally like that type of game. I think that it wouldn't work too well in this mod.
On the other hand, maybe we come up with an idea for another hitman game mode?
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Re: Kalen's Ideas, and other things.

Postby Hadji|DP » Thu Feb 09, 2012 5:17 pm

If anyone played Bloody Good Time, that was essentially The Ship on crack. It was fast paced and no one got mad over random killing, mainly because it was so fast paced and the penalty for dying wasn't so bad since the maps were so small (compared to the ship).

What The Ship failed to do was punish players for random kills. They didn't penalize people for dying or killing but people who did die were always at a disadvantage. They were suddenly far away from their quarry and still had all their needs unfulfilled.

If we penalize people sufficiently in this game mode and make randomly dying not a bad thing, then the game mode i think could work. As per my suggestion, emptying the stunt bar for random kills puts the random killer at a SEVERE disadvantage. Putting a "bounty" on her head, so to speak, also punishes the random killer further. Anyone you just recently killed has 1. an incentive to kill you, and 2. FULL meter bar.

We just have to find a way to make it so that you never, EVER want to randomly kill someone, even accidentally.
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Re: Kalen's Ideas, and other things.

Postby Spoony » Fri Feb 10, 2012 2:23 am

I like removing style meter for random kills.

It probably wouldn't start arguments because of the speed of the game. We should also make it clearly visible who your target is. I'm thinking icon over their head?
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Re: Kalen's Ideas, and other things.

Postby Vino » Fri Feb 10, 2012 1:55 pm

K413N wrote:Dark maps: I personally think that there should be maps based on darkness, it makes the game have a tottally different feel,
and usually alot more intense. Although I am aware that reflective textures are buggy in the dark sometimes.
(Possible to buy Nightvision but takes up gun slot?)


This was a horrible failure in TS. We had one dark map and people just complained, "I can't see I can't see!" Plus the problem that some people's video card + monitor settings make them naturally lighter or darker than others, so it's really tough to make something consistently dark across all hardware.

K413N wrote:- Cops and RobbersIn this game mode, it will play out pretty much like Kane and Lynch multiplayer.
Teams are evenly balanced, and the robbers have to go from point A to point B.
Every time a robber dies, they get put on the cops team. Making the game get progressively
harder for the robbers; but that is what makes it intense. Betrayal for money shouldn't be in this one.


Would be awesome.

A lot of these game modes sound fun in fact, but the main problem is that the server admin has to set them up and if players don't like them then that sucks for the players. I think the biggest thing needed for something like this is a voting system for players to start or end the game modes.

K413N wrote:-B.W.Y.N (Trouble in terrorist town / The Ship / Spoony's idea)
I don't think it would work personally, where everyone has a target they have to kill,
and have to lookout for somebody trying to kill them.
I think it would just result in alot of people getting banned from servers, simply because they don't like the game mode.
Example being, it automaticly switches to this game mode every so often, and people get mad and keep dming.[/color]


You want a fine line between "kill everyone you see" versus "ignore everyone who is not your target." If everyone just goes around killing their targets then it's not very fun.

K413N wrote:- Wall interactions...

The ability to run along it (have it to your left or right)

to bounce off it (have your back to it)

or run up it (looking directly at it)

If prone, you can push off the wall and slide.(have your back to it)


I'm actually wondering whether wall-related stunts is a good idea. More stunts in general I think can definitely be had. I haven't decided what though, it needs a good combination of usefulness coolness, and usability that I can't quite pin down in my head.

K413N wrote:If theres not going to be Fu, why not bring in the good ol' kick button? Everyone loves that, don't they?


There will be fu, there will be a light attack a heavy attack and a disarm.

As far as all the art stuff you suggest: find an artist willing to do it and I'll try it out.
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Re: Kalen's Ideas, and other things.

Postby Spoony » Mon Feb 20, 2012 12:50 pm

I love you, Vino.
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Re: Kalen's Ideas, and other things.

Postby Hadji|DP » Tue Feb 21, 2012 2:51 am

Vino wrote:A lot of these game modes sound fun in fact, but the main problem is that the server admin has to set them up and if players don't like them then that sucks for the players. I think the biggest thing needed for something like this is a voting system for players to start or end the game modes.


In Bloody Good Time, there was no set game mode. All the game modes would just run through the course of the map, so what you'd have is 5 minutes of a game mode, then a minute to settle down and declare the winners of the previous mode, then another 5 minutes of a brand new game mode. It kept things from feeling like one big long shitfest, and broke up the action so that people could catch a breather. In the "narrative" of Bloody Good Time, this cool down period was the time where the "director" of the game told his actors what scenes to perform next. If this is something that the game should have, it shouldn't be too hard to shoehorn some sort of movie gimmick along with it.

Vino wrote:
You want a fine line between "kill everyone you see" versus "ignore everyone who is not your target." If everyone just goes around killing their targets then it's not very fun.


If you inherit the target of the person you killed, then you eventually kill everyone anyway. This idea is a pretty fun inversion of the concept of the deathmatch which fits into the cinematic universe this game is trying to cultivate, so I'm pushing for it at every corner.

Vino wrote:
I'm actually wondering whether wall-related stunts is a good idea. More stunts in general I think can definitely be had. I haven't decided what though, it needs a good combination of usefulness coolness, and usability that I can't quite pin down in my head.



Well, what kind of options do the current stunts give players? The side dives allow players to change direction on a dime and forces other players to lead their targets towards the complete opposite direction. The back dive allows players to increase the distance between opponents and shrink their hitbox. The front dive allows players to decrease the distance between opponents while shrinking the hitbox. Sliding gives players mobility and a smaller hitbox at the expense of changing their trajectory, allowing opponents to anticipate their movements.

If new stunts are added, they should be done in such a way that they aren't redundant. With respect to wall stunts, how does the dynamic between two players change in a FPS when there's a wall involved? Usually a wall just limits player movement, but stunts could turn the wall into a whole different space for players to explore.
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Re: Kalen's Ideas, and other things.

Postby Antagonist » Tue Feb 21, 2012 5:43 am

Hey FUCK.

In Killzone 3, there's a gametype that is constantly changing. It goes from "assassinate the leader" to "blow up the anti air battery" to "capture something" over the course of half an hour. Pretty fun. Of course, that's a very team-oriented game which Double Action doesn't look like it's gon'be. It can work, though.

However, I have a feeling most players can handle "cops and robbers death match" at the most. People just don't all wanna play fun gametypes. The One mode was fucking amazing in TS but it never-ever-ever-ever got played. Gears of War has an awesome gametype called Annex, and cool shit like Capture the Leader but they seem completely eclipsed by the deathmatch gametype. Halo also had a bigger deathmatch (slayer) crowd even though the funnest gametype was assault (bring a bomb into the other team's base and blow'em'up.)
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Re: Kalen's Ideas, and other things.

Postby Vino » Wed Feb 22, 2012 3:45 pm

Hadji|DP wrote:If new stunts are added, they should be done in such a way that they aren't redundant. With respect to wall stunts, how does the dynamic between two players change in a FPS when there's a wall involved? Usually a wall just limits player movement, but stunts could turn the wall into a whole different space for players to explore.


Yeah this is the essential problem that I have in adding new stunts. I haven't put much thought into it but I would want new stunts to be functionally different, not just cool looking.
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Re: Kalen's Ideas, and other things.

Postby Antagonist » Wed Feb 22, 2012 8:53 pm

Stunting is basically moving through the air (jump stunt) or low on the ground (slide) in a very quick motion. Since we have one way of swooshing away from danger high and one way of doing it low, I don't know if there is any other kind of stunt we need. Fucking Matrix dodge and jump flips just brought TS down imo. Looked pretty sweet but hardly added anything. Playing Syndicate like a fiend now and that game only has sliding from cover to cover and that "stunt" alone adds tons of depth. Since we already have more than that we got enough up in here, up in here.

More cool looking stuff should come from elaborate movement animations on the dudes :3
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