quintux_v {l Wrote}: we don't want all the good players switching to one team and leaving the rest behind.
Ulukai {l Wrote}:I dont have big issues with how balancing works right now, but I do like the idea of a juggernaut.
FaTony {l Wrote}:For gamemodes, there should be move to to a rock-paper-scissors class based modes where players can outsmart opponents without having a good aim. Right now the game is focused on aiming skills.
FaTony {l Wrote}:For balancing, an ELO system should be good.
For gamemodes, there should be move to to a rock-paper-scissors class based modes where players can outsmart opponents without having a good aim. Right now the game is focused on aiming skills.
Dratz-_C {l Wrote}:Would it improve juggernaut mode if the juggernaut also gained health as they attacked other clients? I think this solo-vampire-like trait would help to encourage aggressive behavior from the juggernaut and increase other clients desires to work together to end their more formidable, mutual threat. Juggernaut mode might often be played in undesirably defensive manor with out this particular kind of buff.
Cheers
MandaPanda {l Wrote}:I'm not sure which one is better because it hasn't been tested but I really like this idea : )
greaserpirate {l Wrote}:Adding strategic elements would diversify gameplay, but you'd have to do so in a way that doesn't ruin the perfect niche RE has as a straightforward skill-based arena shooter, where there's always a way to get your opponent if you're quick and clever enough and can move along the right paths. There's just something really satisfying about a game that gives you a radar and tells you "See all these blips? If you have the skill, you can eliminate all of them, without having to say 'oh crap, I'm not the right class and I don't have the right type of ammo'."
If you can preserve this kind of environment and add more strategy though, that would make for some awesome additions.
What things were you thinking of?
Sniper-Goth {l Wrote}:NO, no class things in RE please :c
greaserpirate {l Wrote}:(apologies if my first comment sounded overly critical; I was going for more of "If you can do this while preserving RE's core gameplay, it will be awesome!" than "change is bad".)
The systems you suggest sound pretty good, and you've put some real thought into them. Having a "buff gun" could improve teamwork without making people dependant on their supports, and buffing is already implemented with flags so it wouldn't be too different to have a gun do that as well. Being able to place turrets sounds even better, but I'm not so sure this would work well as a weapon: you'd have to have some way to stop it from being "make a turret, sit around waiting for the cooldown, repeat until you have a giant turret nest". The best way to do this IMO is to make it so that players have to rely on some resource to build turrets. In arena (normal), you could have this resource spawn where weapon pickups usually are, and in classic you could have engineers sacrifice the weapons they're carrying to create a turret. Adding force fields sounds interesting, but might result in a lot of camping with shotguns waiting for people to enter; maybe creating temporary, destroyable cover could work though.
Making class roles into weapons is a good idea, but it has some obstacles to it. Having players being able to switch between their support weapon and the weapon they normally use means there isn't a situation where players can't do something they want to because they picked the wrong class. On the other hand people who pick "random weapons" will sometimes end up with support class weapons which they weren't intending to use, and in classic mode you'll have to prevent teammates fighting over who will pick up the buff gun or turret placer. You'd have to make a different category of weapon for them; but then again if you're doing that, why not make them different from weapons entirely? One idea would be to make them "class abilities" that they can change at any time during the battle and wouldn't take up a weapon slot so players still have more then one option to choose from when they're in a battle with another player.
This is all just speculation though; I know a bit of programming but not enough to design something like this either. Still, these are good ideas, and I'd like to hear more
Sniper-Goth {l Wrote}:NO, no class things in RE please :c
ZeroKnight {l Wrote}:We had a class-like mutator in the past: league. it was dropped due to it being a nightmare to balance IIRC.
fatony {l Wrote}:I was working on another idea using Counter-Strike: Source (however, that didn't fly because I gave up on proprietary games). Basically, each players has several key characteristics: amount of health, regeneration rate, running speed, fire rate, reload speed, number of bullets in a clip, etc. Each player can lower each characteristic, for example -5% health, which will turn into points which can be used to buff other characteristics. For example, suppose you do -15% health which gives you 3 points, use can then spend those like this: 1 point for +5% regen speed and 2 points for +10% running speed. This way each player can build their own unique class which matches their preferred play style.
TheLastProject {l Wrote}:This is one of the days where I feel I am the only one who likes playing a shooter to shoot stuff up, instead of to play an RPG.
Honestly, I don't feel that classes would improve the game in any way. It even kills a base thought of the game: Simple, casual fun. If I need to think exactly of what stats to use on my character, all the fun is drained out of the game, and I will lose just because I clicked a wrong button in the character creation screen, instead of meeting a stronger opponent.
I play shooters to shoot at things. If I would like to spend huge amounts of time thinking of the perfect balance of my character, I wouldn't play a shooter, I would play an RPG.
Users browsing this forum: No registered users and 1 guest