I just want to share some thoughts about team-game, balance, physics, etc..
Its not necesserally about UT2007, but i have Unreal engine and new UT2007 game type in mind.
First of all, balance. I quite often hear that balancing is treated as not making a way to kill someone easily. I would like to think about balance as being able to kill easily, but only in some certain situations. Powerfull weapons are not enough here. The wider variety of situations, where power comes only with chalenge, are, the more fun you have. Actually, i think that power is not what matters most. Massive destruction tools are impressive, but does not make the one you fragged to say "Nice shot!". Every weapon should be something exceptional, working in totally different way. No trying to make something equal in the same situation.
It doesnt matter how easy the game you make is, noobs will be the same. I think poor noob just have to find something cool step by step to keep playing. Something that does not force him to aim well (put a mine and turn off the light )
The very interesting way to combat would be using mainly automated stuff. Deployable things, such as destroyable blocks to make barricades, different kinds of turrets, mines which you coud set up with the amount of explosives you want (having your total explosives limited), walking bots which could be commanded to do things owner wants, buglar alarm when someone crosses laser beam (placed by player), of course different types of stationary or deployable turrets,... and so on...
Teamwork... It happens when you are not able to do something without help of your teammate, or at least its hard and slow on your own.
The fact that such amount of different characters can do exactly the same things always seemed weird to me. I think thats the wrong way to go. Ok, i know, everyone wants to look different, but different faces would be just enough.
Creating your own set of abilities for FPS character? Well, that would be interesting. Until players find "super-powerfull" combinations of such abilities. I say why not? Why not to find most of such combinations before players do and to tweak them against each other? Thats possible. I dont know easy interface implementation of this though, especially if everyone is in hurry to frag
Another crazy thing would be suplying all the machinerry to keep it working. Maybe with some form of energy in some special (flying or not) vehicle.
Well, i understand that such things put game far beyond current standarts. Not everyone likes complicated things... Well... Limits are the must. And putting all that stuff i told about in one game type would be ridicoulus.. i guess.
Lots of things were already done in different games. Those ideas are not mine, and i am sure developers know about them. Just making complicated things to be not frustrating and fun is even more complicated task.
Its not necesserally about UT2007, but i have Unreal engine and new UT2007 game type in mind.
First of all, balance. I quite often hear that balancing is treated as not making a way to kill someone easily. I would like to think about balance as being able to kill easily, but only in some certain situations. Powerfull weapons are not enough here. The wider variety of situations, where power comes only with chalenge, are, the more fun you have. Actually, i think that power is not what matters most. Massive destruction tools are impressive, but does not make the one you fragged to say "Nice shot!". Every weapon should be something exceptional, working in totally different way. No trying to make something equal in the same situation.
It doesnt matter how easy the game you make is, noobs will be the same. I think poor noob just have to find something cool step by step to keep playing. Something that does not force him to aim well (put a mine and turn off the light )
Yes. But dont forget you also can do that!FireCrack said:I think i get the premis of your post, basicly "For those who can't aim well there should be somthing else they can do"
The very interesting way to combat would be using mainly automated stuff. Deployable things, such as destroyable blocks to make barricades, different kinds of turrets, mines which you coud set up with the amount of explosives you want (having your total explosives limited), walking bots which could be commanded to do things owner wants, buglar alarm when someone crosses laser beam (placed by player), of course different types of stationary or deployable turrets,... and so on...
Teamwork... It happens when you are not able to do something without help of your teammate, or at least its hard and slow on your own.
The fact that such amount of different characters can do exactly the same things always seemed weird to me. I think thats the wrong way to go. Ok, i know, everyone wants to look different, but different faces would be just enough.
Creating your own set of abilities for FPS character? Well, that would be interesting. Until players find "super-powerfull" combinations of such abilities. I say why not? Why not to find most of such combinations before players do and to tweak them against each other? Thats possible. I dont know easy interface implementation of this though, especially if everyone is in hurry to frag
Another crazy thing would be suplying all the machinerry to keep it working. Maybe with some form of energy in some special (flying or not) vehicle.
Well, i understand that such things put game far beyond current standarts. Not everyone likes complicated things... Well... Limits are the must. And putting all that stuff i told about in one game type would be ridicoulus.. i guess.
Lots of things were already done in different games. Those ideas are not mine, and i am sure developers know about them. Just making complicated things to be not frustrating and fun is even more complicated task.
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