Hey everyone :D ,
Changelog:
12/04/2012- Idea perfection/balancement
20/04/2012- Idea '6. Enhanced modding' added.
24/04/2012- Idea '7. Storyline & Narrarting' added.
Note: I made some improvents to the ideas in this post'http://ace-spades.com/forums/viewtopic.php?f=65&t=5878&p=66060#p66060' and then 'http://ace-spades.com/forums/viewtopic.php?f=65&t=5878&start=15#p67069'which makes them more balanced and fit in with the game then the ideas listed here. So please read through them before complaining of bad ideas ;)
Here I'll be posting some of my suggestions/ideas for the game, I hope you guys like it and feel free to comment/ add your own ideas, though i'd prefer to improve or change the idea rather then remove it. I apologise if I have any repeat ideas, I have the DO NOT SUGGESt thread open in another tab to double-check, but may miss some.
1. Block types
Block types would be a really cool and amazing addition to the game, for example wood, stone , nature/leaves, earth, bricks, and more. This would mean that using coloured block actually has a greatear purpose now, if you use stone it is more bullet resistant; but annoying to build , if you use wood it is flammable but takes longer to dig with a spade, earth is quick to dig with a spade so perfect for the underground, nature is very weak and mostly for trees and such, and bricks are used for bunkers or housing and explosion resistant, but also a pain to remove with a spade if you mis-place one. Perhaps to further balance, certain block types would cost more of you 50 blocks to build per peice e.g. stone costs two blocks to place one. The default block would be just as the current blocks all are.
To make wood go on fire we'd need the possiblity of fire, or lava. Overall I think block types would add more diverse gameplay and make the current block colour system much more useful, since right now it's only purpose is to blend in.
Some ideas for colours would be:
a. Wood=dark brown
b. earth=light brown
c. nature=green
d. stone= grey
e. bricks= orange,pink
f, Normal(default colour)= white
2. Potential tools/weapons:
Here are a list of new tools/weapons that may be intresting, sorry for any repeats:
a. Flamethrower(got it from another thread-i.e. not my original idea)-can put wood blocks on fire deadly against groups at short range, pointless at mid-long range.
b. Grenadelauncher-makes more sense then the current grenade system, instead of being able to spam grenades people need to relaod between shots. Should balance grenades more.
c. Mines- would add an intresting game mechanic, you can place them at key chokepoint to take enemies by surpise. You don't spawn with them and need to visit a command tent to acquire one, will explode upon an enemy walking over it. Smart players will shoot it from a distance or attempt to difuse it.
d. Flares-in-case of emergencies, fire directly up to call for help and announce your position. Can be used to give away a key enemy target, but beware enemies will know where you are too. If you hit any enemy with it... it'll have a nice lighting effect.
e.Pistol, basic weapon- main purpose and good point is it very useful when running and shooting at the same time; it has no accuracy penalities.
f, Turrets, deployable little fellas, low damage , bad accuracy, no block damage, these little buggers can be a good distraction or a feasible enemy if many are placed. First non-player character :P .
g, Shield, inspired by gaurdians; this fellah can hold back gun-fire whilst you team sneaks up behind him/her, the person cannot fire whilst using it, it only blocks in the front 180* angle, and is sceptical to grenade fire and close range bombradment(i.e. if someone empties a cartidge of smg ammo at point blanc you'll stumble).
h, Laser pointer mod- Good for acurractely telling where you'll hit, has downside of easily spotting you.
3. Map traps
These aren't placeable by the player, and can only be part of a map specificly built with it. These can be huge and add a nice twist to the game, or intresting battle field. This could include giant smashers, rooms you need to dodge both traps and bullets in , spike traps, and most prominently trampolines. Since they aren't deployable by players you'll have to lure your opponents to them instead. When killed by a trap the kill goes to noone however, the last person that shot you gets the kill if you have less then 100 health.
Imagine a labrynith map , filled with indestrucible walls using pyspades where you need to pass through various booby-trapped rooms whilst keeping your eye open for enemies; you'll have to watch your step to survive. Or a battle field filled with various wisely placed trampolines that propel your over walls , giving the appearence of a whack-a-jack to overseeing enemy snipers.
A drawback to this idea would be cowards delibrately killing themselves with it so the enemy doesn't get a kill, this is countered with the last shot idea.
4. More Tactical Structures
A. Capturable beacons, perfect for making headway in a map. When captured it changes your spawn point. Can't be used for refilling ammo/health, just sets a new spawn point.
B. Powerhouse, in correlation with some sort of power network. If captured the associated team has control over various lights or mechanical things across a certain area. There will need to be a lighting system in-game first ,ofcourse. It can correlate with other structures that may require on power e.g. factory.
C. Defensive Tower- A 360* tower which needs to be manned by a player. Equipped with a machine gun(dual smg's) , extremly unaccurate, it can make a lasting difference in holding a position. The person inside can be killed, enemies can capture it by killing the occupant then entering it or if no enemies are nearby just by killing the occupant. The tower has limited ammunition, and should be used wisely.
D. Medic Facility/Ammunition Dump- Possibly suggested before, but like the command tent it only fills up either health(medical facility) or ammo (ammunition dump). As in real life an ammunition dump is highly explosive. Both can be captured by either team.
E. Factory- Builds new weapons for your army if powered, allows you to switch weapons mid-game- you die if you try to switch weapons away from it, but you can switch weapon at the factory without dying with a large cooldown.
5. Ultimate Building
Click and drag was the best thing for builders thus far, whilst dramaticly increasing building time I think we could make building even more awesome. I suggest a type of schematic system in which you can construct a structure, save it, then build it again . What I mean to say is you can automaticly build from your saved structures in the battle-field without click and drag, whether this be instant or time consuming is up to the developer to decide. I've decided against having default structures saves since we want variety in what people create, this way each person had a different arsenal of saved structures which are then interpreted by the server and built where the player designates it to be.
For example on would mark two corners by holding the b(build) key and then tapping right-click for one corner and left-click for another. You can target empty space whilst doing this. IF the structure fits it will be built otherwise you'll get a msg saying that it is too big to be placed. The schematic will draw blocks from your storage of blocks, and you can request pooling blocks with other members or building it in stages. You will be very vunerable whilst in build mode, so it is a good idea to have a team-mate covering you back.
You can pool resources by using either a chat command(py-spades perhaps) /pb PLAYER(S)NAME(S) NUMBEROFBLOCK(S) or by right-clicking a team-mate whilst holding the P key.
Overall this method will make building structures easier, and by having different structures for each individual there will be more variance. The structures are saved to the server and deleted upon leaving, we could also/or have it clientside but this would have the drawback of less variance. There could be a community of sharing structure designs. You can't build structures that clear blocks, only the blocks themselves are saved.
The downside of this system might mean less variance in buildings, but this is countered by having it temporary per game; and not having any default structures to pick from. Thus each player will have their own style to their structures. Now you don't have to waste countless hours building bunkers, you just build one then build more via this way for your team-mates to use.
5. Visuals:
a. Water shader, makes water reflect things overshadowing, will make games much more prett; and give a nice decoy effect(i.e. if you shoot the guy in the water :P )
b. Better shadows, makes shadows be formed from blocks relative to an imaginary sun movement.
C. A lighting system, currently there is no such thing as light sources nor darkness. If this is implemneted it will add a nice new level of tactics since hiding in the shadows would become feasible, in conjuction things like lamps could be a cool new tool. Would also work really well with the power station idea above ;) .
D. Better damage visuals- When you sniping it's hard to see if you score a hit, either more gore or just a brighter red flash would help check if you actually hit your target.
E. Refill effect, I want to see that my team-mate or enemy got a refill of their ammunition or not.
F. Customisable crosshair(might allready be possible), but I meant more of an in-game visual way to customise your visuals. Could work in conjuction with if a menu will be implemented.
G. Texture packs-change your graphics, has downside off potentially being used for cheats- countered by anti-xray protection.
6. Enhanced Modding
Mods and modding are a sizable and important part of any game. It allows users to tweak and expand their game wiht more content which suits users tastes. Thus it makes the game more fun for a wider range of people. Currently modding is limited to pyspades, and new weapon models and textures. I suggest we expand this further and concentrate on creating an easy to use interface for creating mods ranging from graphical mods to retexture and awesomise your weapons, adding new content to servers, more game modes, to even total conversions. The sooner this is completed the quicker the game grows a modding community, popularity, and ofcourse more mods. Adding singleplayer to the game could also interwine with this allowing modders to add new enemies and such to battle with.
The interface allows easy installing of mods with a simple search and click install button method, complete with descriptions and links to their respective threads if you want more info. For modders you can enter the modding den to explore a variety of features, you can use the graphics button to open a list of files you can eidt; then you can select a art program to open with it(which is then auto-used for graphics in the future) and you can edit things at will. You can also edit models by choosing a model program like blender or somesuch, and it can import standard formats into AoS models; perhaps a special little program to create AOS models would work better.
For modding itself the interface allows you to add new coding to the vanilla codes and then export it into the mods folder. It uses a basic notepad interface complete with a list of files at the left. It can then compile your coding to create the mod.
Also included are links to modding tutorials and the ability to compile and publicise your work after completition.
7. Storyline & Narrarting:
Currently ace of spades is 'just' a dyanmic shoot peope = win kindof game. Whilst this is fun and addictive adding a bit of narration and story to the game would add a nice little touch. Having the ability for each server to write and display their own min-story as to why people are fighting and a rundown on the mission not only would increase immersion but also allow's you to understand the 'why of it' and how you should go about achieving this mission.
Thus I suggest having the ability for servers to load a short piece of scrollable text on the startup screen when you join the server(the one where you pick teams and it shows controls), this can give a little backstory to the server or be used to set rules and such. You can press 'S' key as any time to view this text again. The posibility to include a small avatar size image at the top-right corner would further add immersion as it would seem as though you're being instructed by, for example, a general. Thus the server owner could write their own text , which could include a description of the map in the form of text, rules, backstory, and whatever else the server owner wants as well as a choice between predefined assesment commander avatars.
That is idea 1 for adding text-based immersion to the game and a little bit of backstory to each battlefield.
The second idea is to have a writing short-story contest in the community, in which wielder of the ink and quill in the community can battle against each other with the power of the pen. The competition would have some sort of reward, of the grandmaster's choice. The purpose of the contest would be to write a believable, realistic, well-written, backstory to Ace Of Spades following certain guidelines of your choice e.g. an alternate universe where the battle of 'nam escelated beyond control. This would be a good community event and draw popularity, have a lasting benefit by having a beautiful backstory, and is barely any work on your part!
The story could then be displayed in the menu under the 'story' button, when you make a in-game menu allowing newcomers to read a little bit of plot behind it. This will also allow players to immerse in roleplaying better as we know what universe we're imaging, and can create ideal images of ourselves around that propsect. Thus allowing for more fun when playing the game and a optional roleplaying element for loyal AoS fans.
That's all for now :)