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In-game logistics

Got a great new idea for the game?

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Kind of
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Total votes : 10

In-game logistics

Postby Articsledder » Fri Aug 03, 2012 1:19 am

After thinking it over last night I agree that a full game overhaul isn't really needed. A game-mode would be nice though, or perhaps have it a second option so you can mix it with various game-modes.

Introduction
At the moment when you start the game you have pretty much everything you could want. On some occasions you can gain more through kills. This leads to a very fast paced game. Now what if you had to earn certain privileges through completing a task?

In the coming updates we are going to be given a ton of axillary equipment like RPG's, HMG's, and various crates.
I'm assuming these will be achieved through kills. Using kills as a form of currency will in my opinion be even more detrimental to the current state of gameplay. Instead, I suggest we put in place a form of a collection system.

Lets begin.....

Default weapons
First off you would start the game with a default equipment set. This would include:
-The Rifle
-3 Grenades
-50 Normal Blocks (The current blocks we have)
-The Spade
Additional Weapons
Many player might accept this set and use it. Others however might want other weapons available to themselves and their team. These weapons would include:
-SMG and Shotgun
-HMG and RPG
-Crates
-Helicopters?
-Construction blocks
-More Normal blocks (The price would need a balanced Block:block ratio to allow credit gaining through buying blocks)

Construction blocks would be just like normal blocks except they are 2-3 times stronger. They have there own inventory slot next to normal blocks and could possibly be carried with normal blocks (This may have balancing issues). They could also be collected by breaking a construction block.

Credits
Credits would be used to buy these items and would act as an alternate point system, or even replace the current one (With kills becoming secondary). These credits could be collected by:
-Mining normal blocks
-Placing "Construction blocks"
-Completing Game-mode objectives (Capping intel, tents, etc.)
-Possibly killing people?
-"Sharing" weapons (I'll get to this in a minute)

-Mining blocks would place up to 150 additional blocks (max of 200) in your inventory. These could be turned in at the tent for credits, or be placed as the player wishes. Placing normal blocks will not gain credits.

-All other listed actions give credits immediately, not requiring you to cash them in first..
The tent
The center of this system would be the tent. Tents would still function as usual except pressing E while at the tent would enter a screen similar to this one proposed by Gorman.
Image
There you could cash in your points for Weapons and crates.

The more giving player may want to "share" weapons with their team. Unlocking a weapon will automatically place it in your weapon change screen, however if you don't want it or need it you can place it in a public storage area where other players can have it for free. Once another player takes ownership of it the weapon is removed from public storage.

Closure

This addition would definitely bring the game closer to a true hybrid game, while keeping it relatively simple to the point where it is understandable by most, but not so easy we have 6 year olds playing with ease.

Assumed FAQ's:

Q: What about flat maps with no mine-able blocks!
A: For some maps this system would be a bit different. However players always spawn with 50 blocks. They may place these blocks then mine them up. This doesn't provide much intuitive game-play, but let's face it, flat maps aren't really meant to be intuitive. Quickly mining up some of your own blocks isn't much of a price to pay to have the other weapons for the rest of your game.

Q: Isn't this going to lead to people wasting time grinding credits?
A: To a point, yes. Real armies need some people to collect raw materials. The costs for most items would be pretty low (aside from the Helicopter) needing less then 200 mined blocks for all the items. In my opinion this game needs some dull moments to survive and make people enjoy the combat more.

Q: Is the new inventory system necessary?
A: No, the game could still survive on the normal one with the . button.

I will continue to add FAQ's as people ask them.

Short Version
(Don't say no if this is all you read, it is more complicated then this)

collct bolcks buy smg and shootgun.
Last edited by Articsledder on Fri Aug 03, 2012 2:35 pm, edited 1 time in total.
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Re: In-game logistics

Postby yako » Fri Aug 03, 2012 10:08 am

Thank you.
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Re: In-game logistics

Postby Rauder » Fri Aug 03, 2012 11:04 am

An interesting idea. While suddenly changing the whole game into the block/credit system is out of question, it could certainly warrant an optional game mode or at least a mod. The amount of emergent gameplay it would bring is quite large, as it opens up new possibilities to gain an advantage over the opponent. Having a few players hang back working in a quarry away from the main base to provide upgrades for themselves and their team, then getting the place raided by the other team to disrupt the mining could absolutely be a good deal of fun.

However, tying the credit gains to defensive gameplay or large offensive accomplishments only would really stall the game. Attacking would be a lot harder with more players in the bases, tougher to break blocks and the credit disadvantage created by not building defences or mining. It would also divert the attention from capturing the intel even more. Players already often ignore the intel and just focus on killing others, so another kind of a goal could be necessary.

Regardless, I'd love to try playing with the credit system, should it be made into a mod/game mode.
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Re: In-game logistics

Postby Articsledder » Fri Aug 03, 2012 2:35 pm

Rauder wrote:An interesting idea. While suddenly changing the whole game into the block/credit system is out of question, it could certainly warrant an optional game mode or at least a mod. The amount of emergent gameplay it would bring is quite large, as it opens up new possibilities to gain an advantage over the opponent. Having a few players hang back working in a quarry away from the main base to provide upgrades for themselves and their team, then getting the place raided by the other team to disrupt the mining could absolutely be a good deal of fun.

However, tying the credit gains to defensive gameplay or large offensive accomplishments only would really stall the game. Attacking would be a lot harder with more players in the bases, tougher to break blocks and the credit disadvantage created by not building defences or mining. It would also divert the attention from capturing the intel even more. Players already often ignore the intel and just focus on killing others, so another kind of a goal could be necessary.

Regardless, I'd love to try playing with the credit system, should it be made into a mod/game mode.


Honestly I think attacking needs to be tougher. It would bring teams closer together and have them work very hard to capture enemy bases.

After thinking it over last night I agree that a full game overhaul isn't really needed. A game-mode would be nice though, or perhaps have it a second option so you can mix it with various game-modes.
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Re: In-game logistics

Postby Tigershield » Fri Aug 03, 2012 3:10 pm

Pin This shit !

I always wanted something like this for AoS. Finaly a forum user (Artic) has made a clear and simple to understand gamemode that can bring teamplay back and make the game more fun to play instead of only shooting other players. I agree whit OP. This game needs this upgrade system based around the teams and not on the individual player.

I dont mind mining for my myself and my team. I always played support roles in all kinds of games, Battlefield 1942/vietnam/bf2. ect.

We need to go way more indept into this mode. I fully support this suggestion. Bring in the DEVS/modders.

This Gamemode can work great whit this gamemode

viewtopic.php?f=234&t=12822&p=172367#p172367
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Re: In-game logistics

Postby Priok » Fri Aug 03, 2012 3:45 pm

I think the SMG and shotgun should both be available from the start, just nerf the SMG if it's such a big problem balance wise. the rest sounds good though, also that inventory system would be awesome
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Re: In-game logistics

Postby Articsledder » Fri Aug 03, 2012 5:00 pm

Priok wrote:I think the SMG and shotgun should both be available from the start, just nerf the SMG if it's such a big problem balance wise. the rest sounds good though, also that inventory system would be awesome


Yeah I wasn't sure how to handle the SMG and shotgun. I think they should still be unlockable, however the "price" could be super cheap.
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Re: In-game logistics

Postby HoboHob » Fri Aug 03, 2012 7:54 pm

It needs some tweaking and a lot of playtesting before going in-game, but over all a great idea!

Anything that can bring teams closer together is good.

The main problems I see are: People standing at the public storage area begging people to buy them the RPG or HMG -_-
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Re: In-game logistics

Postby Eagle7 » Sat Aug 04, 2012 5:53 am

No!

I want Aos to be like it is with it's weapons. (other than RPG and MG)
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