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Hindos's Ongoing Suggestions[24/04/2012]-Story&Desc Idea add

Got a great new idea for the game?

Hindos's Ongoing Suggestions[24/04/2012]-Story&Desc Idea add

Postby hindos » Sat Apr 07, 2012 5:51 am

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 :)
Last edited by hindos on Tue Apr 24, 2012 4:04 am, edited 14 times in total.
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Re: Hindos's Ongoing Suggestions

Postby demo123 » Sat Apr 07, 2012 7:36 am

The answer:NO!!!!!!!

Rage:Why do ppl keep spamin some of these fucking sugestions.You wanna know why.Coz they dont use the fucking search button.Some of these you suggested get suggested like 100 times a day and then get shut down with NO mesages.

user was warned for this post - SLoW
Last edited by demo123 on Sat Apr 07, 2012 9:29 am, edited 1 time in total.
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Re: Hindos's Ongoing Suggestions

Postby hindos » Sat Apr 07, 2012 8:01 am

demo123 wrote:The answer:NO!!!!!!!

Rage:Why do ppl keep spamin these fucking sugestions.You wanna know why.Coz they dont use the fucking search button.Every one of those you suggested get suggested like 100 times a day and then get shut down with NO mesages.

Well there is no reason to be so mean about it man, I had the do not suggest thing open and I didn't see any of my suggestions listed there. What did I do that inclines you to start cussing at me , nothing besides ignorance; that's no reason to hate.

Welcome to AoS forums hindos...

Also you're wrong not everything I suggested has allready been suggested, noone under weapons mentioned shields or flares . Also the only topic loosely related to the blocks type idea is this one ( viewtopic.php?f=65&t=3787 ) and it goes about it completly differently Edit: nvm found one.
Last edited by hindos on Sat Apr 07, 2012 9:48 am, edited 1 time in total.
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby demo123 » Sat Apr 07, 2012 9:38 am

Sry.Sometimes i rage.Wouldnt you if you get to see a similar suggestion being suggested everyday.About the shields.I didnt notice the shield part(probably missed it while reading.)

Just so you know.Not everything is in the do not suggest list.So you should use the search button just in case.
For example.My leaning suggestion is not on the list.
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby hindos » Sat Apr 07, 2012 9:43 am

demo123 wrote:Sry.Sometimes i rage.Wouldnt you if you get to see a similar suggestion being suggested everyday.About the shields.I didnt notice the shield part(probably missed it while reading.)

Just so you know.Not everything is in the do not suggest list.So you should use the search button just in case.
For example.My leaning suggestion is not on the list.

Apology accepted :) , also I'm staff on another forum community and have the same issue ; i don't rage at them for it , just point them in the right direction, a good way to check for trolls ;)

Ok i'll try the search option, my main issue is there's lots of names for the same idea e.g. block types could be block variants, more blocks, and tons more...

Also I added some new things, I'll search if it allready exists. Edit; search didn't bring anything up yay :D

Also with the leaning suggestion do you mean being able to lean around a cover like in mass effect 3?
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby demo123 » Sat Apr 07, 2012 10:00 am

Im not familiar with mass effect 3.But this is what i meant.When you are staring at a wall you press a button like Q.Pressing that button will make you lean in the left direction so you would only stick your head and your weapon out.

This will explain it better:
http://www.giantbomb.com/leaning/92-2675/
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby hindos » Sat Apr 07, 2012 11:24 am

demo123 wrote:Im not familiar with mass effect 3.But this is what i meant.When you are staring at a wall you press a button like Q.Pressing that button will make you lean in the left direction so you would only stick your head and your weapon out.

This will explain it better:
http://www.giantbomb.com/leaning/92-2675/

That's mass effect for ya, that would be an intresting new game mechanic :)
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby Venator » Sat Apr 07, 2012 1:42 pm

i like the factory thing :D
gives the game a bit more strategy cos you need to hold different points
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Re: Hindos's Ongoing Suggestions[07/04/2012]

Postby hindos » Sat Apr 07, 2012 1:48 pm

umadbro wrote:i like the factory thing :D
gives the game a bit more strategy cos you need to hold different points

Thank you :) , I was about to give up on suggestions but this will motivate me to continue thinking ;)
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby ChaosTLW » Sun Apr 08, 2012 11:52 pm

1: No. The block system we already have now is already great IMO, no need to make things complicated.

2: No, except for pistol that is already confirmed.

3: No, unnecessary and would just be annoying.

4: No, only Spawn Beacons, those would be pretty good, but how would it be placed, or how would it spawn? Would it be marked on the mini-map?

5: No, I don't want insta-swastikas or insta-penis, GH/Green Side is already full of them.
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby hindos » Mon Apr 09, 2012 3:47 am

ChaosTLW wrote:1: No. The block system we already have now is already great IMO, no need to make things complicated.

2: No, except for pistol that is already confirmed.

3: No, unnecessary and would just be annoying.

4: No, only Spawn Beacons, those would be pretty good, but how would it be placed, or how would it spawn? Would it be marked on the mini-map?

5: No, I don't want insta-swastikas or insta-penis, GH/Green Side is already full of them.


1. Ok... but the games gonna go somewhere in the future IMO . We could keep the game exactly how it is now if you're worried about complications, but I'm pretty sure there are some bigger plans out there.
2. Why not... It doesn't need to be confirmed for it to be a practical or good idea.
3. Not un-necessary, it would make maps more intresting then the typical hit and run. Besides it would give the opportunity for puzzle type maps.
4. Marked on minimap, it would be at key positions on the map by the creators of the map or in random maps you can enable them and they'll be at regular intervals between the command posts. Also what's wrong with the other idea man, i hate people who just say 'No.' without an explanation.
5.Here's an idea 'construction censorship' if particular shaped structures are made they go away or leave a message for staff. Also with this system or not those things are going to be built by wierdos anyway, so since this would add a new tactical level I think it's worth the small drawback which will happen either or. Also it isn't instant, it's built piece by piece and your vunerable whilst this occurs.
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby HoboHob » Mon Apr 09, 2012 5:01 pm

TL;DR

Except for the graphics thing. Its all coming in the openGL version, 'cept for shaders. But my computer doesn't like shaders so I think its best if we keep those out.
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby ChaosTLW » Mon Apr 09, 2012 7:19 pm

hindos wrote:
ChaosTLW wrote:1: No. The block system we already have now is already great IMO, no need to make things complicated.

2: No, except for pistol that is already confirmed.

3: No, unnecessary and would just be annoying.

4: No, only Spawn Beacons, those would be pretty good, but how would it be placed, or how would it spawn? Would it be marked on the mini-map?

5: No, I don't want insta-swastikas or insta-penis, GH/Green Side is already full of them.


1. Ok... but the games gonna go somewhere in the future IMO . We could keep the game exactly how it is now if you're worried about complications, but I'm pretty sure there are some bigger plans out there.
2. Why not... It doesn't need to be confirmed for it to be a practical or good idea.
3. Not un-necessary, it would make maps more intresting then the typical hit and run. Besides it would give the opportunity for puzzle type maps.
4. Marked on minimap, it would be at key positions on the map by the creators of the map or in random maps you can enable them and they'll be at regular intervals between the command posts. Also what's wrong with the other idea man, i hate people who just say 'No.' without an explanation.
5.Here's an idea 'construction censorship' if particular shaped structures are made they go away or leave a message for staff. Also with this system or not those things are going to be built by wierdos anyway, so since this would add a new tactical level I think it's worth the small drawback which will happen either or. Also it isn't instant, it's built piece by piece and your vunerable whilst this occurs.


Okay, so I'm going to explain better:

1: This isn't necessary. The current block system does everything it needs to do. As Mikhail Kalashnikov said once, "something practical must be simple".

2: a. If I'm not mistake, it is impossible in the current engine, but I think the OpenGL my make this possible...? Anyway, I don't really see why we would need this. You already have the shotgun AND smg for close-range and block-demolishing.
b. Just leave the grenade as it is, it makes more sense to have grenades rather than a grenade launcher that is exactly the same. Besides, we could simply make it so you take a small time to pull the pin and throw the grenade,and some more time to pull up another grenade. Nothing really big, seriously, maybe a total of 1,5~2 seconds?
c. Would be interesting and cool, but I see too many ways someone could abuse it.
d. Most people wouldn't use it.
e. Already going to be implemented.
f. Hell no. Free kills for someone with no skill at all? No. This isn't TF2 and I dont think if there were automated robotic turrets in WWII or in Nam...
g. Was actually used by soldiers in WWI to protect from bullets, only an Elephant Gun would be able to get through the thick metal, but I think it could be really abusable IG.
h. AFAIK, there weren't any laser pointers in neither Nam nor WWII...


3: Totally unnecessary, they would either be easily spotted or kill every people in the server. Foresee rage from deuces to remove it.

4: b. Naaah. I dont really see a use for it, if it was implemented with a use it would be too complex and probably not user-friendly.
c. You can already build one.
d. Now that I think it better, maybe yes, but I rather have ammo packs and medkits deployable by the player.
e. No weapon building, too complex. The weapon system we already have now is good enough. But I would like if we could change weapons at the Command Post.

5. I dont really have anything else to say about this, people would just keep spamming 50-block forts at random, suicide, repeat away from the front line. Of course, they can be used, but it would be really really really really bad if we had 50-blocks forts and penises and swastikas every 10 blocks we walk. (notice I said really FOUR TIMES. THAT MEANS IT IS REALLY BAD BRO)
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby Diggy » Tue Apr 10, 2012 3:52 am

ChaosTLW wrote:
Okay, so I'm going to explain better:

1: This isn't necessary. The current block system does everything it needs to do. As Mikhail Kalashnikov said once, "something practical must be simple".

2: a. If I'm not mistake, it is impossible in the current engine, but I think the OpenGL my make this possible...? Anyway, I don't really see why we would need this. You already have the shotgun AND smg for close-range and block-demolishing.
b. Just leave the grenade as it is, it makes more sense to have grenades rather than a grenade launcher that is exactly the same. Besides, we could simply make it so you take a small time to pull the pin and throw the grenade,and some more time to pull up another grenade. Nothing really big, seriously, maybe a total of 1,5~2 seconds?
c. Would be interesting and cool, but I see too many ways someone could abuse it.
d. Most people wouldn't use it.
e. Already going to be implemented.
f. Hell no. Free kills for someone with no skill at all? No. This isn't TF2 and I dont think if there were automated robotic turrets in WWII or in Nam...
g. Was actually used by soldiers in WWI to protect from bullets, only an Elephant Gun would be able to get through the thick metal, but I think it could be really abusable IG.
h. AFAIK, there weren't any laser pointers in neither Nam nor WWII...


3: Totally unnecessary, they would either be easily spotted or kill every people in the server. Foresee rage from deuces to remove it.

4: b. Naaah. I dont really see a use for it, if it was implemented with a use it would be too complex and probably not user-friendly.
c. You can already build one.
d. Now that I think it better, maybe yes, but I rather have ammo packs and medkits deployable by the player.
e. No weapon building, too complex. The weapon system we already have now is good enough. But I would like if we could change weapons at the Command Post.

5. I dont really have anything else to say about this, people would just keep spamming 50-block forts at random, suicide, repeat away from the front line. Of course, they can be used, but it would be really really really really bad if we had 50-blocks forts and penises and swastikas every 10 blocks we walk. (notice I said really FOUR TIMES. THAT MEANS IT IS REALLY BAD BRO)



I was only going to quote a few of your points, but then I realized you perfectly explained every thought in my head exactly the way I said it.
I don't see why more people don't makes forts. even if not useful, they're a lot of fun
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Re: Hindos's Ongoing Suggestions[08/04/2012]

Postby hindos » Wed Apr 11, 2012 4:34 am

ChaosTLW wrote:Okay, so I'm going to explain better:

1: This isn't necessary. The current block system does everything it needs to do. As Mikhail Kalashnikov said once, "something practical must be simple".

2: a. If I'm not mistake, it is impossible in the current engine, but I think the OpenGL my make this possible...? Anyway, I don't really see why we would need this. You already have the shotgun AND smg for close-range and block-demolishing.
b. Just leave the grenade as it is, it makes more sense to have grenades rather than a grenade launcher that is exactly the same. Besides, we could simply make it so you take a small time to pull the pin and throw the grenade,and some more time to pull up another grenade. Nothing really big, seriously, maybe a total of 1,5~2 seconds?
c. Would be interesting and cool, but I see too many ways someone could abuse it.
d. Most people wouldn't use it.
e. Already going to be implemented.
f. Hell no. Free kills for someone with no skill at all? No. This isn't TF2 and I dont think if there were automated robotic turrets in WWII or in Nam...
g. Was actually used by soldiers in WWI to protect from bullets, only an Elephant Gun would be able to get through the thick metal, but I think it could be really abusable IG.
h. AFAIK, there weren't any laser pointers in neither Nam nor WWII...


3: Totally unnecessary, they would either be easily spotted or kill every people in the server. Foresee rage from deuces to remove it.

4: b. Naaah. I dont really see a use for it, if it was implemented with a use it would be too complex and probably not user-friendly.
c. You can already build one.
d. Now that I think it better, maybe yes, but I rather have ammo packs and medkits deployable by the player.
e. No weapon building, too complex. The weapon system we already have now is good enough. But I would like if we could change weapons at the Command Post.

5. I dont really have anything else to say about this, people would just keep spamming 50-block forts at random, suicide, repeat away from the front line. Of course, they can be used, but it would be really really really really bad if we had 50-blocks forts and penises and swastikas every 10 blocks we walk. (notice I said really FOUR TIMES. THAT MEANS IT IS REALLY BAD BRO)


OK that's all I wanted a reason why everything is bad so I can improve rather then a useless no. Now let me put on my creative hat and see about fixing some of the issues you pointed out :D :
1. Having different digging times is a more simplified version of this. Team colour blocks give you a camo advantage so they are the quickest to dig. This system isn't that complex really , most people won't even notice, it just makes small tweaks to different blocks which only pros would know and use for that little advantage. So it isn't complex since most of the time you don't have to think about it.
2. a. It works in conjunction with the block type idea above, otherwise it wouldn't be useful. Also the flamethrower is very effective at groups packed together and can disrupt the enemy view to your advantage(i.e. it's hard to see where the flamthrower guy is behind the flame wall), so even without the above idea it would still be epic and useful in a different way. Besides we've all wanted fire and lava in the game...
b. That's the point of the GL launcher, it makes there be a reload time between grenades. I guess i'm just sugegsting that people can no longer spam grenades and perhaps that you can hold a grenade , unpin it, and throw it; then if you hold it to longer you blow up which is more realistic then the spam grenade system now.
c.I'm glad you like it. To stop abuse it wouldn't destroy blocks just a player that steps on it; emits a small red glow so it's more easily spotted(thus only effective in tunnels just around a corner) and could come hand in hand with demolition counter equipment. Also if you're worried about it being placed in the midst of battle it takes a while to setup and you are very vunerable during this phase so it's only effective when no enemies are around and you want to setup a permiter.
d. It could also send a team chat message, and it's more of a pro tool(perhaps hotkeyable with the 'f' key?) which sends your position to everyone on the map. Also can be used as a highly-ineffective weapon. For example you don't have time to say 'help i need help at*take 1 min to find coordinates*..Arghh too late im dead' instead you just quickly shoot up once and it will quickly send a message for backup. I suggested it because I often have the above issue :P , you need to be able to call backup easily. Another way which could also work underground is a distress signal instead?
e.Awesome 8)
f. They are very weak, the only time someone would die from it is if they have very low hp. The player would have to weaken them first. Perhaps they only target players you shoot, that would counter it being used to spot enemies. They just add that little advantage to a snipe nest situtation :P . Also to balance it even further you could have it that they can only weaken enemies, never making the killing blow. Tada you now have balanced turrets that don't steal kills and only give a slight advantage(mostly to draw enemy fire). Alternatively , we could just replace it with placeable dummies which look like players to draw enemy fire(but that would cause a whole hoist of issues)
g. Well I don't want it THAT tough, in an open battlefield it isn't very useful since it's easy to kill teh guys behind it and you have to respawn to switch weapon . I.e. they have no offensive capabilities, a shrot range smg or shotgun fire will make short work of the. It will help balance against sniper/rifle fire which is currently slightly overpowered. Grenades also own em :P . Let's say AceOfSpades troops have acess to less durable metals. Now balanced 8)
h. This ain't nam nor wwi or wwii this is AceOfSpades we can have whatever cool weapons we want, unless there has been a backstory created I don't know of.

3.Traps would be cool, and since you can't place them in-game you don't have to worry about any new ones once you discover them. It will be a nice blend between easily spottable and not overly annoying. Perhaps they can also only damage , not kill the player. Thus no more noob rages, but idiots armies will be weakened by them if they aren't careful.

4.b. This idea is one the most awesome ones i've had, and more tactical structures then the command post and intel are needed. Having to fight over a powerhouse is the basis of any real war since you want to control positions in which change the battlefield, so you could light-up their side and attack them from the shadows to give you an advantage. It's also not complicated just a simple on/off kind of control and depending on how it's set out you can disable parts. We want more useful actions for pros, this is it.
c. if you mean literraly two guys with smg guns who build a tower out of blocks then yes you can, but i meant a operable turret which can turn to fire and offers some protection to the occupant. It would take some time to setup and is less durable then the normal watchtower but is much more effectvie for duration then any smg tower.
d. Medkits and ammopacks would be cool, but they don't come out of nowhere you'd get them out of ammo dumps and medical bays :) .
e. Perhaps I mis-worded it, you can simply go to this structure and change your weapon without dying. We can drop the inability to switch weapons without the factory for simplicity, but being able to switch you weapon without dying would be nice. Just for clarity all you can do is switch you weapon at the factory without dying, nothing more(unless we want to make it more intresting)

5. This idea probably isn't practical then, but you don't seem to get what i was saying. It's not instant and your vunerable while building it and it censors any profane constructions; so you won't see giant *censored*s every 10 blocks.

Wow my ideas improved a lot, now they are more practical and balanced , thus game worthy. Thanks fro typing up what was wrong with them :)
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