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Difference between revisions of "NcSource talk:Gameplay"

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forgot about the 2-3 shields thingy, what I like about the 3 shield types is that they make more sense this way, the damage types for each shield make sense, also making antibuffing more interesting with the different damage types. I'd prefer 3 shields, and the old recasting policy ;) --[[User:Biglines|Biglines]] 14:17, 2 March 2010 (UTC)
 
forgot about the 2-3 shields thingy, what I like about the 3 shield types is that they make more sense this way, the damage types for each shield make sense, also making antibuffing more interesting with the different damage types. I'd prefer 3 shields, and the old recasting policy ;) --[[User:Biglines|Biglines]] 14:17, 2 March 2010 (UTC)
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== Weapons ==
 +
I've been thinking about the weapons, how they relate to eachother etc. Because I don't think it's very smart to get all the weapons ingame, I think we might be able to just get a limited set of weapons which behave differently.
 +
 +
* Laser (dissy model, healing light beam), first  shot must be on target to do damage
 +
* Plasma (plasma cannon/rifle/pistol), each bullet does damage, but accuracy isn't great
 +
* Sniper (silent hunter model), normal bullets, lots of damage, long reload time, only fire in scoped
 +
* Ionic shotgun (cannon, pistol or rifle), high amount of damage, very low rate of fire
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* Grenade launcher, small aoe range, but pretty low dmg
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* Melee (claw, baseball bat, katana), high dmg hard to hit
 +
 +
this is just a first list, might be a good idea to make a few classes first and assign guns for each class
 +
--[[User:Biglines|Biglines]] 13:48, 7 March 2010 (UTC)

Revision as of 13:48, 7 March 2010

Discussion rules

Here discussion on the gameplay ideas, please before editing, discuss your ideas on here, and sign your entries with the wiki syntax "--~~~~" --Biglines 21:10, 15 October 2009 (UTC)

What are our goals?

By Rambus: I don't think we have discussed at all what our goals are, having read through those stated I have a few comments on how we should progress. I feel like the end goal is completely unreasonable. Mods with professional staff don't get that far, and we really don't have a plan to get there. I say we keep our dreams small and concentrate on quality, if the opportunity arises later we can grab it- but this way in the mean time we will be producing something of value and not just waiting for a milestone that will never arrive to release. Lets set a goal we can reach, and reach with a level of quality people will want to experience.

I propose our 'roadmap' / 'goals' be changed to something similar to the following:

  1. Deathmatch map pack for Hl2 (Released with source code for maps to allow porting to other mods).
  2. Deathmatch mod (With our custom weaponry/models).
  3. Teamplay mod - even if it's 'team' death match.
  4. Teamplay mod enhanced (whether that be capture points, or what ever other game play mechanic you had in mind).

--Rambus 19:12, 16 October 2009 (UTC)


Tbh, it all depends on the quality of the programmers. All of the things proposed have been done in non-commercial mods. But I don't think it's bad to dream big, but I don't mind to add/change the goals to coincide with your ideas. -Biglines 19:28, 17 October 2009 (UTC)

I think we should move the Story section to ncSource:Story --Biglines 14:52, 21 October 2009 (UTC)

Moving the story to it's own page is fine. I also agree with Rambus' roadmap mainly because it isn't that dissimilar to my own. I agree that quality should be our highest priority at this point, seeing as how we don't have much in the way of programmers atm. So, focusing on releasing an NC:Mod that is just HL2:DM + some custom NC maps should be our first move. However, I'm with Biglines, everything proposed thus far exists in third party mods at the moment. We should dream big and make a plan to get there... just don't expect to be there next week. If we drop the ball on the mod, we have laid the ground work for others to be able to pick it up and run with it. --Whitestuff 17:32, 22 October 2009 (UTC)

I propose adding one between weapons and control point maps, which is team based maps and gameplay --Biglines 15:48, 3 March 2010 (UTC)

Recasting/overcasting buffs, shields and heals

Since i am currently working on implementing the PSI management stuff i would like to throw a question into the room. How should we handle re-/overcasting (not sure how to correctly translate it) of shields, heals and buffs. We could for example handle it the NC1/early 2 way: nothing can be re-/overcasted. So shitbuffing is possible and probably one way to gain advantage over the enemy team. We could also handle it the NC2.2 way: shields take damage and get weaker, after a certain amount of damage the shields may be recast on the poor person under attack. Also if someone casts better shields on a runner, the runner will recieve the better shields, so shitbuffing is partially ruled out. Heals and buffs still can't be recasted.

Which way do you prefer? Or do you prefer a completely different approach? --R2d22k 13:11, 2 March 2010 (UTC)


I think the old way is more fun, allows ppu's to actually be killed --Biglines 13:14, 2 March 2010 (UTC)


Another possibility which came to my mind is that we could also stick to the old way but with three shields. Personally i would also prefer the old way. With two shields. --R2d22k 13:22, 2 March 2010 (UTC)

forgot about the 2-3 shields thingy, what I like about the 3 shield types is that they make more sense this way, the damage types for each shield make sense, also making antibuffing more interesting with the different damage types. I'd prefer 3 shields, and the old recasting policy ;) --Biglines 14:17, 2 March 2010 (UTC)

Weapons

I've been thinking about the weapons, how they relate to eachother etc. Because I don't think it's very smart to get all the weapons ingame, I think we might be able to just get a limited set of weapons which behave differently.

  • Laser (dissy model, healing light beam), first shot must be on target to do damage
  • Plasma (plasma cannon/rifle/pistol), each bullet does damage, but accuracy isn't great
  • Sniper (silent hunter model), normal bullets, lots of damage, long reload time, only fire in scoped
  • Ionic shotgun (cannon, pistol or rifle), high amount of damage, very low rate of fire
  • Grenade launcher, small aoe range, but pretty low dmg
  • Melee (claw, baseball bat, katana), high dmg hard to hit

this is just a first list, might be a good idea to make a few classes first and assign guns for each class --Biglines 13:48, 7 March 2010 (UTC)