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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)
 +
 +
Here is an idea that I have had for a while when considering the gameplay: I like the 3 shield system, with each shield absorbing 2 types of damage (which is something we need to consider on the weapon types). But, considering the fast paced nature of true first-person shooter combat, I don't think the shields should function exactly as they do in NC. Look at World of Warcraft and Power Word: Shield. The shield is cast by a Priest onto another player and it absorbs X amount of damage before fading. It cannot be re-cast on that target for 15 seconds and lasts 30 seconds if it isn't killed. If all of the damage isn't absorbed before the 15 second debuff has expired, then it can be recast on that target and the target will effectively not take ANY damage as long as the shield holds. What I take away from this is that, we should allow buffs to be recast after a certain point BUT with several differences. First, shields should mitigate damage, rather than absorb it, meaning that they reduce the damage taken from a given damage type and not prevent it totally. Second, there should be a "life-line" associated with each shield. The default should be a time span that the shield would last, without mitigating any damage. If it mitigates damage, then it's effectiveness should fade to a predetermined point and once it mitigates a certain amount of damage, the shield should "die" before it's time span is up. This would require a PPU to be dedicated to watching his team-mate's buffing timers. As for shit-buffing: I never liked this tactic. It seems to much like an exploit to me, and I would prefer something more like a debuffing system, such as APU's had, so that a PPU and their team mates aren't rendered completely defenseless for a long amount of time. With the faster pace of combat, once you factor in the recast time on the shield, plus the cast time on the heal... the PPU or his target could very well be dead, and I feel that healing shouldn't be as powerful as it is NC. Not true FPS that I know of has a healing class that can outheal the incoming damage from other players. In TF2 it takes 3 medics to produce that effect on a heavy, and then you are just gimping your team by tying up those player spots with healers. All of my rambling aside, the most important thing we can do is decide on a system and then CHANGE IT if it doesn't mesh out well while testing. We should put as many ideas out there as we can right now, so we can have other systems to fall back on later, if what we pick now doesn't work well for the game. --[[User:Whitestuff|Whitestuff]] 19:21, 9 March 2010 (UTC)
  
 
== Weapons ==
 
== Weapons ==
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this is just a first list, might be a good idea to make a few classes first and assign guns for each class
 
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)
 
--[[User:Biglines|Biglines]] 13:48, 7 March 2010 (UTC)
 +
 +
My thoughts on weapons: First, eliminate burst fire. It was said that this was put into NC because the server couldn't keep up with the rate of fire of the weapons. This is a non issue since these servers can be hosted locally by the players. Full-auto rifles and lasers that continue to fire until you let go of the mouse button... That's the way to go. Eventually, we need to incorporate all of the weapons we can. Fusion weapons and rayguns are missing from the list above, as are easier weapons to implement such as the Libby, Pain Easer, and regular shotguns. We should start with a small list, but don't eliminate the possibility to add more later.
 +
 +
As far as how the system itself works, I would propose a hybrid of TF2 and CS: S. You pick a class and each class has the ability to load out on certain weapons. When you die or enter "buy zone" you can load out with other weapons. I'd say something like you can do a main weapon and a sidearm and everyone gets the equivalent of a stun stick. Melee characters could have a big damage melee, a pistol equivalent, and the stun stick equivalent (brass knuckles or something). This is really just a shotgun blast of ideas, but we have to start somewhere I suppose. --[[User:Whitestuff|Whitestuff]] 19:21, 9 March 2010 (UTC)

Revision as of 19:21, 9 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)

Here is an idea that I have had for a while when considering the gameplay: I like the 3 shield system, with each shield absorbing 2 types of damage (which is something we need to consider on the weapon types). But, considering the fast paced nature of true first-person shooter combat, I don't think the shields should function exactly as they do in NC. Look at World of Warcraft and Power Word: Shield. The shield is cast by a Priest onto another player and it absorbs X amount of damage before fading. It cannot be re-cast on that target for 15 seconds and lasts 30 seconds if it isn't killed. If all of the damage isn't absorbed before the 15 second debuff has expired, then it can be recast on that target and the target will effectively not take ANY damage as long as the shield holds. What I take away from this is that, we should allow buffs to be recast after a certain point BUT with several differences. First, shields should mitigate damage, rather than absorb it, meaning that they reduce the damage taken from a given damage type and not prevent it totally. Second, there should be a "life-line" associated with each shield. The default should be a time span that the shield would last, without mitigating any damage. If it mitigates damage, then it's effectiveness should fade to a predetermined point and once it mitigates a certain amount of damage, the shield should "die" before it's time span is up. This would require a PPU to be dedicated to watching his team-mate's buffing timers. As for shit-buffing: I never liked this tactic. It seems to much like an exploit to me, and I would prefer something more like a debuffing system, such as APU's had, so that a PPU and their team mates aren't rendered completely defenseless for a long amount of time. With the faster pace of combat, once you factor in the recast time on the shield, plus the cast time on the heal... the PPU or his target could very well be dead, and I feel that healing shouldn't be as powerful as it is NC. Not true FPS that I know of has a healing class that can outheal the incoming damage from other players. In TF2 it takes 3 medics to produce that effect on a heavy, and then you are just gimping your team by tying up those player spots with healers. All of my rambling aside, the most important thing we can do is decide on a system and then CHANGE IT if it doesn't mesh out well while testing. We should put as many ideas out there as we can right now, so we can have other systems to fall back on later, if what we pick now doesn't work well for the game. --Whitestuff 19:21, 9 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)

My thoughts on weapons: First, eliminate burst fire. It was said that this was put into NC because the server couldn't keep up with the rate of fire of the weapons. This is a non issue since these servers can be hosted locally by the players. Full-auto rifles and lasers that continue to fire until you let go of the mouse button... That's the way to go. Eventually, we need to incorporate all of the weapons we can. Fusion weapons and rayguns are missing from the list above, as are easier weapons to implement such as the Libby, Pain Easer, and regular shotguns. We should start with a small list, but don't eliminate the possibility to add more later.

As far as how the system itself works, I would propose a hybrid of TF2 and CS: S. You pick a class and each class has the ability to load out on certain weapons. When you die or enter "buy zone" you can load out with other weapons. I'd say something like you can do a main weapon and a sidearm and everyone gets the equivalent of a stun stick. Melee characters could have a big damage melee, a pistol equivalent, and the stun stick equivalent (brass knuckles or something). This is really just a shotgun blast of ideas, but we have to start somewhere I suppose. --Whitestuff 19:21, 9 March 2010 (UTC)