Pages: 1 [2] 3 4 5
Author Topic: Suggestion to Gameplay  (Read 130744 times)
Tortured_Soul
Beta [Kraken]
Marine Scout
***
Posts: 78


View Profile WWW
« Reply #15 on: December 10, 2005, 10:42:43 AM »

Ahh, genius. Are the Nids going to be Bots all the time???
Logged

orior pro Imperator est maioribus totus res

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #16 on: December 10, 2005, 06:29:48 PM »

We have worked out plans for 4 different game modes for the Tyranids setting, there will be a short poll about which one to do once the setting has been settled.  One of those 4 modes has the tyranids as all AIs,
Logged

The Vastator
Marine
****
Posts: 166


View Profile
« Reply #17 on: December 11, 2005, 09:03:02 PM »

the problem is that the poll is stagnant for a long time..
isn't the time to end that?
Logged

ver vigilant!

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #18 on: December 11, 2005, 10:14:05 PM »

I'm hopeing a new intake of RS players will be voting following the release of a new version.  I'm keeping the poll running for the RS release.

Their are still some things that can be done without having the setting and game mode fixed.  Making imperial maps and models to mention a few.  

While the delay is annoying it is also great oppertunity to gather our ideas and really think through the planned modes.
Logged

The Vastator
Marine
****
Posts: 166


View Profile
« Reply #19 on: December 11, 2005, 11:08:38 PM »

well, that is true... Smiley
Logged

ver vigilant!

Wolf
Legion of the Damned
Marine
****
Posts: 270


View Profile
« Reply #20 on: December 11, 2005, 11:21:54 PM »

if AI nids is chosen(hopefully) cud the game have classes, like DoD:S kind of, i ask this because it cud be like a survival squad based game where u got to do the objective with ur squadbefore u all die, u can limit certain classes iswell, eg. 1 sergeant, infinit basic marine, scout sniper etc
i say scout snipe bcoz i wanna be a sniper  Smiley
also wud be cool to watch ur squad get smaller, as it does the survivors huddle closer together, frantically watching each others backs, this setting wud be good for clans as they wud be organized and all 1337
Logged

img]http://img.photobucket.com/albums/v688/benny14/866567587.jpg[/img]  

"Remember the First!"

zenarion
Beta [Behemoth]
Marine
****
Posts: 120


View Profile
« Reply #21 on: December 12, 2005, 08:00:55 PM »

you have to post on Moddb.com, then you will get attention. for all i know, RS1 is listed as number 4(!) on moddb.com, and that is status in my eyes. i think that you will get fairly good with attention if you post there. Librarium-Online members weren't really interested in RS2 tho Sad

after that wave of voters, i know you can surely close the polls.
Logged

migb
Marine Veteran
*****
Posts: 366


View Profile
« Reply #22 on: December 12, 2005, 10:02:23 PM »

In my opinion Wolf's suggestion could be good for a mod, but not for this mod.
If I decode his message correctly
Quote
i say scout snipe bcoz i wanna be a sniper
he suggests a Delta Force / Battlefield style map where you sneak forward to pick off targets a mile away.
W40K are more about close-quaters battles, with lots of melee troops and weaponery.
Not that I say that there could never be a sniper class in the mod, but it shouldn't rule the game.
The class could be weakened by level design and having a slow "aim-rate", meaning you have to point the crossair at a target for some time before it gets precise.
Logged

f this is a dream...
My subconscious has a sick sense of humor.

ChromeAngel
Administrator
Marine Chaplain
*****
Posts: 1267


View Profile WWW
« Reply #23 on: December 13, 2005, 12:07:11 AM »

We have a couple of modes sketched out that use DOD style "balanced sets", where all classes are available from the start and all are equal overall with strengths and weakneses.  One weakness of a sniper scout class is that he has puny armor compared to regular marines.  All the "balanced set" modes we've planned so far are also player vs player modes, so you wont always see the bugs coming...
Logged

blackt
Guardsman
**
Posts: 42


View Profile
« Reply #24 on: December 26, 2005, 08:53:43 PM »

hmmm...
I hate stuff like restrictions or the best gets it :?
I think if u choose to be a terminator you should also be a superior fighter overall. good firepower, very strong close combat "slap" with the fist but very slow too.
I think it should simple take a lot time until you can take a "tactical dreadnaught suit" again. As Terminators have been developed for close range fights on ships and stuff i would suggest, that they have a really great firepower but not that accurate over the distance.
A sniper team should have an absolutly big chance to kill a terminator team, so again we have a class against a class...
thats the system i would like, because you also would have to use the whole bunch of classes because the mix does it, not the mass!
Sniper take out slow but powerful classes;
Sniper can be taken out easily by assault and agile classes.
Standart marine could be a allround player with good stats against everything...
You know what i mean? Something like: "Oh my god! They are all Terminators what should we do? How can we win against 6 Terminators?"
Answer: "Well... you 3 take sniper-classes,2 standart classes and 1 assault class! Now we wait until the snipers finished off those bulky terminators, then the standart give backup when they respawn and the assault class takes the objective... easy win!"
 :wink:  something like that ^^

p.s.:
Can you build in drop pod or deep strikers for each side? would give some tactical advances. Like you take a 20 second longer respawntime if u get killed next time but u can land almost everywhere on the map ^^
Logged

Typheron
Moderator
Marine Chaplain
*****
Posts: 939



View Profile WWW
« Reply #25 on: December 27, 2005, 12:51:51 AM »

there is on major problem with that system, and one we have seen in the current RS.

everyone takes the terminators and the bigger guns regardless.

the other problem is you dont get warning of what is coming in a round untill you actually run round the corner and meet the enemy in the face so peopl are unable to plan what you have just described without dieing at least once, thus limiting any further spawns.

The other issue is there there is no doable way to implimen the "your better player so you get better gear" system. You can have what RS has just now which is the You are  better player, you can earn more points thus get better gear but even a inexperienced player cn given sufficient time and th right server, get the good stuff. Plus its a bit unfair, the better plaers just keep getting better through the more advanced gear and we have new players hating the game cos that lame termi player has all the best stuff.

We have to have restrictions on the equipment you can have, in part because thats how the 40k universe works in TT game terms and in part becuse allowing everyone access to everything means terminators with lascannons and thats plain wrong and violates a lot of 40k fluff.

Also it means having to balance weapons rather than classes which is  lot harder to do and moe time consuming. Also you can end up with some weapons being made redundant, the bolt pisolt would probably disappear as people would take the boltgun as a backup gun and a heavy weapon as a main.

I guess thats one good thing about ll the versions of RS we have seen, we know what ca work and what can stink.
Logged

God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

blackt
Guardsman
**
Posts: 42


View Profile
« Reply #26 on: December 27, 2005, 01:14:21 AM »

well i guess the problem is mainly that no other game has something like terminator armored superhumans against small and fragile space elves  :wink:

im still no friend of the system in old rs now because its like u said... good players with better gear just getting better... i just have seen it a few hours ago...

but u also cant do it like on tabletop because 1 terminator would be capable of taking out squad of eldar gardists...
for example i think that a flamer ist just to strong against everything as slow as a terminator...
well i think we´ll see what the future brings  :wink:
i´m just happy that u guys doing such wh40k mods  :wink:
Logged

Wolf
Legion of the Damned
Marine
****
Posts: 270


View Profile
« Reply #27 on: December 27, 2005, 01:17:58 AM »

Quote from: "migb"
In my opinion Wolf's suggestion could be good for a mod, but not for this mod.
If I decode his message correctly
Quote
i say scout snipe bcoz i wanna be a sniper
he suggests a Delta Force / Battlefield style map where you sneak forward to pick off targets a mile away.
W40K are more about close-quaters battles, with lots of melee troops and weaponery.
Not that I say that there could never be a sniper class in the mod, but it shouldn't rule the game.
The class could be weakened by level design and having a slow "aim-rate", meaning you have to point the crossair at a target for some time before it gets precise.



that isnt wot i ment at all, iw as jsut trying to emphasize on having a tactical aprt to the game, isntead of 1 guy running in shooting it all, a game where team work is good and u cover each other etc
Logged

img]http://img.photobucket.com/albums/v688/benny14/866567587.jpg[/img]  

"Remember the First!"

blackt
Guardsman
**
Posts: 42


View Profile
« Reply #28 on: December 27, 2005, 05:14:49 PM »

thats the same i meant with: the mix does it not the mass (or the terminator :wink: )
Logged

migb
Marine Veteran
*****
Posts: 366


View Profile
« Reply #29 on: December 30, 2005, 11:51:46 AM »

Quote
that isnt wot i ment at all

OK, so I guess I did not decode you correctly.  Cool

I just don't like the sniper class for 2 reasons:
1. Sniper rifles are very rare in 40k. I think there is a limitation to 1-2 snipers per imperial guard ARMY.
2. There are some crazy CS players out there that will dominate any game where they can get a sniper.

So I say: go for heavy weapons instead. Lascannons, rocket launchers and heavy bolters should give people reason enough to do team-work, as they should have heavy firepower but slow reload-time, leaving the user defenceless if he haven't got anyone as backup.

And about the terminators collecting lascannons and having assault weapons too - NO  :evil:
I say every player should have only one (1) weapon, plus a close-combat wepon and perhaps grenades. No sidearms.

By the way, what do you say to my suggestion for the classes?
Only one or two terminators per team, given out at random, you can not have termie armor twice in a row (unless you survive a very long time with it), you can choose not to stand in line for termie armor to get heavy weapons more often instead.
Maybe the worst 20 % (one in five) players shouldn't be able to "waste" the teams terminator slots.
Logged

f this is a dream...
My subconscious has a sick sense of humor.

Pages: 1 [2] 3 4 5
Print
Jump to: