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Author Topic: Suggestion to Gameplay  (Read 130670 times)
Wolf
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« Reply #30 on: December 30, 2005, 01:58:36 PM »

classes shudnt be given out at random, make the player earn a terminatus dont give it him jsut as he joins the server, make the player earn his way thru the ranks of the adeptus astartus
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migb
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« Reply #31 on: December 30, 2005, 02:13:41 PM »

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classes shudnt be given out at random, make the player earn a terminatus dont give it him jsut as he joins the server, make the player earn his way thru the ranks of the adeptus astartus

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The other issue is there there is no doable way to implimen the "your better player so you get better gear" system. (...) 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.

Typheron said it all.  Cool
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Typheron
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« Reply #32 on: December 30, 2005, 04:25:08 PM »

im kinda liking the way RS1 is dealing wiht the choise of equipment right now, you earn the gear via points, but the really cool stuff costs a lot and becomes more of a prestegee class where you only really earn maybe one or two spawns of it during a game.

Although current thinking in the RS dev camp is that termis my not be in the game and it will be Space Marine kill teams were working with. Probably a good choise of equipment a bit more like a deathwatch style of weapon choise. Were still not sure yet but once we know for sure what were using things will get moving fast.
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migb
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« Reply #33 on: December 30, 2005, 04:34:48 PM »

Yeah, the easiest solution is to simply leave the Terminators out of it. They are not really needed, many SM armies are fielded without any termies at all.
But there should be some different Tyranid species, just one size wouldn't fit the feel of the race.
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Typheron
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« Reply #34 on: December 30, 2005, 04:51:12 PM »

the plans we have for it have almot every single type of nid available in the end, although it depends on what game style gets voted for  when the race poll is closed, but for synapse its this, you can have 2 types of nid, synapse creatures (nid warriors) and singles. the singles are things like carnifexes and lictors which will be the more expensive one off classes. The nid warriors will have access to broods that they controll. The broods are a bit like the antlions and go where they are told. They would be made up of the smaller nids, gaunts of various types and the like. Stealers would either be a one off or based in a brood arround a broodlord.

Like i said were not sure if termis ill be in game, it may be the kill team thing mentioned with everyone in power armour lead by a hero of some kind (librarian, Captain, Chaplain, whatever works) and have access to a lot of varied equipment. Things like the hellfire round for their bolters perhaps,power weapons and the like.

So space marines will all be about the uberness of the one and the nids will be about the uberness of the many.

Or something like that, its all a work in progress and no decisions are final.
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The Vastator
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« Reply #35 on: December 30, 2005, 11:31:28 PM »

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Like i said were not sure if termis ill be in game, it may be the kill team thing mentioned with everyone in power armour lead by a hero of some kind (librarian, Captain, Chaplain, whatever works) and have access to a lot of varied equipment. Things like the hellfire round for their bolters perhaps,power weapons and the like.

this would be GREAT!
just imagine the tactical employement of different characters, like the apothecary! Considerating the use of a full tactical squad the Termies could be cut out of the game.
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migb
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« Reply #36 on: December 30, 2005, 11:36:43 PM »

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lead by a hero of some kind

Then we got the same problem again  Sad
Either we have to de-power the hero seriously, so it's at level with regular marines, or we will need a system to determine who get to be the hero...
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Wolf
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« Reply #37 on: December 31, 2005, 12:18:09 AM »

how about, when the map starts, u have 1 normal round with all basic marines, but then determining what each player did in that round they can pick dif classes, eg a player captures the item and take it back in 1 round, for the enxt round he can have a wider oppertunity of gear compared to someone who shot a few orks/nids, make what u get dependant on the round before
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Nic2
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« Reply #38 on: December 31, 2005, 01:45:47 AM »

Hehe this topic is way OT :p (gameplay suggestion not gameplay suggestions) Wink

But since it has come to this..

I think that you should have classes and that they should be picked by just selecting them and have some limitations and the fastest player gets the class first. (every other game have it like this and ppl accept it :p)
Classes can be like a guradsman to a termie.. you decide.. Tongue
But the stronger classes can be locked from start and unlocked by TEAMPOINTS (NOT individual points!!!!!!!!) and limited so only a few players can choose them.
But the weaker classes might get some better gear to even it out.
(teampoints might be aquierd like in rs1 but added whole teams points together)

! Smiley
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JEBUS
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« Reply #39 on: December 31, 2005, 02:03:31 AM »

Just use the current RS system. The better the player is with kills and points he should be able to unlock classes and weapons. But he may get more powerful but his spawns are limited unlike a normal marine where they can run into battle, cause damage, die, comeback.

I like the nids Idea but with the AI and antlion type things dose this mean it will be player controlled? I hope so Cheesy
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blackt
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« Reply #40 on: December 31, 2005, 03:36:21 AM »

well no terminators at all Huh? :cry:  :cry:  :cry:
i always loved terminators in rs 1
how about making the old system but the "uberclasses" only lasts until the player dies and takes MUCH points, so it gets a real prestige choice?
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migb
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« Reply #41 on: December 31, 2005, 02:08:04 PM »

No matter how a hero/terminator point system is made, you should not be able to gather slot points while playing as termie.
That should ensure noone stays in heavy armor all game.
I think the guardsmen have been pretty much denied player status in the previous discussion.
Better gear for weaker classes? NO, don't fit 40k universe. The only way to balance this is that everyone is either a sargent, devastator or terminator, which means no tactical marines at all...  :x
I can't really see the point in having slots unlocked by team points, it will only lead to the leading team gaining a huge advantage. I think it should either be unlocked in time, or by compleating objectives (clearing road for rhino transports, open gate etc.).

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Hehe this topic is way OT

Well, people perfere to write on an existing topic istead of starting a new one.
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The Vastator
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« Reply #42 on: December 31, 2005, 02:31:02 PM »

what I think about the tactical squad is this:
every class should have a "power".
Let me explain:
let's suppose we've got a captain, a chaplain, an apothecary and some basic marines.
The health and armor rates would be the same for all classes.
The weapons' selection should be SIMILAR for all classes (for example: everyone can take the bolter gun, but only basic marines can take the flamer), but not the exact same.
Every class should have a special ability that's in no way stronger or weaker than the others: for example, the captain could have a "rally" ability to strenghten the attacks of the team members near him, the apothecary can heal his comrades, the basic marine can use special grenades and so on.
On paper, it's seems to me that the system would be balanced, and that every class would be useful for the entire squad.

Let me know what you think, hoping that I explained well what I wanted to say Cheesy
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Wolf
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« Reply #43 on: December 31, 2005, 02:52:55 PM »

that sounds quite good but maybe the basic marines ability cud be double rate of fire for 5-15 secs, this wud be good for when u in a drastic position but i needs  a cooldown of atleast a minute as the gun heats up rapidly
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blackt
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« Reply #44 on: December 31, 2005, 03:30:39 PM »

but even the "weaker" classes wield melta guns or such in our wh40k tabletop  :wink:
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