Page 1 of 1

Basic Needs for solid gameplay + Building blocks.

Posted: Tue May 01, 2012 12:30 am
by Kudos
Cutting to the chase:

Basic requirements:

1. Friction added to animations.

I can't stand the sight of the clones and droids looking like they are skating on every level.

2. Explosion recovery.

If a thermal detonator goes off too close to your Character, his aim is interuppted and he recoils.

3. No more "vehicle teleportation."

*Rant alert* In our age of advanced gaming creation tech, why does ANY game have this anymore? There is no excuse. *End of Rant*

"Vehicle teleportation" is when a character is next to a vehicle, and presses the button to enter the vehicle. He suddenly "teleports" into the vehicle. No. Add the animations needed for clones to enter the vehicles. Don't be lazy.

To clarify, I don't think that makes for fair gamelplay when you've pounded an enemy to the last health tic, and at the last second (Don't tell me this never happened to you), he teleports into a vehicle. That's not good gameplay.

To address Kelevra specifcally, if your clone had to take time for an animation to get into a Walker, wouldn't that make it all the more special to acutally use one?

Also, as far as "how would clones get into droid ships?" the answer is: they wouldn't (I seem to recall that droids were welded into their ships as well). Clones can't get in droid ships, droids can't get in clone ships. Simple.

4. Terrain affects movement.

Movement is slower in deep snow(Hoth), clones somtimes slip on rainy ground(Kamino), etc.

5. Ragdoll physics.

No brainer.

6. More players on the field.

I'm thinking like MAG for online. There is a point where it becomes too much, but you have to admit, BF2 never fully captured the massive scale of some of the battles. At the very least, make some maps for small, squad based combat, and make others (Genosis) for full-scale war.

7. Consequently, bigger maps.

I would love to see more houses in Cloud City, more propituous trees on Endor, etc. Taking from number 6, not every map should be huge, but we could use some maps that are massive.

8. Melee combat

BF: Elite Squadron didn't get it right, BUT they placed down basic groundwork for future BF games. BF3 NEEDS melee combat. Preferaby something more than the basic "rifle slam".

9. Seamless ground to space transitions.

No load. Your decisions in space affect your ground battle and vice-versa.

10. No more "spirit spawning"

You can't just spawn behind an enemy anymore. There are designated spawn points where enemies cannot go for each side. Maybe add a solid teammate-spawn mechanic like Uncharted 3 or BFBC2. You could even allow clones to spawn in space, then fly down to the surface on dropships.

That's all I can think of, but I'm sure I'm missing something.

Here's my personal extras.

11. Climate affects the HUD.

If you are outside on Hoth, the edges of your HUD are filled with climbing frost. Moist dew clings to your hud on Kashyyyk, etc. Also, explosions send dust onto your HUD.

12. More creepy crawlies.

The Star Wars universe has hundreds of animals and dangerous flora that could be used as NPC enemies. A plant swallows your buddy whole in the dense forest. Your squad is suddenly attacked by a Wampa for venturing to close to its' cave.

13. Mildly destructible environments.

At the very least, throw in DMM (Digital Molecular Matter, the same program used in the first (good) Force Unleashed) So wood breaks like wood, metal warps, plants wobble, etc. I don't think that full-scale destruction is meant for a Star Wars game; I think it would quickly lose its' identity.

14. Classes are more special.

I'm using Team Fortress 2 as a model here. The scout has a sniper an is quicker, the heavy has the gatling gun, but is slower, you get the idea. This would make the classes more distinct, instead of just different clothes.

15. Vary the missions.

Not to get to controversial, but maybe model the main Clone campaign like a mix between Republic Commando, and CoD4. Have one mission as a clone Sniper, sent to take out a Trade Federation leader (I know, that sounds EXACTLY like One Shot, One Kill. Humor me :) Have another mission as a clone trooper manning a tank on the frontlines of the battle of Genosis, with 300 NPC's fighting all around. Or have one mission as a droid squad sent to stake out and kill an encampment of Wookies to make room for a factory.)
16. Finishers.

If a droid is low on health, your clone kicks his legs out from under him and gives him a laser round to the head. Or a wookie just tears the arms off an offending clone trooper.

17. Zero-gravity fighting.

Hey, the Republic has the tech, let's see some clones and Battle Droids fighting in space, without a ship!

Any other ideas?

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Tue May 01, 2012 8:07 am
by Kelevra
1. Friction added to animations.

I can't stand the sight of the clones and droids looking like they are skating on every level.
Sure
2. Explosion recovery.

If a thermal detonator goes off too close to your IGC, his aim is interuppted and he recoils.
Sure.
3. No more "vehicle teleportation."

*Rant alert* In our age of advanced gaming creation tech, why does ANY game have this anymore? There is no excuse. *End of Rant*

"Vehicle teleportation" is when a character is next to a vehicle, and presses the button to enter the vehicle. He suddenly "teleports" into the vehicle. No. Add the animations needed for clones to enter the vehicles. Don't be lazy.
As much as I would love to spend several minutes watching stormtroopers climb up an AT-AT's leg and shimmy over to the cockpit every time I want to enter one, I'd rather have the teleportation for convenience sake.
4. Terrain affects movement.

Movement is slower in deep snow(Hoth), clones somtimes slip on rainy ground(Kamino), etc.

5. Ragdoll physics.

No brainer.

6. More players on the field.

I'm thinking like MAG for online. Feel free to refine this suggestion.

7. Consequently, bigger maps.

I would love to see more houses in Cloud City, more propituous trees on Endor, etc.
Sure x4.
8. Melee combat, and finishers.

Bash with weapon. If an enemy is weak, kick his legs out and slam the butt of your rifle into his helmet. (Finishers vary based on class).
Fun fact: I've taken a rifle butt to the helmet. It disoriented me and gave me a headache for the next couple hours, and nothing more. And that's just a typical kevlar brain bucket, not advanced future space-armor. I also doubt a rifle butt would have much use against a robot.
9. Seamless ground to space transitions.

No load. Your decisions in space affect your ground battle and vice-versa.
Sure.
10. No more "spirit spawning"

You can't just spawn behind an enemy anymore. There are designated spawn points where enemies cannot go for each side. Maybe add a solid teammate-spawn mechanic like Uncharted 3 or BFBC2. You could even allow clones to spawn in space, then fly down to the surface on dropships.
Blocking off sections of the map to players sort of breaks the flow of things. There should be a system where if an enemy is within a spawn area, players will not spawn within a certain distance of them. At the very least they'll spawn out of his/her line of sight.
11. Climate affects the HUD.

If you are outside on Hoth, the edges of your HUD are filled with climbing frost. Moist dew clings to your hud on Kashyyyk, etc. Also, explosions send dust onto your HUD.
Sure
12. The locals join in.

Maybe the locals on certain planets join in the fight on some planets. Wookies on Kashyyyk, Genosians on Geonosis, etc.
Could have sworn that already happened.
13. Mildly destructible environments.

Maybe?? At the very least, throw in DMM (Digital Molecular Matter, the same program used in the first (good) Force Unleashed) So wood breaks like wood, metal warps, plants wobble, etc.
If it makes sense, sure. Knifing through walls like in Bad Company would just be silly.
14. Classes are more special.

I'm using Team Fortress 2 as a model here. The scout has a sniper an is quicker, the heavy has the gatling gun, but is slower, you get the idea.
Eh.

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Tue May 01, 2012 10:06 am
by Chaos
Awesome! I agree with everything except 10, 14, and 13.
10: no, I don't want that.
13: Only mild? Everything should be destructible. Even to extremes, like a capital ship could blow a crater in the middle of the battlefield.
14: I don't want classes.

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Tue May 01, 2012 12:33 pm
by DarthRevan19
there very good ideas

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Thu Aug 02, 2012 11:12 am
by Wannahelp1
K. I love it. I do want everything destructible, because let's face it, war is hell. Seeing an At-TE fall on a teammate, another person lifted up by a Geonosian and then dropped from 100 feet in the air, all why a capital ship, as said before, crashes and kicks up shock-waves and destruction all over. I have a post for melee, and how you can learn all these different types of moves and stamina. I have to find the url but yeah. I agree with the classes, and I'm curious why any one would not want one. Also, there should be ammo caches that can be destroyed, and so transports have to bring down more, along with medical supplies and such....
I also noticed you didn't mention Jedi, do you not want them?

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Thu Aug 02, 2012 7:22 pm
by Kudos
Wannahelp1 wrote:K. I love it. I do want everything destructible, because let's face it, war is hell. Seeing an At-TE fall on a teammate, another person lifted up by a Geonosian and then dropped from 100 feet in the air, all why a capital ship, as said before, crashes and kicks up shock-waves and destruction all over. I have a post for melee, and how you can learn all these different types of moves and stamina. I have to find the url but yeah. I agree with the classes, and I'm curious why any one would not want one. Also, there should be ammo caches that can be destroyed, and so transports have to bring down more, along with medical supplies and such....
I also noticed you didn't mention Jedi, do you not want them?
I would still like the Jedi to make an appearance, but several factors need to be in place.

1. Friction still needs to be applied to their animations. They were the worst offenders as far as looking like they were "skating" on the maps.

2. Don't let them jump as high as they could in BF2.

3. The "half-regenerative" lightsaber health bar needs to be gone. Instead, they automatically block blaster shots (they can be overwhelmed, though), and there needs to be a lightsaber combat minigame when they fight other Jedi/Sith, so they're not just whaling at each other.

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Fri Aug 03, 2012 11:55 am
by Terrabyte20xx
I think most of this is good, except for a couple of things, most of which Kelevra has already said.

The melee attacks can easily be fixed, Vibroblades instead of a Riffle butt.

As for vehicle teleportation, it's a must for some of this stuff, how would you get into a droid star fighter as a clone?
Chaos wrote:14: I don't want classes.
But that kinda defeats the whole gameplay if there are none.

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Sat Aug 04, 2012 8:28 pm
by Wannahelp1
How would you get a clone into a droid star fighter?
I would just say you don't. It instead gives you the option to destroy, or sabotage the ship.
Also, for the Jedi, I agree with the friction, the Jedi rarely used their powers because it tired them out so fast. Perhaps, you can choose to be a Jedi or Clone/Droid/StormTrooper/anything, and you level up for different things. But getting killed takes away some of your experience, so only the really good Jedi players who deserve the best things can get the best, hence the Jedi Masters and such...But I do like Melee, someone said different lightsabers stances that simply work better or worse on other stances. I also like the little minigame, but would troops be able to interfere?

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Sun Aug 19, 2012 6:02 pm
by USSZim
I really like all of your ideas. Especially the animation for climbing into vehicles. It seems like Halo is the only one to do this, but it works really well. It doesn't make sense to warp into vehicles and the animation only takes a few seconds.

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Tue Aug 21, 2012 9:44 am
by Wannahelp1
Exactly. Also, should there be a cover system like in Ghost Recon: Future Soldier? Because that works well for fire fights that we see and saw all too often...Also, does Halo have customizable armor?

Re: Basic Needs for solid gameplay + Building blocks.

Posted: Tue Aug 21, 2012 9:54 am
by Wannahelp1
Also, here's the name of my Weapons and Abilities Post-

Weapons and abilities

Yeah I know lol