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Twitwi's 15 suggestions.


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16 replies to this topic

Poll: Twitwi's 15 suggestions. (16 member(s) have cast votes)

Which one of the ideas did you like the most (you don't have to vote)

  1. 1 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  2. 2 (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. 3 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  4. 4 (2 votes [12.50%] - View)

    Percentage of vote: 12.50%

  5. 5 (0 votes [0.00%])

    Percentage of vote: 0.00%

  6. 6 (3 votes [18.75%] - View)

    Percentage of vote: 18.75%

  7. 7 (0 votes [0.00%])

    Percentage of vote: 0.00%

  8. 8 (0 votes [0.00%])

    Percentage of vote: 0.00%

  9. 9 (2 votes [12.50%] - View)

    Percentage of vote: 12.50%

  10. 10 (0 votes [0.00%])

    Percentage of vote: 0.00%

  11. 11 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

  12. 12 (0 votes [0.00%])

    Percentage of vote: 0.00%

  13. 13 (3 votes [18.75%] - View)

    Percentage of vote: 18.75%

  14. 14 (2 votes [12.50%] - View)

    Percentage of vote: 12.50%

  15. 15 (1 votes [6.25%] - View)

    Percentage of vote: 6.25%

Vote Guests cannot vote

#1 Twitwi

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Posted 14 July 2010 - 07:05 PM

Format: NameDetails

1) Dynamic ammo supply – When there is so many players it’s hard to acquire grenades
2) Client side or unlimited health in chargers – you literally stand in line (and if you are nr 2 or more you’re out of luck)
3) Healing animations – maybe they do a necromancer dance (no just kidding, but it’s hard to tell when you’re finished healing someone, and no making a process bar does not satisfy me)
4) Hacking minigame – to speed up hacking time, its kinda doll standing in one place preparing for war.
5) More music - (obviously)
6) Attributes or classes – When a player is selected to do a task, he is most likely to complete (example, if medic then he would heal players. Remember that there were rebel medics in hl2)
7) Disable pick a team – replace it with random, it’s an unnecessary menu, it’s better just picking in settings if you want to be overwatch or not
8) Make some get A to B objectives – A is my ****, B is your mama’s ****. Task completed.
9) Paint your combines with your tag – Just like you can import sprays you should be able to import a logo on their backs.
10) Players may use manhacks as melee weapons - when they are dead are dead, of course
11) Cook a live grenade when you are dyeing – If you have a grenade, and you know you soon will die, take one for the team… do a sacrifice.
12) Remove HEV suit chargers – you have no suits, they have no use.
13) Get a female announcer on the overwatch side – if you remember (or if you turn on subtitles in hl2) you’ll keep getting notified by an overwatch secretary [Insert alternative job]
14) Make last man standing a quicker healer – Everyone needs a buddy.
15) A progress bar when hacking – Lower middle alignment.

What do you think? (Oh and tell me if I have any spelling mistakes… Kinda doesn’t count.)


NB1: Now some of these features may all ready be implanted in the next update, but this was just what I had written down/ felt missing.
NB2: Some of them may cause overpower/unbalance, but they don’t all need to be added, just thought they were genius some of them.

#2 Shawn

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Posted 14 July 2010 - 07:11 PM

A hacking minigame sounds good; I really liked the hacking process in Dystopia (clicking which program to use, etc.), maybe you guys could do something like that?

#3 AndY

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Posted 14 July 2010 - 07:11 PM

Just as a side note, in a few weeks, we'll have a much better way to vote on a big group of ideas/suggestions. :p

I think you're going to love it.

#4 Twitwi

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Posted 14 July 2010 - 07:15 PM

View PostShawn, on 14 July 2010 - 07:11 PM, said:

A hacking minigame sounds good; I really liked the hacking process in Dystopia (clicking which program to use, etc.), maybe you guys could do something like that?

I was thinking more like the minigame in moonbase alpha (Free game on steam, check it out)
Just for the simplicity

View PostAndY, on 14 July 2010 - 07:11 PM, said:

Just as a side note, in a few weeks, we'll have a much better way to vote on a big group of ideas/suggestions. :p

I think you're going to love it.

Sweet, but what do you think of my ideas?

#5 AndY

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Posted 14 July 2010 - 07:38 PM

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

1) Dynamic ammo supply – When there is so many players it’s hard to acquire grenades
2) Client side or unlimited health in chargers – you literally stand in line (and if you are nr 2 or more you’re out of luck)
3) Healing animations – maybe they do a necromancer dance (no just kidding, but it’s hard to tell when you’re finished healing someone, and no making a process bar does not satisfy me)
You'll need to explain #1 a bit better, probably in its own thread.
I don't think #2 will be necessary once players will have the ability to heal one another.
As for #3, animations will definitely come once we're all happy with the mechanics behind the revive feature.

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

4) Hacking minigame – to speed up hacking time, its kinda doll standing in one place preparing for war.
5) More music - (obviously)
6) Attributes or classes – When a player is selected to do a task, he is most likely to complete (example, if medic then he would heal players. Remember that there were rebel medics in hl2)
I think #4 needs its own thread as well and more discussion.
#5 - Definitely. How did you guys like the overall "feel" of the main menu music?
#6 - Classes, meh. Attributes.. Seems like a better idea. Also needs its own thread!

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

7) Disable pick a team – replace it with random, it’s an unnecessary menu, it’s better just picking in settings if you want to be overwatch or not
8) Make some get A to B objectives – A is my ****, B is your mama’s ****. Task completed.
9) Paint your combines with your tag – Just like you can import sprays you should be able to import a logo on their backs.
#7 - Yep, that's already being implemented.
#8 - That's more of a "scavenger hunt" game type. Definitely will happen, but it's more map-specific (and doesn't need a whole lot of code). If we don't get around to making a map with this game type soon, I'm sure the community will.
#9 - That's actually a very interesting idea. Waiting to see what others think.

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

10) Players may use manhacks as melee weapons - when they are dead are dead, of course
11) Cook a live grenade when you are dyeing – If you have a grenade, and you know you soon will die, take one for the team… do a sacrifice.
12) Remove HEV suit chargers – you have no suits, they have no use.
#10 needs a bit of work and might need a few extra animations, not something we'd like to tackle just yet.
#11 - I'd rather have it drop so that others on your team could make use of them. What do you think?
#12 - Yep.

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

13) Get a female announcer on the overwatch side – if you remember (or if you turn on subtitles in hl2) you’ll keep getting notified by an overwatch secretary [Insert alternative job]
14) Make last man standing a quicker healer – Everyone needs a buddy.
15) A progress bar when hacking – Lower middle alignment.
#13 the combine announcer is being added with a few other HUD indicators that give you better feedback about what's going on (units under attack, units lost, objective lost, etc..).
#14 - I like that idea. Going to bring it up during our next brainstorming session.
#15 - Already in the works.

View PostTwitwi, on 14 July 2010 - 07:05 PM, said:

What do you think? (Oh and tell me if I have any spelling mistakes… Kinda doesn’t count.)


NB1: Now some of these features may all ready be implanted in the next update, but this was just what I had written down/ felt missing.
NB2: Some of them may cause overpower/unbalance, but they don’t all need to be added, just thought they were genius some of them.
Our dev process is extremely flexible, so we can easily implement/prototype/test new features and gauge the impact they have on overall gameplay and balance before pushing them into a stable build. We'd even be willing to push some of them out to the public, get your feedback, then either cut it or improve on it.

#6 PixilatedPunk

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Posted 14 July 2010 - 10:23 PM

Thank you for the suggestions TwiTwi.

#7 elite879

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Posted 15 July 2010 - 01:04 PM

Brilliant work TwiTwi.

I like the dynamic ammo supply idea as it was very useful in l4d

#8 Tucker

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Posted 20 July 2010 - 01:04 AM

3, 9, 12, 13

<3

Edit: Had a funny thought. What if you could have stripes (or some other design) on your soldiers or even change their colors completely? Ok, now imagine being swarmed by an army of pink soldiers, raping you with their shotguns.

Another edit: If we get that option to customize our soldier's looks, we should do the same fore rebels. I'd also like to see some combine looking rebel playermodels.

#9 Tweevle

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Posted 20 July 2010 - 05:22 AM

View PostTucker, on 20 July 2010 - 01:04 AM, said:

Edit: Had a funny thought. What if you could have stripes (or some other design) on your soldiers or even change their colors completely? Ok, now imagine being swarmed by an army of pink soldiers, raping you with their shotguns.

Another edit: If we get that option to customize our soldier's looks, we should do the same fore rebels. I'd also like to see some combine looking rebel playermodels.

Maybe instead of picking colours, we could choose from a set of different skins for the soldiers, and people could submit new ones that would be added if they were of a high enough quality. E.g:

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Also rebels:

Posted Image

#10 Typhonarick

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Posted 20 July 2010 - 08:47 AM

or take models in cinematic mod ^^

#11 Sir Quissibell of Nargeles

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Posted 20 July 2010 - 09:03 AM

4 & 15 without a doubt, so it's a pity I cannot vote for two four things at once, oh 9 & 8 are good as well.

#12 A1win

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Posted 20 July 2010 - 10:10 AM

Personally I'd prefer infinite ammo supplies. It's just too annoying in multiplayer games when someone picks up all the ammo in front of you even if it's not intentional and even if that person needed it more than you. It'd be much more fun if the ammo would always be there when you went for resupply. Of course the ammo shouldn't be lying around everywhere in this case, otherwise there would be no need for ammo to begin with. In other words: infinie ammo resupply placed outside the combat areas so it takes some time to resupply.

We discussed adding an ammo crate similar to the ones in HL2 singleplayer, but which would restore ammo to all the weapons you are carrying, except some powerful stuff like grenades and RPG ammo, which would have their own infinite crates that wouldn't give any other ammo.

However, even if most maps would use this method, I wouldn't want it to be the only way for a mapper to go, even if I personally preferred it, to add more variety to the mod. Limited ammo supply might be interesting for some survival maps, for example. Maybe somehow limit the amount of ammo per player, not for the entire team?

#13 braddollar

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Posted 20 July 2010 - 12:00 PM

As far as the ammo goes, I'm a big fan of the way that Zombie Panic Source handles ammunition. At least on some of the maps, the ones where it is somewhat scarce. You can carry a bunch of ammo, and a bunch of different ammo, but it'll slow you down. You can also drop it so that you can give your teamates some ammo if needed.

#14 Shisnopi

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Posted 21 July 2010 - 10:32 AM

Having each individual ammo have some kind of weight has always been cool for mods that want some realism. But if you're game is about taking waves of enemies, capturing objectives, and helping out teams; the last thing you want to deal with is being slowed down by the one thing that's keeping you alive. Guns and ammunition.

Infinite ammo crates can cause "camping grounds" if placed incorrectly. I also like the idea for survival maps where you have limited ammo, but I think if you limit a player's ability to hold multiple guns( i.e. only having a primary, secondary, 2 grenades, and a melee) then you also decrease the chance of players not finding enough ammo. If there are a few extra guns and ammo, I player can easily switch weapons if he/she is out of another.

#15 Sir Quissibell of Nargeles

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Posted 21 July 2010 - 10:42 AM

I agree with the fact that inf ammo areas can cause huge amounts of camping, so why not turn them into killzones to force the choice of "Do I keep going and risk running out of ammo or do I go for the ammo and risk getting mown down by the enemy?"

#16 braddollar

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Posted 21 July 2010 - 12:55 PM

What if the ammo crates were inside of areas where the OW can spawn units?

#17 Halsh

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Posted 21 July 2010 - 01:30 PM

If they're in the areas the OW can spawn units then it wont do the players any good: you cannot go into the areas the OW spawns units, unless they're coming down with ripcords which are special "traps" rather than actual spawns.

I prefer the idea that the infinite ammo is placed in an area that you will die in if you stick around for too long in; assuming you can safely get to the box, open it to restock and run off without dieing or losing considerable amounts of health it'll be well done. Placing the ammo near or in the spawning area near the start, assuming a linear map, allows the Resistance the choice between pull back and potentially allow the OW to recapture ground, or push onwards and hope for ammo.





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