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A Big Suggestion Thread For Small Suggests


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#61 AndY

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Posted 16 July 2010 - 09:58 AM

View PostDaFox, on 15 July 2010 - 01:33 PM, said:

Definitely, Maybe make it L4D style where you cannot see the glow when they are moving very slowly.
I like this idea. We were just about to implement a sort of "glow" system to make it easier for the GM to see what's going on, but yeah, that seems like a neat idea.

Players could then use stealth and not be as noticeable.

We'll have to test this out and see how well it works.

#62 Isak

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Posted 17 July 2010 - 05:26 AM

Eh, might as well post a couple ideas here.

General Ideas:
Bonus Points - Get these from damaging rebels and killing them. Could be used to buy special units?

Maps:
Objective Maps - Give the Rebels a simple objective and a time limit. Give the Overwatch ways to defend the objective. Let them duke it out.
Campaign Maps - A series of simple objectives leading to a climax boss fight or such.

Units:
Combine APCs - Only on larger maps. Expensive, only seriously damaged by rockets or grenades.
Scanners - A special unit which would highlight all the rebels on the map for a period of time. Destructible.
Shield Scanenrs - Destructible special units which would be controllable and would drop Hopper Bombs onto specified areas.
Headcrab Shell - A special ability which could be shot to any location on the map. Deals explosive damage and would release three headcrabs of a selectable type. Headcrabs are hostile to Combine.
Mortar - A special ability which could be shot to any location on the map. Deals large explosive damage.
Gunship - A very expensive and special ability which could be positioned on any location of a map. Fires at rebels below and only leaves after a period of time or until destroyed.
Hunter-Chopper - Similar to the Gunship, except drops bombs as well.
Rollermine - Jumps at Rebels. Yeah.

Buildings:
Headcrab Sheller - Would be required (on objective maps) to fire headcrab shells.
Ceiling Turrets - Stationary turrets which fire at any enemy in view.
Floor Turrets - Very difficult-to-destroy turrets found only on specific maps.
Cameras - Pre-set at the start of the round. Special unit which highlights all rebels in its view radius for ten/fifteen seconds. Indestructible.
Snipers - Snipers. Fairly inexpensive, easily killed.

Yeah, ideas are fun.

#63 Shisnopi

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Posted 18 July 2010 - 08:04 PM

Don't know if this has been mentioned before.

Proximity voice chat.

Rebels near each other can hear each other clearly while those who are tailing behind will sound feint. Also if combine are near players the OW can hear them as long as they're alive.

Also, spectating players can be heard by the OW and not other players.

#64 CCCPkiller

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Posted 23 July 2010 - 04:04 PM

I like Isak's idea, but theyre also needs to be dropships, maybe they can be used as a helicopter (as in the real world :p) transport, have a building where dropships go after u purchase one, to pick up the things that carry the combine into battle, but instead, they go and pick up combine, then can transport them to a certain part of the map, (btw the things that the dropships carry, those can be destroyed if, by any luck or chance, a rebel finds a RPG, can kill all of the combine inside it.) back to the dropship, it can't actually explode, but after taking a certain amount of damage, must fly away.

#65 OJ191

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Posted 25 July 2010 - 06:14 AM

Assuming some form of resources, collection should increase depending on how many players there are. Maybe increase if the rebels are doing exceptionally well, but decrease for a time when they complete an objective.

#66 OJ191

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Posted 25 July 2010 - 06:19 AM

When player is killed by a headcrab, spawn a zombie of that type! (assuming headcrabs will be present).

Sorry for double post, don't have full features with ingame browser.

#67 A1win

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Posted 25 July 2010 - 06:34 AM

View PostOJ191, on 25 July 2010 - 06:14 AM, said:

Assuming some form of resources, collection should increase depending on how many players there are. Maybe increase if the rebels are doing exceptionally well, but decrease for a time when they complete an objective.
The resource system (how much resources he gets at round start and how fast he gets more resources) and the number of units the Overwatch can have at the same time will fully depend on the number of players in the rebel team.

#68 Jgoodroad

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Posted 26 July 2010 - 11:03 PM

I would like a modified shotgun, I love shotguns, I really do... and I was messing with console commands and the shotgun is highly editable (from dmg per pellet to ammo count, even how many pellets are fired,) what I would suggest (perhaps when the game is released in the future or in an update past that) is a shotgun with more pellets (reduced dmg to balance) a tighter spread, and less ammo in a clip*. The way I think of it is that the rebels don't seem like the kind of individuals who would keep their weapons in their original state, I think they would make their own shells (and pack them with scrap metal or glass...for that extra kick) and I am sure a few would modify the gun itself (like adding a homemade silencer, or sawing off the barrel),

THE GIST of what I am saying is either to add more weapons, modified versions of the original weapons, and/or some kind of weapon upgrade system.

*I was thinking a double barrel shotgun? or maybe a repeater shotgun.

#69 Halsh

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Posted 02 August 2010 - 12:19 AM

I don't think any kind if weapon upgrade system that I can think of would work in Overwatch; at best, you may find better guns throughout the level as you progress. I can't really see a member of the resistance in the midst of a fight shout over the wall to a comrade: "Hang on a bit, I'm just adding a silencer to my shotgun." while the combine forces are coming with gifts of death. It would also make weapons overly complex in the game setting: you have a gun, it shoots stuff, this is a different gun, it shoots stuff differently; not you have a gun, but it only has +2 to reload and -1 to damage so you might want to grab that gun over there with the +1 to reload but without the -1 to damage, but if you attach this scope it'll do +2 damage.

It would also be highly unfair to the Overwatch player as they can't possibly know who is carrying the Shotgun Of Awesome or the Sub-Machine Gun of Indiscriminate Justice, which would lead to a load of "wtf?" moments as what should have been a sucessful ambush turns into a turkey shoot as they pull out their upgraded gear and turn your fighting force you've been gathering and growing into a lump of dead stuff and go on with their day; and even if they CAN see who has what, for it to be worth implimenting it's going to become the whole point of the game for the Overwatch player to make that person dead and keep them dead. It will also artificially make some resistance players more valuable dead than others, rather than the more natural "This guy is good, I should kill them to decrease their fighting effectiveness.".

Speaking of the shotgun, it seems to be way more effective for long range gunfights than the SMG.

#70 Jgoodroad

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Posted 13 August 2010 - 10:43 PM

View PostHalsh, on 02 August 2010 - 12:19 AM, said:

I don't think any kind if weapon upgrade system that I can think of would work in Overwatch; at best, you may find better guns throughout the level as you progress. I can't really see a member of the resistance in the midst of a fight shout over the wall to a comrade: "Hang on a bit, I'm just adding a silencer to my shotgun." while the combine forces are coming with gifts of death. It would also make weapons overly complex in the game setting: you have a gun, it shoots stuff, this is a different gun, it shoots stuff differently; not you have a gun, but it only has +2 to reload and -1 to damage so you might want to grab that gun over there with the +1 to reload but without the -1 to damage, but if you attach this scope it'll do +2 damage.

It would also be highly unfair to the Overwatch player as they can't possibly know who is carrying the Shotgun Of Awesome or the Sub-Machine Gun of Indiscriminate Justice, which would lead to a load of "wtf?" moments as what should have been a sucessful ambush turns into a turkey shoot as they pull out their upgraded gear and turn your fighting force you've been gathering and growing into a lump of dead stuff and go on with their day; and even if they CAN see who has what, for it to be worth implimenting it's going to become the whole point of the game for the Overwatch player to make that person dead and keep them dead. It will also artificially make some resistance players more valuable dead than others, rather than the more natural "This guy is good, I should kill them to decrease their fighting effectiveness.".

Speaking of the shotgun, it seems to be way more effective for long range gunfights than the SMG.

I really don't mind if there is a level upgrade system for overwatch... but I was thinking of something along the lines of "you use the smg often, you have gotten many, many kills, so your dmg output for the smg has been increased by 1," which would make sense since the more you use a gun, the better you get (of course dmg would be a bit odd, perhaps things along the lines of "faster reloading time, slightly larger clip, or more accuracy/less recoil" the same could be said with all guns, even grenades.

BUT THAT'S NOT THE POINT :D.... I was thinking more of expanding the game with custom weapons/ variations of weapons (silenced smgs for example), or simply more shotguns... (which they might have been planing to do all along.)
I love shotguns.

#71 Rukus

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Posted 14 August 2010 - 10:55 PM

I'd like to see the Riot Shield nerfed a little. I had a few ideas.
1. Give the Shield a health bar with a very high threshold. Something that prevents them from standing solo in a corner against a massive army of combine.
2. Make it a primary weapon replacement.

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I'd like to see the rebels nerfed, making them make a choice between a shotgun or an SMG to carry
(Gordon Freeman may have a portable gun-rack, but rebels don't)

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As you hack the terminals in ow_citadel the citadel should begin falling apart; or better yet make it so the GM can tear it apart as more are hacked. I'm talking falling ceilings, explosions, electricity arcing across certain areas, a massive kamikaze scanner hoards, etc.

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I'd like to see stalkers as some sort of support unit that performs technical tasks that direct the course of the battle for the rebels; closing doors, opening spawn, etc. This would make the rebels have to prioritize off the main task to take out the stalker.

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I'd like to see headcrab shelling more often.

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I'd like to see a capture point map with territories being contested over by the rebels and combine.

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I'd like combine snipers.

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In order to give the rebel team some preparation, whenever a mob of 12 or more combine come within 10ft of an area music should start playing. I suggest this music http://www.youtube.c...h?v=zlD5uvOt_Sw

#72 Jgoodroad

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Posted 18 August 2010 - 10:07 PM

can we get a crossbow at the beginning of breach? I know, I know... the developers here don't care for sniper rifles because maps wouldn't really have the proper long site lines. but I would suggest simply having...

A. only one crossbow, so only one rebel can use it. much like the limit on the riot shield
B. map specific, only on maps with fair lines of sight and/or height advantage
C. limited ammo, a full clip would be ok since it can really only take out 11 combine... if that's too little you can always spawn stashes depending on whether or not the crossbow has been picked up, I.E. crossbow has full ammo, and when a player picks up the weapon it spawns some extra bolts in one of the adjacent buildings (perhaps after the first objective)

the positives would be that you can give your team support fire, without having to pistol enemies from medium range.

FOR EXAMPLE: say the first objective (combine force field generator) is currently being captured, everyone but you is capturing the adjective. when you see a squad of shotgun combine run from behind the field to try and ambush your squad, you can at least provide covering fire and VIP target elimination while your team finishes securing the objective,
EXAMPLE TWO, the OW decided to place a turret on the skybridge after the first objective, and your teammate that was carrying the grenade dies from it's fire, now you could backtrack to find a grenade, or leg it. but If you had a sniper (and were a decent shot) you could shoot the turret, the force from the steel rod would knock it over, (you could also do the same thing with the magnum... which can also be used as a support gun)
EXAMPLE THREE, your team is under fire in the last area, you have the height and somehow managed to keep your bolts (limited ammo) so you can sniper a few targets and allow some of your team to push as well as focus more attention on the rear flank.

but the crossbow also works at close-medium range, you can stay a few meters behind your squad and still give covering fire, or you can lead the assault through one of the adjacent buildings.

and if you think about the player w/ the crossbow camping, the OW can always just save and then activate the manhack trap, and send them all to the campers location, then spawn some troops and try to finish him off while he is separated from the group.

Breach is so far the only map where on several occasions I wish I had a crossbow, or at least a magnum, instead I can only peck away at the combine from a distance with my pistol

and if you make classes (I.E. sniper, assasin (doesn't show up on radar (mini-map)) medic, ect) you would most likely have to add class limits or make it really...really balanced. Just a thought if you were going to make a sniper class w/ a crossbow and magnum (deadly combo) which could result in a team full of crossbow spamers

Bonus example: as of now you can get on top of the shop sign... that would be a cool place to snipe from IMO

#73 Shryko

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Posted 22 August 2010 - 09:45 AM

Riot shield health? I think it makes sense, but, a good OW player will notice that only 1 person is getting the attention, and pull away the forces... oh, and if the 1 person is trying to capture any points (as I've tried in Citadel), then the AI will cause the OW to move in/around, and the person will be flushed out or killed eventually... would need to be REALLY high health for the shield to still provide a balanced gameplay, I think.


choice between shotgun or smg would be good, but I think the smg would need to be a tiny bit more powerful (I think just a bit larger clip) to be more balanced between it and the shotgun.


The capture point map would be up to mappers, I think, but would be awesome to see.


Swarm-incoming warning would be interesting... though, what preparations would they be able to make that they wouldn't do for a smaller group of combine? I can't think of anything.


other than that, I agree that breach should have some form of sniping (however limited). Although, I think that the ammo spawn should be at the spawn (where the rifle would be found), and only appear when the person runs out of ammo. (thus making it very strong at the start of the map, with practically unlimited ammo, but very much less useful later, as the person wouldn't likely run all the way back just to get more ammo, they'd just switch to a more common weapon)

I'd also add the idea that the player have to give up either their shotgun or smg in order to get the sniper.

#74 Alchemistlord

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Posted 22 August 2010 - 04:37 PM

A quick suggestion for Riot Shields: Have the wearers slow down when holding/using them or no sprint. And probably make the Overwatch a little stronger unit-wise or cd-wise.

#75 Dr. Who

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Posted 22 August 2010 - 05:03 PM

The Overwatch could really use a select all units button, as well as grouping units into a buttons as well. Those are very basic RTS elements, and would make selecting units for the over watch a lot easier then trying to scroll across the map to find them all.





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