So what do you think of the layout for the game I am making?

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Hyper-space

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MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
One thing about the demolition mode, what will happen if the other team defuses it? will the game just end? also, i am pretty sure it would end up in a cluster-fuck of frags endlessly showering the bomb site, rendering any attempt at defusing the bomb meaningless.

But im not going to completely harp on you, i like where you are going, so heres a bit of constructive criticism. I like the idea behind the stalker mode, what i think you should focus more on is having COMPLETELY unique game modes, instead of having the same old team-deathmatch/demolition shtick. As the gameplay is really, really like CS sprinkled with Crysis Online power-ups, i think having unique-only game modes would be the hook which would bring something worthwhile to the table, as really, why would people play your game if they already have CS and Crysis Online?.

So my advice would be to focus on developing the stalker mode and brainstorm a few new ideas for game modes. Just keep going at it and you will hit that stride.
Stalker and Holdout are two of the most original ideas I have had for this game. It does differ from crysis and CS, but I get where your going.
I think adding more squad oriented features such as holdout could fulfill your wish for a more team-play oriented FPS. Maybe a respawn system akin to Battlefield: Bad company 2? dunno, just spit-balling.

I think having a "class" system like battlefield, where everyone has a specific role (such as medic, engineer, etc.) is the key to team-play. Maybe also adding more incentives to work as a group, such as giving more points/credits if players cooperate. Either way, you will probably do fine.
 

Hero in a half shell

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I don't think there is any appeal in another 2 teamed vs. 'realistic' FPS shooter, If you look at the market we are at the beginning of a change in pace, to less realism in our multiplayer FPS's: Duke Nukem and Bulletstorm being prime examples. People have COD or MOH for their serious modern military team matches. The game would be a lot more exciting if it had a less realistic feel to it. I mean in the way of more imaginative guns, not just differing magazine size, firerate and damage, but having a gun that shoots cheese grating wire to dissect people, or a gun that creates pitfalls filled with rabid hamsters, you may not want guns as extreme as that, but look at halo for ideas on making imaginative guns, a pistol that you can charge up to release a single, devastating blast, grenades that stick to you, a gun that the bullets are exploding shards that lock onto people.

Your idea of using buffs on people to encourage teamwork sounded good, similar to the medics role in TF2, but if you could extend that to buffing say damage, speed, etc. have two people able to perform higher jumps using each other, so better sniping positions are only possible to get to by two people (or more)

As someone mentioned, you need to find a unique selling point for your game, and focus on that. If it is teamwork, then make sure you properly reward working as a team, if it is the money system, then make sure it cannot be abused, and adds something fundamental to the game.
 

MASTACHIEFPWN

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Mar 27, 2010
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Hyper-space said:
MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
One thing about the demolition mode, what will happen if the other team defuses it? will the game just end? also, i am pretty sure it would end up in a cluster-fuck of frags endlessly showering the bomb site, rendering any attempt at defusing the bomb meaningless.

But im not going to completely harp on you, i like where you are going, so heres a bit of constructive criticism. I like the idea behind the stalker mode, what i think you should focus more on is having COMPLETELY unique game modes, instead of having the same old team-deathmatch/demolition shtick. As the gameplay is really, really like CS sprinkled with Crysis Online power-ups, i think having unique-only game modes would be the hook which would bring something worthwhile to the table, as really, why would people play your game if they already have CS and Crysis Online?.

So my advice would be to focus on developing the stalker mode and brainstorm a few new ideas for game modes. Just keep going at it and you will hit that stride.
Stalker and Holdout are two of the most original ideas I have had for this game. It does differ from crysis and CS, but I get where your going.
I think adding more squad oriented features such as holdout could fulfill your wish for a more team-play oriented FPS. Maybe a respawn system akin to Battlefield: Bad company 2? dunno, just spit-balling.

I think having a "class" system like battlefield, where everyone has a specific role (such as medic, engineer, etc.) is the key to team-play. Maybe also adding more incentives to work as a group, such as giving more points/credits if players cooperate. Either way, you will probably do fine.
Well, each player on the holdouts side can set up a GPR (ground planted radar) which can be used to detect enemies in the area. Players can also choose a Medic package which they can heal teamates with. You can only have one of these at a time, and the use of them is imparitive to squad survival.
 

Hyper-space

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MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
One thing about the demolition mode, what will happen if the other team defuses it? will the game just end? also, i am pretty sure it would end up in a cluster-fuck of frags endlessly showering the bomb site, rendering any attempt at defusing the bomb meaningless.

But im not going to completely harp on you, i like where you are going, so heres a bit of constructive criticism. I like the idea behind the stalker mode, what i think you should focus more on is having COMPLETELY unique game modes, instead of having the same old team-deathmatch/demolition shtick. As the gameplay is really, really like CS sprinkled with Crysis Online power-ups, i think having unique-only game modes would be the hook which would bring something worthwhile to the table, as really, why would people play your game if they already have CS and Crysis Online?.

So my advice would be to focus on developing the stalker mode and brainstorm a few new ideas for game modes. Just keep going at it and you will hit that stride.
Stalker and Holdout are two of the most original ideas I have had for this game. It does differ from crysis and CS, but I get where your going.
I think adding more squad oriented features such as holdout could fulfill your wish for a more team-play oriented FPS. Maybe a respawn system akin to Battlefield: Bad company 2? dunno, just spit-balling.

I think having a "class" system like battlefield, where everyone has a specific role (such as medic, engineer, etc.) is the key to team-play. Maybe also adding more incentives to work as a group, such as giving more points/credits if players cooperate. Either way, you will probably do fine.
Well, each player on the holdouts side can set up a GPR (ground planted radar) which can be used to detect enemies in the area. Players can also choose a Medic package which they can heal teamates with. You can only have one of these at a time, and the use of them is imparitive to squad survival.
Cool, but with the stalker mode you need to be sure that there is some level of stealth involved, like an extra-shadowy map where stalkers could ambush.
 

Jonny49

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I like the Holdout mode, but beyond that it seems both very mundane and very ambitious. If your going to explore anything here, let it be with the weapons and levels.

Come up with insane weapons that do crazy things, and maps with lots of interaction. Also options. Give the player as many options as possible. One-hit-kill, melee only, zero gravity, zombie mode ect.

Good luck anyhow.
 

MASTACHIEFPWN

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Mar 27, 2010
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Jonny49 said:
I like the Holdout mode, but beyond that it seems both very mundane and very ambitious. If your going to explore anything here, let it be with the weapons and levels.

Come up with insane weapons that do crazy things, and maps with lots of interaction. Also options. Give the player as many options as possible. One-hit-kill, melee only, zero gravity, zombie mode ect.

Good luck anyhow.
I'm not going to make insane weapons, but the maps will have a ton of interaction. Almost any building you see, you can go into. In some levels in spacific game modes, running cars found on the street can be used. With the super strenght power up, a vehicle can be tossed at enemies. Well, not really tossed, but "pushed" at speeds powerful enough to kill.
 

MASTACHIEFPWN

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Mar 27, 2010
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Hyper-space said:
MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
Hyper-space said:
MASTACHIEFPWN said:
One thing about the demolition mode, what will happen if the other team defuses it? will the game just end? also, i am pretty sure it would end up in a cluster-fuck of frags endlessly showering the bomb site, rendering any attempt at defusing the bomb meaningless.

But im not going to completely harp on you, i like where you are going, so heres a bit of constructive criticism. I like the idea behind the stalker mode, what i think you should focus more on is having COMPLETELY unique game modes, instead of having the same old team-deathmatch/demolition shtick. As the gameplay is really, really like CS sprinkled with Crysis Online power-ups, i think having unique-only game modes would be the hook which would bring something worthwhile to the table, as really, why would people play your game if they already have CS and Crysis Online?.

So my advice would be to focus on developing the stalker mode and brainstorm a few new ideas for game modes. Just keep going at it and you will hit that stride.
Stalker and Holdout are two of the most original ideas I have had for this game. It does differ from crysis and CS, but I get where your going.
I think adding more squad oriented features such as holdout could fulfill your wish for a more team-play oriented FPS. Maybe a respawn system akin to Battlefield: Bad company 2? dunno, just spit-balling.

I think having a "class" system like battlefield, where everyone has a specific role (such as medic, engineer, etc.) is the key to team-play. Maybe also adding more incentives to work as a group, such as giving more points/credits if players cooperate. Either way, you will probably do fine.
Well, each player on the holdouts side can set up a GPR (ground planted radar) which can be used to detect enemies in the area. Players can also choose a Medic package which they can heal teamates with. You can only have one of these at a time, and the use of them is imparitive to squad survival.
Cool, but with the stalker mode you need to be sure that there is some level of stealth involved, like an extra-shadowy map where stalkers could ambush.
The map is actually fairly lit, But the stalkers too have there own equipment package. They can choose a speed boosting suit, or a stealth based suit. With the Stealth suit, they can be closer to a GPR without being dected, and they can also cloak themselves. Don't worry, the map still has plenty of shadows to hide in behind holdout lines.
 

psivamp

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MASTACHIEFPWN said:
Stalker (This may not be included.)
4 players start out as stalker units, they are silent, fast, and powerful. They are limited to a knife and a weak pistol, and there mission is to eliminate all of the Socialist, Militia, and Enfondo units. Each unit gets a diffirent loadout (Depending on the squad they are asigned) so teamwork is nessasary to survive. If you get killed, you cannot respawn, unless you are a stalker.
So, a little like Hidden (another Source-based multiplayer game). I was originally going to point out that you say the stalker units are powerful and have only a weak weapon...
 

MASTACHIEFPWN

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Mar 27, 2010
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psivamp said:
MASTACHIEFPWN said:
Stalker (This may not be included.)
4 players start out as stalker units, they are silent, fast, and powerful. They are limited to a knife and a weak pistol, and there mission is to eliminate all of the Socialist, Militia, and Enfondo units. Each unit gets a diffirent loadout (Depending on the squad they are asigned) so teamwork is nessasary to survive. If you get killed, you cannot respawn, unless you are a stalker.
So, a little like Hidden (another Source-based multiplayer game). I was originally going to point out that you say the stalker units are powerful and have only a weak weapon...
Stalkers use knives as there primary weapons, but there pistols can be used as a distraction. There knives are about 4 times more powerful than a regular melee hit.
 

Jonny49

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MASTACHIEFPWN said:
With the super strenght power up, a vehicle can be tossed at enemies. Well, not really tossed, but "pushed" at speeds powerful enough to kill.
So...like in Crysis?
 
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Woodsey said:
Honestly? I don't see the point.

You're taking (major) aspects from other games, so it's not like there's one soul alternative, but why would anyone play it over those big-name alternatives?
This.

While some aspects may be loosely original, you aren't really bringing anything new to the table. Most FPS games add in tactical modes, rather than just have you slaughter any team. The big names will also be of a higher production value, y'know, what with them having millions to spend making games.

If you're going to make a game, you might want to try something a hell of a lot more original than another FPS with 'cool new features'. If you're going indie then you need to have innovative features, gameplay, narrative or mechanics rather than just a couple of features that have already been used.
 

Zarmi

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Imo, sounds too much like other games. And the entire airstrike or holdout idea seems a bit.. well.. not well implented, if the game ends when the opposing force is dead.
 

MASTACHIEFPWN

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Jonny49 said:
MASTACHIEFPWN said:
With the super strenght power up, a vehicle can be tossed at enemies. Well, not really tossed, but "pushed" at speeds powerful enough to kill.
So...like in Crysis?
Well, sort of. This can only be done under certain circumstances, unlike crysis where you just have to turn on Maximum strength. And isn't it a super kick in crysis?

But anyway, it still is no whear near the power of crysis.
 

MASTACHIEFPWN

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Zarmi said:
Imo, sounds too much like other games. And the entire airstrike or holdout idea seems a bit.. well.. not well implented, if the game ends when the opposing force is dead.
How so? A team with endless lives has 15 minuites to kill 8 guys. The game is not endless.
 

Zarmi

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MASTACHIEFPWN said:
Zarmi said:
Imo, sounds too much like other games. And the entire airstrike or holdout idea seems a bit.. well.. not well implented, if the game ends when the opposing force is dead.
How so? A team with endless lives has 15 minuites to kill 8 guys. The game is not endless.
Ah, like that. My bad, I misunderstood how it works then.
 

Bendebec

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I think that the stalker mode sounds good, and something about the holdout mode, I think the defenders should be given match points like in LFD2, so they take the longest they held out for, and give the team a few points for every 10 seconds they hold the objective, a major bonus if they survive for the whole match, and a multiplier for every person still alive, an ambush mode could also be interesting, as in team A are elite soldiers, but no re spawns, and have to work as a team to get to the exit, whereas team B are grunts, but unlimited and have to stop them, like LFD, but with enemy soldiers. I love maps with a vertical element and would love to see this in at least one map. I think stalkers should be quite acrobatic and be able to free run about the place to avoid fire or get to a good vantage point. I certainly like the idea and I like the idea of the different styles of weaponry for each faction.
 

X3N0N

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Interesting, I like the idea!
In terms of the credit system to buy weapon upgrades, that will happen in realtime, correct? In other words, if I play for a round and do (x) upgrade, will I start out vanilla again next round, with the option to choose a new upgrade? Also, it would be a good idea to award a small amount of credits to each player for every kill they get, as well as awarding them to the whole team for capturing a point or winning a round. That way, the winning team gets some reward, and the credit system is much more dynamic.
 

II2

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MASTACHIEFPWN said:
When a match begins, players are given a set amount of credits to buy weapons, armor enhancements, granades, vehicles, or you can perchase something like an airstrike to call in on the battlefield. Attachments can be added to weapons in real time, but it takes a short amount of time to attach them, Like you have to fasten a scope or a grip.
Assuming I read this correctly:

I'd 86 the realtime tactical attachment / detachment. Would be hard to animate, slow down gameplay and generally cause 'field indecisiveness', detracting from the focus of the game's strategic and reflex objectives.

Customizing your loadout is well cool, but there's a reason it's not done during the middle of a gunfight in... any title I can think of...

----

As far as the total concept, it's a hard pitch; ask yourself why (besides being it's creator) you'd play this title over the clutch of existing, top tier online military FPSs. Even as an alternative to the established western giants, you're looking at fierce competition in the free to play Korean MMOFPS like Combat Arms and all it's cousins.

Not trying to burst your bubble... if you want to make this, go for it... but your idea doesn't really have any 'hooks'.
 

MASTACHIEFPWN

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II2 said:
MASTACHIEFPWN said:
When a match begins, players are given a set amount of credits to buy weapons, armor enhancements, granades, vehicles, or you can perchase something like an airstrike to call in on the battlefield. Attachments can be added to weapons in real time, but it takes a short amount of time to attach them, Like you have to fasten a scope or a grip.
Assuming I read this correctly:

I'd 86 the realtime tactical attachment / detachment. Would be hard to animate, slow down gameplay and generally cause 'field indecisiveness', detracting from the focus of the game's strategic and reflex objectives.

Customizing your loadout is well cool, but there's a reason it's not done during the middle of a gunfight in... any title I can think of...

----

As far as the total concept, it's a hard pitch; ask yourself why (besides being it's creator) you'd play this title over the clutch of existing, top tier online military FPSs. Even as an alternative to the established western giants, you're looking at fierce competition in the free to play Korean MMOFPS like Combat Arms and all it's cousins.

Not trying to burst your bubble... if you want to make this, go for it... but your idea doesn't really have any 'hooks'.
In all fairness, I am keeping the timed weapon attachments, it wouldn't take that long, 2 seconds at the most. The reason people would buy it rather than a big title is for the price, at most the game will be 15 dollars, and were trying to add original game modes that would give it sort of a twist. It does far expand off of a free MMOFPS, and were trying to add things that they never did. (Like wolfteam and combat arms)
 

MASTACHIEFPWN

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Bendebec said:
I think that the stalker mode sounds good, and something about the holdout mode, I think the defenders should be given match points like in LFD2, so they take the longest they held out for, and give the team a few points for every 10 seconds they hold the objective, a major bonus if they survive for the whole match, and a multiplier for every person still alive, an ambush mode could also be interesting, as in team A are elite soldiers, but no re spawns, and have to work as a team to get to the exit, whereas team B are grunts, but unlimited and have to stop them, like LFD, but with enemy soldiers. I love maps with a vertical element and would love to see this in at least one map. I think stalkers should be quite acrobatic and be able to free run about the place to avoid fire or get to a good vantage point. I certainly like the idea and I like the idea of the different styles of weaponry for each faction.
I think that would make it a bit too much like L4d2, I'm already being critisized for a lack of originality, but their is a point system similer to that. Stalkers can run on walls, and climb on walls and hang there. But I do like your Ambush mode idea.