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Showing results for tags 'game design'.
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Pinko's SquadMod I've had a lot of time on my hands and want to start modding around a new game mode that will hopefully add some immersion and fun for those who enjoy a varied and slower-paced fragfest. With a few ideas fleshed out and a lot more to consider, here is what I'm currently thinking of doing: Core Components These are changes to the core game design, including spawning, capturing objectives, and building or aquiring assets. Their design will focus around how the game simulates the mobilization of troops from the main supply route (MSR), and the way in which territory control is evaluated. Uniforms or shirts: A new resource that represents a potential player avatar ("pawn" in UE4 parlance). Uniforms represent the location of a ticket, and can be thought of as cashing in tickets for boots on the ground. A uniform/shirt icon will be used to differentiate the resource from total team tickets. Uniforms are bought at Main while in a vehicle with an empty passenger seat. They cost 1 ticket apiece, and can be refunded (similarly to loading & unloading supply/ammo). The uniform takes up an empty seat in the vehicle, so that only as many players and uniforms fit in the vehicle as there are seats. *uniforms can't take driver/gunner/command seats Unloading uniforms on HABs: Uniforms can be unloaded on adjacent HABs, allowing the team to build up potential infantry strength on the map. Possible implementation: HABs can hold a certain number of uniforms. Multiple HABs must be built to accommodate more uniforms. Alternative HABs (not really bunkers), such as tents and simple cots, can be placed for less supply if the extra protection isn't required (e.g. for hidden camps, occupying buildings). Spawning on Vehicles: Players may spawn on a vehicle by using a uniform the vehicle is carrying. Reasoning: Vehicles act as staging assets for the squad. Unused uniforms wait in the vehicle and can be used to spawn in reinforcements when squadmates go down. Vehicles may return to Main or a HAB to reload uniforms. This ability replaces rallies. Possible implementation: players spawn in an empty passenger seat, and one uniform is removed from the vehicle's inventory. Or: loading uniforms in a vehicle spawns a soldier model (pawn) in an empty passenger seat of the vehicle. This pawn is then controlled by a player when they spawn in, and a uniform is removed from vehicle inventory. Possible rally rework: rallies can be placed within a certain range of a vehicle or HAB. It costs the vehicle/HAB one uniform to spawn on the rally. Vehicle Purchasing: Vehicles can be puchased by squad leads via a radial menu on radios. Vehicles cost their ticket value on purchase, rather than on their destruction. Purchased vehicles spawn at Main, perhaps with a time delay. Main will always have a radio to purchase vehicles. Reasoning: Vehicle purchasing adds variety in decisions about deployment and use of heavy weapons and armour. It also removes uncertainty about downtime when vehicles are destroyed or abandoned on the field. Players can always redeploy if they are wiped on the field. Possible implementation: Vehicle purchase requires sufficient crewman kits in the squad to to fully man the vehicle's combat components. Vehicle purchase may require a vote from SLs (with a 30 sec timer for votes; simple majority, tie goes to the yeas. 2 min cooldown for calling a vote). Vehicles require available space to spawn at Main (could be tied to particular buildings, i.e. check for empty garage; spawn in garage). Tweaks These changes add to convenience or immersion. Increased match freeztime: More freezetime at match start will provide SLs time to plan together and make initial purchases of troops and assets. Squad comms muting: Players can mute squad comms using a toggle hotkey. Possible implementation: a red indicator will appear next to squad comms HUD notifications when muted. SL can force squad comms to unmute. Recruitment I'm going to make the mod I want, but I'm open to feedback and suggestions. If there's something you think would improve on the concept or implementation, let me know! I will be editing the topic post when I make changes, but will notify in comments about changes made based on feedback. Anyone with Blueprint experience, message me if you want to help make things happen.
Gamemodes are like weight-training machines. They, by their defining objectives, isolate elements to be tested and practiced, with the hopes that there will be growth. As repetitions occur, most players will become inclined to observe a certain consistency of action on the battlefield. This developing "meta-game" is something that is the hallmark of experienced players in any game, whether you know the fastest route to the apts-chokepoint in CS_Italy, or the proper order to execute harvesting and building in Starcraft, it is this rigorous development of operational muscle-memory that defines excellence in most games. Why does this work? Generally in massive multiplayer games, it is due to new players who make any such maneuver effective by their inexperience. Whether it's being 2 seconds late, or fouling a key due to lack of practice, this predictive and executional failure provides a sand-tilt that commonly begins an eventual landslide of events that all but secures victory, for those who know what to expect. Or at-least that happens enough, to make the gamble worth it. Is this what we want? Is "do this, then this, then this = win" the ideal virtue that this game, of necessity or eventuality, is destined to resolve to? --- It was this level of repetitive tedium in another tac-FPS competitive scene that killed my interest in that game as a whole. The "Groundhog-Day" of the same level, same route, but "was I awake this time/did I hit 'Space' at the right instant" measure of skill became so much of a chore that it wasnt as much about experiencing things as a team as it was spinning in time with all the other fixed cogs. Theres a virtue to that, to be sure. We won many matches, and we lost some too, always one of top 3 teams in the league, so its not poor performance that chaps me. But is that -the- virtue of gaming? Or rather, is that going to be -the- virtue of Squad, and/or Competitive Squad? --- It is my opinion that the solution to this issue is to ensure the presence of variables in the environment. Discussions now over a year in the past implied the developer's interest in including randomization elements within the maps. The inclusion of the random-structured statics in city elements is a testament to the reality of that goal, to which I laud the developers for persisting. As a "fixer" I find myself pining on these problems where I see room for improvement, in the hopes of suggesting a fix where I am unable to implement it. I have some ideas in this area, but I see some potential problems with them that perhaps can be easily solved. Instead of "suggesting a fix," I would like to first discuss whether anything is "broken" with my perception of things. Perhaps there is interest in diversifying the "workout" rather than replacing/modifying an already useful tool? I will post that concept later, and will update the original post here, but I'm interested in community thoughts on the matter in the meantime.
KalciferKandari posted a topic in Feedback & SuggestionsA few broad questions and comments (not necessarily directed to just the developers) with regards to the game design, which many games suffer from, particularly multiplayer games, and perhaps it is time for a studio to step in and address them - (Disclaimer: the tone is critical and supposed to drive conversation, it's not meant to be offensive.) (Question 1) Firstly, why aren't there logistics in the game? Where assets are brought in from off the map (paradrops, truck convoys, and so on), and soldiers don't just materialise from nothing, so there are convoys that you have an incentive to protect, etc, supply lines becoming an important aspect to the game. Sick of things 'pinging' into existence, it really undermines the realistic theme. At least have the game obey basic laws of physics, even if the premise of fighting in the bizarre Battle Royale arena style scenario is peculiar, and really that should also be baked into the concept of the game anyway. (Question 2) And at the same time, why are the objectives so contrived? They should be set by the players based on a loose mission brief, these absurd 'capture points' where you need to sit in a location, which no leader in their right mind would want to defend, for an arbitrary amount of time is getting old. It removes legitimate strategy, and the element of restriction of information, and particularly the role uncertainty plays in building tension and suspense, not knowing what your opponent is going to do. And subsequently players should fear death more, probably by the additions such as pain (screaming, panic, not being quite dead, etc.), gore, and a accompanying medic requirements, such as evacuation (body dragging), medic tents and so on (again supporting the need for logistics, but not necessarily needing immensely sophisticated damage systems, although localised wounds effecting the abilities of the soldier would be a massive improvement). (Question 3) Why are the gamemodes so unimaginative? It would be incredible if one of the supply methods for the logistics to be airdrop from a low orbiting starship for example, that wouldn't be completely outside of the realms the suspense of disbelief considering the game's theme. Consider how surreal it would be. Okay, maybe that's not completely serious suggestion, but frankly it would be badass to cross science fiction with modern military, that would be a strange and wonderful combination. Really though, more grounded than that but still extreme, outlandish maps and gamemode could be added, keep the theme but place it in an alternate universe in some outrageous war. Things such as a D-Day like assault on a fortress, charging in on Blackhawks evading flak fire, landing, taking out the flak to enable paradrops, overrun the fortress and win, it could be sensational. These mind numbing, boring, tired gamemodes that demean the building of dread need to end, and imagination brought back. Everyone jumping out of trucks at the staging area and piling into Blackhawks while sirens wail as the rotors spin up, flying for a couple of minutes in the relative calm, then suddenly the flak begins and all hell breaks loose. That's terrifying, and of course can be applied to a less crazy scenario. Nothing stopping these things from becoming a reality, especially considering the studio has complete creative freedom over the game. Emphasis though should be on the consistency aspect, particularly logistics. The materialising of assets really demeans combat in general. What do you think?