aus_mike wrote:Would be nice to have one multi story building with small rooms and doors(not a carpark). With objects like bench,couchs to use as cover to some CQB.
Zankman wrote:First, I will give my thoughts on the other suggestions:
1. Basements/underground/subway - Might be amusing, but just as simple alternate walking paths, to do an ambush on foot... Or a very secretive deal. Good since the players can exit on different sides (like with the buildings), but if the deal is compromised... Good luck not getting shot.
For this risk factor, I like the idea very much. **** out of 5.
1.5 Underground/overground transit- Imagine, for example, 3 underground subway trains that just loop between destinations X and Y, stopping along their paths on, let's say, 2 stations.
Would you people like to see this?
It would be somewhat hard to use, but then again, imagine this:
"Meet you at subway stop X, underground."
"Fine, we will come in by train, and as soon as the doors open, we exchange the cases... We stay in the train, and wait it for it to go back to the place where we loaded it, and you just go about your thing"
And then, the other team sends a group to that last station and as the doors are opened, the team in the train is shot by surprise and the case is retrieved.
I imagined it. It was pretty damn awesome.
So, if possible, yes please. **** out of 5.
2. Zachary's vehicles - Motorcycle and Van are "a must", while the Hog seems unnecessary. The way these vehicles would be implemented, though, is a bit of a head-scratcher - maybe if a shop system is introduced (personally, a big no), the teams can save up and buy a Van and such.
Otherwise, would it just randomly have a chance for spawning, or would it depend on the amount of players?
So, possible issues with implementation and balancing, but an otherwise "must have" idea. **** out of 5 for the Motorcycle and Van, and a small ** for the Hog.
3. Zachary's weapons - Pretty standard stuff - and honestly, I don't really feel the need for new weapons. Personally, I would just add the Sawnoff Shotgun; the Uzi is O.K. (and the silencer aspect is important), while the Revolver is... Unnecessary, if you ask me.
*** out of 5 for the whole set; while the a Shotgun is a "must have" on it's own (*****), the rest is not needed in my mind.
4. Flashbang and Gas "Booby traps" - Didn't even think of something like this. If a shop system is implemented, this will find it's place in the game, for sure. If not, then, well, it seems pretty out of place and unbalanced... If someone has a LOT of money, maybe then it can be awarded?
Coding-wise, I'd say that it would be pretty "tough". You would have to code the bombs themselves, putting them in the case, arming the bombs, the explosions and the effect radius and finally, the way the the affected players are... Affected.
The idea itself is cool, though, I somehow see it as "too advanced" for the "setting" of the game.
So, **1/2 out of 5 for now.
5. Zachary's Game Modes - The "Public Enemy #1" thing could work both for single player with some good AI, and it would be good "learning tool". Also, as a multyplayer mode, it could be pretty cool.
The "Mayoral Debate" thing also seems cool, and I like it much more. I would, however, simplify it - "Escort missions". No need for "political" or "police" themes, simply (for example) Monsota has to escort one of their "executives" to a "safe house"... Otherwise, it could simply be "Protect your executive until the round ends", where the defending teams just tries to drive around or hide as things go on.
Without going into the specifics of how Zachary or I imagine these game modes, the basic ideas are good and I like them, and I'm sure that "The Sea" will make good decisions. I mean, who says that in every "Escort" mission the goal has to be the same?
So, for the "One Man Army" ideas, **1/2 out of 5, while the "Escort/protection" ideas get a **** out of 5.
6. Fully Free? Free with paying for aesthetics? Fully buy to play? - Honestly, I'd love for it to be completely free, with, well, NO customization. Even the now present faces annoy me... However, if the game ever gets "pay to customize" options, I won't obviously bitch about it, but two things should be had in mind:
1. Customization should be available for everyone, at least in a basic form - obviously, people who pay should get more options.
2. Never make it so that paying helps regarding gameplay.
However... No, no, no no for the game being, well, "not free". Honestly, I understand the developers PoV, you obviously want something out of this (besides your own fantastic game, which is great by itself), but making this kind of game not free will surely hurt it's small playerbase. Besides, F2P really IS the way to go in this day and age.
7. aus_mike's ideas - I won't comment on improving the AI, giving them more "maneuvers " and "abilities", I'm sure that that will be done and progressively improved. Them going to other places besides the Tunnel will also surely happen.
I'll address the "patrolling random AI" idea later.
7.5 Detailed interiors of buildings and exterior areas - This would be cool, and depending on how easy it is to actually code and model things, I will say that "it must be implemented!" or that "fine, but still work on it eventually", based on how difficult it is to make.
Personally, right now, 4 builds is enough - just add more stuff. In the same way, add more stuff around the buildings, or, for example, the parking where the Blue Car is.
Add benches, trashcans, roadsigns and trees, for example - should be simple. All 3 could use as cover if you are "accurate" enough when you try and hide, and if possible, all could be destroyable. There don't have to some fancy "trashcan destruction physics", but simply, it could hurt the car you rammed it with, cause it stop/spin and such.
So, some minimal objects, just to make things look better and to add some more natural cover, botht inside the carparks and on the outside ***** out of 5.
7.8 How does tie in with the "Simplicity and Aesthetic Design of the game" - Big buildings, each with 8 rooms, filled with tables, chairs, TVs, couches and such... Personally, no. A few more buildings that we can enter, with some minimal stuff inside is fine, but anything more is bad in my mind.
One thing about this game - I like it really, really much right now. If it had a better netcode and no FPS issues, and 100% functional voice chat, I'd be playing it all day. Obviously, I'd want some of the stuff that has been suggested here, but besides that - simplicity.
Something like every single building being possible to enter, dozens upon dozens of detailed rooms - no. Simplicity is sometimes best, and this game is a good example.
Note, for example, the games current very simple and "barebones" aesthetic design - I LOVE it. I absolutely love it. There are games which have bad graphics and a bad aesthetic design, making them basically unplayable... This is not one of them.
This game has LIMITED graphics, I won't even say bad ones, but the aesthetic itself is FANTASTIC, having in mind how little stuff there is.
It's basically perfect in my eyes, very unique, different and, well, special. I don't feel that this game needs, not at all, some super-complex and detailed graphics, and, well, stuff like building interiors.
7.9 Round-based "availability of buildings and Doors" - Overall, without super-detailed buildings or not, the idea that the game should have not only dynamic mission goals (like now) but also dynamic "spots on the map" is great. Let's say that the game, besides the A, B, C and D spots that are in the game now, has spots E, F and G.
Simply, make it so that in each round, randomly, some spots are available and some not - let's say that in one round, when you check the map with Tab, the spots shown are A, B, E and F. The others aren't shown, as the doors are locked.
Next round, for example, C, D, E and F are available, and so on.
For this, yeah, a big ***** out of 5.
The doors - having doors that can be opened and closed, especially like in Amnesia as mentioned - great idea. If the detailed buildings are introduced (or simply, buildings other than carparks), the doors should be there. If the "fancy" door opening mechanic (which would have a effect on gameplay) is too hard to implement, no problem. Basic, "press the button and the door opens at a normal speed" is just fine as well.
**** out of 5.
8. Zachary's... Nature? - Simple idea. Sunrise, Noon and Sunset are just for the atmosphere, but then again, the sun can blind your vision, for example!
"Is that guy Gold or not? DAMN YOU SUN!"
Midnight, obviously, would change things A LOT. Suddenly, the cars have headlights and people need to buy flashlights, or they just spawn with them... And if a player is in negative cash, well... Good luck.
But yet, playing this game at night = win.
***** out of 5 - for the atmosphere and realistic effects on gameplay.
Seasons seem far less important, though, it would still add more feel to the game.
Again, only Winter would feel substantially different... Icy roads, maybe? ;D
*** out of 5.
Finally, the Weather - Again, good idea, adds so much to the feel and impacts the game.
***** out of 5.
Only thing I would have is that this would be all on/off, if the host/players don't want it.
There you go, people. I hope this helps you navigate through the suggestions so far, and, well, "The Sea" as well. Our beloved Developer needs as much "smart" help as possible!
I will add my own suggestions in the future.
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