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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#1 (permalink) |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 4
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Post here the ideas you would like to see in Huxley.
1. Team work: I think one of the biggest problems with squad based games is the lack of teamwork. So maybe make it that when you are around the leaders you get a bonus to your XP or if you complete an objective assigned to you by a leader you get a bonus. That way it would give an encentive to your team mates to stay around you or actually accomplish the tasks you give your teams. 2. Leaders: This kinda goes hand in hand with Number 1. I actually liked the way BF2 allowed the commander to pull up a mini map and actually assign objectives to the different squads. So maybe allow each squad leader or commander to be able to do the same. Pull up a mini map and communicate and or assign the different squads objectives. Pre battle breifings: I think WWIIOL tried this but it was too early in its genra. Allow us to do pre battle breifings before we all head out. Pull up a map and in real time so everyone on your team can see, draw on the map or create points or something of the like. 3. Weapons: One thing I hate about BF2 and all the other games is the ability to choose any weapon you want. Now I understand the issue of people hogging the good weapons and doing nothing with them but if they can find a good way to limit the different weapon types that would be excellent. I cant stand when you run into a battle with a group of guys just to find out that 5 out of 7 of your squadies all have a sniper rifle and your in a close quarters battle. 4. Communications: In game voice comms are a MUST! Nothing is more imparative than being able to talk to your team mates when you need to. Yes I know that there are many diff programs out there that will allow this but the problem is just that. Too many diff ones plus you have to givew out the IPs and all that jaz.. In game comms is a MUST. Thats what I have so far. |
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#2 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Location: Surrey, B.C., Canada
Posts: 127
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For the first idea, I don't realy like the idea of getting more exp when you around your leader, you could be doing just as an important job somewhere else and than you wouldn't get the extra EXP. I think the leader idea is good to, planet side had the same thing. Pre battle briefings sounds like a good idea. But this might be to fast pace of a game for them.That should be a clan job. As for the weapons, this is gonna be an RPG based FPS. Anyone can have any weapon they want and there will be lots of weapons and armor! So don't you worry about that. As for communications, I'd have to agree that they should put an in game one, just so if your not in a clan or anything. And games like this are very clan heavy.
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[URL=http://www.HuxleyGame.com][img]http://img152.imageshack.us/img152/674/17me7bc.jpg[/img][/URL] |
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#3 (permalink) |
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Member
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If you get into a good clan, most of those things will happen. I would also like to see mini objectives such as a sqaud has to capture a tower and hold it. If you complete your objective, you should get a exp bonus. Just aslong as you can block people on voice then that would be sweet aswell.
An idea I would like to see would be support classes such as medic.
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#8 (permalink) |
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Member
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Enviroments that can be destroyed would be great, but would have to keep it to the battlefeilds.
"OMGZ what happend to the building which sells guns?" "sorry, forgot to put my safty on"
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#11 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Location: Surrey, B.C., Canada
Posts: 127
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dont know and dont know.
Chances are FF will be on. :P As for the other question. I hope so. I dont want to be able to walk through people.
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#13 (permalink) |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 18
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Weapon trees
Ex: I specialize in small arms. Because I have points/exp/licensure dedicated to small arms, the ones I can access pack more of a punch than the small arms a heavy assault specialist can utilize. Maybe also provide access to something similar to Picatinny accessory rails on all weapons for accesories with our experience (flashlights, bayonets, smoke grenade launchers, extra clips, lunchbags) Tree types: Small arms (pistols), assualt (shotgun/rifles), heavy assault (Gatling/SAW), Sniper (long range rifles), Explosive (Rocket/grenade launchers). Support tools Medic - Access to increasing effective health treatments. Bandages, ace wraps, trauma kits based on exp aquisitions. High levels can set up field stations to regen whole squads/platoons and rez fallen soldiers. Psyops - Gets awesome tools to screw with the enemy. Blast noise dispertion system to cause the enemy to wander dazed for X seconds. Gain control of enemy units for brief periods of time. Show locations of enemy forces to clan, squad, platoon leaders. Engineer - Turrets, Squad serviced weapons, repair vehicles. You name it, you can fix it. Commander - Access to writing on Maps, listing objectives, provide limited buffs to exceptional squadmates using certain tools. Vehicles Scout - Light and quick. Not for fighting. APC - Balance speed vs their capacity for troops. Tanks - Hard to get and keep but worth every effort to obtain. Supply vehicles - Carry extra bits for extended raids/campaigns. Controls All "quick" movement controls need to be limited on how rapidly they can be used in a row. Diving, rolling, etc should have a realistic limit placed on them so it doesn't turn into the ridiculous bunny hopping games. Suggestions only. Take 'em or leave 'em.[/b] |
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#14 (permalink) |
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Member
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If this game has half of what Eaglefive just said, then it will be awesome. FF is a must or just means more spammers :x .
Anyone heard anything about a crafting system?. Every mmorpg I have played has had one, nice break from the main game imo.
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#15 (permalink) |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 18
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Along the lines of the customization of visuals I really think one of the things missing from Planetside was the ability to customize your play style in-depth. It will require a great deal of planning, design and implementation by Webzen but if done properly it alone can make the entire game. Imagine an engineer who really feels he's a specialist in vehicle repairing at level 50. He takes on a clan member who is lvl 10 and basically apprentices him. Maybe the new guy wants to fiddle with mines rather than vehicle repairs as he levels. BONUS for the clan! But both skill sets are desperately needed. Horizontal (general) and vertical (specialist)classifications...how far do you expand horizontally without compromising your specialities or how specialized vertically do you intend to be if it means relying heavily on your clan for other duties? This is the RPG element they refer to. How will you design/mold your character?
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I wanna introduce you to a personal friend of mine. This is an M41A pulse rifle. Ten millimeter with over-and-under thirty millimeter pump action grenade launcher. |
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#16 (permalink) |
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Member
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Would be great to be able to specialise that much. Kinda like branching off from main jobs. Would make squad selection alot more uniqe rather than having just generic squads. Also, would make you feel more needed if you were the goto man in your clan for something.
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#17 (permalink) |
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Senior Member
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FF could have rp qualitys too, example : athrus ( leader of the clan im in ) hops out infront of me , just as i pull the trigger on a sniper rifle and ends up with his leg blown off or a explosive bullet in him. now what happens ? i just shot the head guys leg off.
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#19 (permalink) |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 18
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Toss a grenade, say "Whoopsie" over comms, then dive under a rock. :D
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I wanna introduce you to a personal friend of mine. This is an M41A pulse rifle. Ten millimeter with over-and-under thirty millimeter pump action grenade launcher. |
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