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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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#61 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 12
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Just want to say some stuff. First of all some of you are jumping to conclusion which is a bad idea when their are still many changes to be made and updates to happen before this game is released. Secondly I don't think the loss of a vehicle will be something your gonna see often. Coming a long with a vehicle will in my guess be many many troops, ne one who is on foot is probably gonna stay out of a vehicles path and try to go for footmen. If their is such a thing as bazooka's, anti-veh or whatever i don't think there will be a 1 and done shot. For the smart player he will probably return and repair (guessing that there will be some way to repair in combat zones) after passing half health.
Lastly, I want to say that the fighting is this game will be amazing because good players will have an advantage, not just a high level player. But a high level player who is skilled will be godly. Hypothetically let's say that mr R us lvl 50 and is a horribly skilled player and mr K is lvl 20 and amazing. Mr.R has double backflips as a skill and mr K has super side jumps. They meet and R does a forward double backflip at mr k and shoots at him, being a smart player K immediately super side jumps and when Mr. R lands mr K is there with two bullets in his face. Just thinking bout this makes my water drool. Lets keep our fingers crossed and hope all the update news is for a continually better game. |
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#63 (permalink) | |
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#64 (permalink) | ||
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Member
![]() Join Date: Mar 2006
Location: Unknown
Posts: 55
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#65 (permalink) |
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Senior Member
![]() Join Date: Feb 2006
Posts: 396
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There will be both, just as a previous poster said. A persistant 120 player battle zone and smaller instanced + safe zonez (cities).
And Kai, I think you can forget backflips, its an FPS, dont believe the CG:ed parts in that trailer.
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#66 (permalink) |
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Member
![]() Join Date: Feb 2006
Location: UK
Posts: 86
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There were backflips in Unreal :wink: , granted its only a jump animation, but they were still flips. The devs have clearly stated they are aiming for a ut playstyle. So I guess what I'm saying is try not to rule anything out at the moment. It would be more outlandish to suggest the combat would be realistic with the info we have.
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#68 (permalink) |
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Training Grounds
![]() Join Date: Feb 2006
Posts: 2
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That's the biggest thing that's got me worried about Huxley. I REALLY don't want a game where you're double jumping and backflipping all over the place. Planetside has enough warpers with its relatively limited character movements. I'd hate to see the amount of warping taking place on a massive batttlefield where everyone is bouncing off of walls etc. Granted Webzen will most likely do a better job with the net code, but that type of playstyle just seems so immature. I'd rather it be more tactical based than twitch based.
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#70 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: Lake Havasu City,Arizona
Posts: 189
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I played planetside for 2 years, i enjoyed it until the BFR's came in. I was a good idea but was done way wrong... I think if we have to pay for vehicle in Huxley it will be a good thing for the PVPs.
IF you think about, with past games, people being able to flood the battlegrounds with vehicles, makes assaults on foot near impossible. Limited Vehicles due to having to buy a new once each time you lose one, will bring forth easier play for the foot soldiers. And for the ones who do take the risk at vehicles, or have the money to do so, will be able to have a great military advantage to a battle. I think doing it that way might. ( might being the key word there) enhance the game... of course we wont know til it comes out. |
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#71 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Location: pensacola fl.
Posts: 6
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Loss of a vehicle should be a penalty for player. You lose it you replace it. If cost is paid from a pool of points then some players wont care if it costs everyone else.
Planetside you have to have a certain rank/certified to use some vehicles. Loss of vehicles costs the producing base resource points. Points gone at base then no one gets a vehicle. Some players dont care.They spawn an expensive vehicle,use it to get somewhere and jump out and leave it. Or do something dumb like suicide or just are not any good with it and die time after time. They dont have any consequenses to thier actions. So everyone pays for thier mistakes.It does not take many of these types of players in one place to negate any strategy. If this noob/idiot had to pay everytime for this type of play he would soon change his ways or go broke. So Im for the you crash it you pay for it type of play. You lose it you replace it. You pay for it, I dont care what you do with it.
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#72 (permalink) |
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Member
![]() Join Date: Mar 2006
Location: Xen of Onslaught Headquarters
Posts: 77
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The difference between vehicle use in Planetside and Huxley should be grossly differed.
As doctorie stated, people in Planetside would just suicide their vehicle or simply ditch it just to get somewhere. The only penalty in Planetside when you lost a vehicle quickly was waiting 5 minutes to get it back. But if you had your vehicle out for more than 5 minutes, you wouldn't need to wait at all. This almost made Vehicles too overpowered, even though they were relatively easy to destroy in most cases. In Huxley, this should be very different. I can see transport vehicles with much less of a penalty and more common than combat vehicles, because that?s all they do, its transport, but a loss should still be a loss. Transport vehicles should not only be less expensive than Combat Vehicles, but they should have a smaller cool down, if Webzen goes and uses an idea like that. However, regarding combat vehicles, they should be very expensive, quite powerful (strong enough to do lots of damage to the other race(s) and take damage back), but the loss of one should be drastic. Seeing tanks EVERYWHERE would destroy the gaming experience, but it should also be possible for a clan to move out an armor column here and here from time to time. Huxley should be an infantry skilled game, but what?s a war game without tanks and such. It's all about balance, but without more information from Webzen, we can't make determined arguments regarding this.
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#73 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: Lake Havasu City,Arizona
Posts: 189
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One thing im curious to know from looking at the screenshots, which can make this game very interesting, is im seeing alot of hiding places for ambushes for example tall grass, roof tops, and other places... Im wondering if it would be possible to lie down in the grass without being noticed... that would make the combat pretty interesting.
Even if planetside had the grass the radar system countered the fun in it... Wonder if they have a Radar system like in Planetside?? |
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#74 (permalink) | |
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Senior Member
![]() Join Date: Mar 2006
Location: 305,Florida
Posts: 308
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Huxley pwns( already i can tell) Plantside is repetitive |
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#75 (permalink) | |
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Training Grounds
![]() Join Date: Apr 2006
Location: Norway
Posts: 27
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Have a very safe and productive day! |
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#76 (permalink) |
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Member
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Hopefully, Huxley wont be anything like Planetside. I personally never played Planetside but from what I've heard it wasnt worth a subscription fee. With that in mind I hope that Huxley is something truly revolutionary, delievering tons of content and a well organized PVP elements.
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#78 (permalink) | ||
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Training Grounds
![]() Join Date: Apr 2006
Posts: 11
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