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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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#41 (permalink) |
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Training Grounds
![]() Join Date: May 2006
Location: Tasmania, Australia
Posts: 3
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I think a limited crafting ability would be nice. for eg, phantom class players can only modify sniper rifles, enforcers can only modify assault rifles etc. and those weapons can only be used by a certain lvl range player. so a rifle made by a lvl 50 player cannot be used by a lvl 10. this is solved by having classed weapons, which will probably be incorporated anyway. as for resource farming, i would hope that there is only xp and some form of currency reward for missions/battles. simply buy the mods fo ur guns(at the appropiate lvl) and customize ur gun. of course there would have to be negative effects for every positive mod. smaller ammo clips for higher zoom lvl, or lower accuracy for higher ROF. this should solve balancing problems. just my first thoughts on it anyway, i'm sure u guys will pick it to bits ;-)
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#42 (permalink) | |
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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Quote:
He supports. He doesn't support ONLY himself, he supports his team with tasks that aids them. Being only able to fix/change/upgrade his own weapon has nothing to do with support. |
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#43 (permalink) |
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Training Grounds
![]() Join Date: May 2006
Location: Tasmania, Australia
Posts: 3
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i think the support class will come into its own on the combat side of things, with healing, repairing and ammo refills. although i think support should have some cool social tasks too...perhaps putting clan symbols and color schemes on armor and weapons?
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#44 (permalink) |
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Member
![]() Join Date: Feb 2006
Location: UK
Posts: 86
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Huxley without combat? This is an fps, and from what we know so far PvP combat is unavoidable; you will NOT be able to develop your character without engaging other characters in some way shape or form. Why the hell would you play huxley if you dont want to engage in combat, it makes no sense.
The game is an FPS, not an RPG so the roleplaying elements will most likely come from the role you play in a battle. Support classes (if any) will be the only way to develop without combat, and it'll probably be slow and painful (if you get xp at all!) compared to fighting your way to the top. The devs want to put emphasis on a level plaing field, so it is very unlikely that crafting will give any sort of huge bonus (if there is crafting). I just dont think crafters will be a significant part of the game, if they are then expect to be farming PC's for resources (lunarites maybe?) and not NPC's. I'm all for customisation and variation, but not dependance on crafters; think WoW and the arcanite reaper; every warrior needed one to function at his best which needed rediculous amounts of farming (yeah I know its not like that now but back nearer release it was). Cafters should not be depended upon. Huxley without combat!?!? honestly... Last edited by Dementus; 30-05-2006 at 02:52 PM. |
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#45 (permalink) |
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Senior Member
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Full player looting would be a good thing and would encourage the very effective system Ultima Online developed...
If your body is opened to being looted you think twice before brining your best gear to a fight, and also means that you cant "finish" the game by getting the best guns and armour like you can in WoW, because you will lose them and have to go get them again, If they could bring in the loot system used in ultima online for PvE also then that would be even better.. where every aspect of an item can be randomised, for loot drops, and special abilities added etc.
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#46 (permalink) | |
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Super Moderator
![]() Join Date: May 2006
Posts: 547
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Would be much more interesting to have randomized items. It seems everything lately is all set values and limited options. Bring back the good ol days of UO and D2.
Vernes, yes, this is UT, yes these are boxes, you just don't see the load times anymore. It's possible there's a respawn time on vehicles, but in order for them to be balanced they need to be able to be destroyed. And since infantry will be able to destroy them. And since that means that any vehicles you take into the middle of a firefight will become the target of many a crosshair, penalizing somebody for losing a vehicle that badly would be simply stupid. "UT3 engine combined with our own network coding" Granted UT can be customized alot, but this is still UT with some fun new features. Quote:
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If you can't describe what you are doing as a process, you don't know what you're doing. ~W. Edwards Deming |
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#47 (permalink) |
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Training Grounds
![]() Join Date: May 2006
Posts: 13
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I think that scavanging would be an amazing idea as long as its realistic (i dont want to see a guy carying a million pieces of stuff from a tank and having no effect, and i think you should see the part too.) as an example... lets say your gun gets shot then maybe on a certain percent chance it brakes and you have to go find a new weapon or take the part from soneone else allowing for the time to fix it of course.
Crafter as a profession, and professions in general i dont like the idea of. but support is completely different ( the earlier posts seems to think they were the same maybe thats just me) i think that when prepairing for the battlefield in say the full 100v100 people should be able to fill up the support positions at will. like in americas army being able to have medic class after passing the classes. i mean to say that if one day i want to be the transport driver i can be in one battle or two but then i can choose to be just a foot soldjier too. i think this allows for things that people want but also gives people the option not to worry about it. cheers |
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#48 (permalink) | ||||
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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This isn't UT where your battle is inside a small 'map' where the borders are made up from a cityscape wallpaper stuck against a inpenetrable wall. Sure there is a wall around the player. It's its maximum render distance. But this isn't thesame 'box' that make up a UT battlefield. I'm talking about large open fields that offers you the option to decide for yourself how far from the enemy you wish to stand. GIVEN this asumption, I hope you agree there is room for an engineer to do his shit NEAR teammates, and still keep out of harms way? Quote:
So its bad to make losing equipment a bad experience? That's the point of any battle I thought. Quote:
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#49 (permalink) | |||
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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Quote:
Like supporting teammates with... non-combat jobs like repairing, upgrading, creating.. Quote:
You say it's a fps, I say it's more than just a fps. The persistant nature of the game indicates a focus on the character you play. A character placed inside a story where it plays a role that can change the path of the story. This is what roleplaying is about. It doesn't have to come from the player, it can also come from the game itself. Also, I don't see how roleplaying elements can hurt your fps experience. Will you missles miss if your target roleplays at you? If he calls you a filthy Alternative, will this lessen the experience for you to shoot him? From the company's perspective I'd be sure to get the biggest part of the gamer market as I can. I mean, if adding a simple crafting skill is all it takes to lure in another 30% of the gamer-population. Hell! why not? Quote:
fps-fans will still seek out fps-fans and rp-fans will seek out rp-fans. And those who don't care will still shoot missles and mine for lunarite. However, the discussion about if the development should suffer because of adding these rp-elements I can not argue. If polarizing the game to either fps or rp stereotypes, I have to say fps. But I was hoping Huxley would strife to be something more. |
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#50 (permalink) |
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Member
![]() Join Date: Feb 2006
Location: UK
Posts: 86
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Some good points... I'm not hugely against rp (execpt farming) elements though I am being somewhat realistic.
Some posts I see of people saying they want to make their own vehichles, give them paintjobs and such. The thing is the game just wont be that flexible, I expect to see some crafting system yet I highly doubt it will be as in depth as some people hope. Lets be honest, there are no two ways about this; you'll need to participate in PvP for almost everything. In fact a crafting system may require that you go capture resources from other players. Another thing is I think a support classes uses will be limited in this game judging from the gameplay. For example gun running is kinda silly if you think about it, combat just wont be static enough to make this possible. Perhaps though something not unlike planetsides ANT running will be implimented, which is a good thing that adds extra dimensions to combat. But alot of ideas that have been thrown around seem VERY unlikily due to the pace/speed of combat. I am wholey against anysort of dependance on crafters because it rewards time spent (farming money etc) and not skill, one of the (imo) defining points about Huxley. Why should a guy who has just simply spent longer in game defeat a player who is of much superior skill. You can have the weapon of uberness but it shouldn't worth a damn if the person behind it cant aim for crap. Perhaps crafted modifications to guns that compliment what the weapon was intended to do (such as a minigun with faster RoF), but not mods that would enable the weapon to multitask (such as the said minigun gaining a superior range). Crafting should compliment a users skill, not stand in its place. But I agree with you I'm all for crafting; more veriaty = better. Just as long as crafting doesn't simply reward time spent, or give players advantages that overwhelm the effect of skills... |
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#51 (permalink) | ||
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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Quote:
What if crafters would craft items to support their team? In this case a crafter would be nothing more but a player with a certain type of weapon. If you fight an enemy with tanks, you need anti-vehiculair weapons. And you'll need a group of players with said weapons. You need team-mates who will spend skillpoint/certpoint/whatever points to weild this weapon. So your team CAN have better firepower just by knowing the right team-mates. How is this different from having an 'crafter' in your team? If you have a medic, you can respawn on the battlefield instead of your base. If you have a pilot, you can have airstrikes. Engineers/Crafters are nothing but an extra variable in the battle. The fact that their items could depend on howlong they spend 'harvesting' simply means that a dedicated crafter is better than a lazy bastard. If you step into an transport aircraft, you expect to arrive at the target right? This means the pilot has to be dedicated enough to fly across 2 continents and reach the enemy base. This means your team will have a better chance if the pilot is willing to spend more time on transport then the average soldier/grunt. The enemy has crafters as well, boohoo if he's lazy, good for you. Quote:
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#52 (permalink) |
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Senior Member
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Hmm im not sure I understand what you mean... why would a crafter allow a squad to have more tactical weapons .. or the ability to fly further?
From what you are saying it sounds like in the future you expect squads to all go out with 1 type of gun and then have a person along with them who can assemble a rocket launcher out of scrap metal and trees for the squad to use when they find a tank.. assuming they get to use it before the tank blows them up whilst the crafter gets out his Black & Decker Workmate and screwdrivers. Ther eis money in the game, theyvestated that there will be a full economy, but its in swapping loot (not sure if you can loot weapons & armour, but you do get money for your kills and you can spend this on your weapons etc.) Its just not a game where crafting is suitable... if ypu put crafting in the game then it has to be useful otherwise noone will buy the crafted items, if its useful then the crafted items will become essential must have items and then it becomes essential and you are stuck with a severe handicap on gameplay because you have to go farming for resources to meet the demand, then you get characters who dont bother fighting.. people see those characters making cash hand over fist.. more characters get made to farm cash .. etc. There should be absolutely no crafting what so ever, if you want to play a less combat orientated character, play a pilot, driver, commander, squad leader, scout, engineer or medic.
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[img]http://uk.geocities.com/edbennett@btinternet.com/NordicLogo7.jpg[/img] Last edited by nubs; 01-06-2006 at 03:56 PM. |
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#53 (permalink) | |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 18
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Quote:
Leveling - may gain experience for making things, the better, the more exp, but harder. Resources - They don't have to be off the ground. You can buy them off of merchants, many games have done that. Economy - You don't have to make an infrastrucure, you can get an npc merchant to sell your stuff on the street or something (like a market type place) and crafted items would be better than merchant items (but probably more expensive since players usually over-price things sometimes) "Craftable Weapons?" Missions give them free and you have to pay for crafted. Customizable - What do you sonsider customizable, it may not be very powerful at all, like a better looking handle... but if it is something like heat seeking, there should be a major penalty or difficulty change. and in oblivion, you don't have to run around to pick up all the shit to make things, you can just buy it... duh... |
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#54 (permalink) | |
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Senior Member
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Exactly why crafted items should not be in THIS game, there is no space for crafting in a wargame and you are bringing in the age old divide of giving those that have more spare time the ability to make their characters far better than those who simply dont have 12 hours a day spare to play a game. Its a stealth version of the forced level variance seen in MMORPGs that follow the original EQ system (just about all of them sadly). Its not needed in planetside and there is absolutely no need for it there either and thats the closest point of reference to Huxley you will find, the only key difference being that Huxley adds NPCs and more frenetic gameplay.
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#55 (permalink) | |
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Senior Member
![]() Join Date: Mar 2006
Location: The Netherlands
Posts: 139
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Quote:
What are you afraid of?:
Considering that crafters play the role in a team to supply their team with weapons BETTER then what NPC-shops sell... Don't you see my point of view that the crafter is just another class inside an army which simply adds a weaponfire bonus to said army? Have a soldier weild anti-aircraft weapons and suddenly your team has a firepower bonus against aircrafts. Unbalanced? More like tactical insight. Last edited by vernes; 02-06-2006 at 01:54 PM. |
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#56 (permalink) |
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Senior Member
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If you want anti aircraft ability then your squad has people in it equipped to fight aircraft or fly/drive anti aircraft vehicles. My point is that crafting will take time and resources, it will therefore cost large amounts of cash for to buy the best equipment from a crafter, or you will rely on crafters in your guild, crafters in very large guilds will likely get access to spare resources from combatants in those guilds thus increasing the dominance of large guilds and sidelining smaller guilds. Its an fps game, inbalances in equipment have a MASSIVE impact on the gameplay, crafting opens up a can of worms and hugely increases the chances of their being an imbalance and thuse fucking off everyone who gets killed by the "I Win Button" wielding person. Crafters not doing it for themselves.. |