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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: May 2006
Posts: 14
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A few interesting ideas that might be fun if they were in the game ------------------------------------------------------------------------------------
-I would like the option to choose between being a hide-and shoot sniper, or being a combat sniper. I'd like the weapons, armor, and special abilities to vary depending on which one you choose to be. -I would like the option to mix and match my character type with my special ability. I think it would add alot of depth, power-building potential, and replayability to the game. Think about making a close range fighter that has the ability to become invisible. What about a sniper with an ability to increase his speed? -Here's a complicated and specific one. It's a little more on the imaginative side, so please indulge me. I read that as you increase in PvP rank, you gain the ability to coordinate where your squad will go. Not only do I think you should be able to assign checkpoints your squad should go to on your minimap, but I believe there should be an in-combat variant of this ability. Perhaps you could hold down a button and wherever you shoot will appear highlighted (on the actual map, not minimap) as your squads next checkpoint. It would be fast, easy, and precise (Think about holding down "Shift" and shooting at a wall. The area around where you shoot will be highlighted). I'm sure they could wrap a nice explanation around this ability by saying it's a form of futuristic target-painting technology. Balance Issue ----------------- I've read a few articles about what kind of character you can choose to create. I'd like to point out the possible problem of balance. It seems you can choose to be a fast, small, light armored character, or a slow, big, armored character. Note that being fast and small is an armor unto itself. It's called avoiding the damage all together instead of mitigating it. Big Guy Pro's: Damage Mitigation: Heavy Armor Big Guy Con's: Huge Target, Slow Moving Small Guy Pros: Damage Avoidance: Speed, Damage Avoidance: Size Small Guy Cons: Damage Mitigation: Light Armor I think there are only two ways to counteract the amazing damage avoidance small people achieve through size and speed. One is to increase armor's value exponentially as it gets better (IE: Light=10 armor, Heavy=100 armor). The other is to remove the speed reduction that is associated with wearing armor. I'll add more ideas as they come to me. Thanks for reading! Last edited by Nukewarm; 18-05-2006 at 12:11 PM. |
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#2 (permalink) | |
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Senior Member
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Quote:
Good ideas on the whole, although allowing everyone to become invisible might get a bit silly With regards to armour... The way other games have dealt with the fast light armour vs slow heavy armour is... Fast light armour obviously absorbs less damage but you move much faster and often can go places that is difficult for those in heavy armour to go. Often you are restricted in what equipment you can use in combination with the light armour and have less inventory space. Slow heavy armour obviosuly absorbs a lot of damage, but makes you a much easier target and your mobility is restricted. Often you can use heavier weapons or carry more weapons and equipment. I think heavy armour people should be a walking arsenal whereas a light armoured person should be more specialised.
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#3 (permalink) |
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Training Grounds
![]() Join Date: May 2006
Location: Portland,Or./San Diego,Ca.
Posts: 27
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Great ideas.
Looking back i think planet side has hit it right on the head. you have the lighter armors that are fast offering a little protection and still allowing you to pilot/drive a vehicle, while the next higher lvl armor(the rexo) gave medium armor and a bigger ammount of weapons and other items carried on your person ie: ammo/med packs. And then you got the heavy armor(max suites) lumbering power houses. where you are limited to one specific weapon type and not aloowed to pilot/drive any vehicles(but exception to being a passenger) and i thought it was great to give them the run mode,great for getting to longer distances with out taking forever to reach the front line.but disabling the weapon systems while the run mode is activated. I also like how they made 3 diffrent additon features on the maxes with the (TR= extra firinging rate);(NC=personal shield)(VS= Jump jet) fantastic ideas. Sure i do still play planet side and maybe iam still in love with this game,but i would like to see huxly take in account these great features.as i think huxley has potential to be the next planet side or replacment for it |
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#4 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: Lake Havasu City,Arizona
Posts: 189
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Id like to think Huxley will acual replace it... i used to love planet side, but after some time they hit their peak then its been downhill from there, after it turned into a vehicle based game with the kamikazi runs, the BFR's who could ruin the day for most soldiers on foot, and so on so forth... But otherwise the system they had set was just awesome for combat gamers.
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Walk Softly, and Carry a Very Big Gun |
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#5 (permalink) |
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Super Moderator
![]() Join Date: May 2006
Posts: 547
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Two major differences between these two.
1.) Planetside was a slow paced game, frags were few and far between. Compare that to a UT or HL game (besides the crappy respawn system in kiddie strike) and you get tons of kills for the same time spent in PS. 2.) They did their best to put restrictions on heavy armor to balance it out. If you read articles on Huxley they say that they boosted the guns to kill heavies instead of restricting the heavies. Granted, not word for word, but they've said many times they want it fast paced. If you have to wait 5 seconds just to shoot and can't even keep up on foot with your squadmates, having a heavy along would be about useless. |
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