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| Huxley Weapons, Vehicles & Armour Talk about Weapons, Vehicles and Armour. Sub Forums - Huxley Vehicles | Huxley Weapons |
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#41 (permalink) |
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Training Grounds
![]() Join Date: Oct 2006
Posts: 6
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If I had to make a guess here, I would say that each soldier is going to have a limited fixed inventory to save looted weapons in. Each time they die, unless somebody picks it back up for them, they will loose their weapon if they lack the license to grab it from the spawn point equipment station. I don't see the problem with this because they will not have an endless supply of these weapons and the advantage will probably be minimal (larger magazine size, faster ROF, smaller COF and so on). Having examined the way developers are designing weapons classes for the last few years worth of FPS games, I would have to guess that the cost of time it would take to continually hand out these weapons to lower class would be greater than the advantage they would see from this sort of behavior.
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#42 (permalink) |
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Super Moderator
![]() Join Date: May 2006
Posts: 547
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I believe it was the last PC Gamer article that outlined the specific 10 level segregation for the arenas. They didn't say anything about restricting the PvE side of things.
They have said from the very beginning that people would be rolling in weapons and there would be no worries of shortages. How they manage that I haven't a clue, but I really doubt it deals with crafting. Since they have NPC merchants I imagine they'll actually use them. Contrast an RPG with an FPS and there is no purpose in wasting the amount of time it takes to set up a market system if it won't be used.
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#43 (permalink) |
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Senior Member
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Yea there's also not likely to be a drop system (unless it just deals with an enemy player dropping his current gun -- or like we've talked about before, a specific type of ammo or health pack or whatever), but I do wonder if they will have any particular rewards for successful missions. I don't know how they plan on determining the outcome of PvP ones, but if you finish a PvE one I wonder if there's any incentive other than simply XP toward higher rank and possibly money (as payment for services or whatever they end up calling it). It would be an interesting option if they wanted a way to trickle different high-level equipment into the game at a slow pace. Just make an incredibly hard PvE run, limit it to a small number of people, and watch the angry forum posts begin :]
But that gets into the whole argument over whether the best equipment should be available via NPC sellers (so everyone has access to it if they can afford it and get the licenses), or some other source (mission rewards for example). Maybe they could just make reward equipment be different but not statistically superior... so people would want it just for looks. Idunno im just brainstorming at this point... we'll have to just wait and see I guess. |
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#44 (permalink) |
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Member
![]() Join Date: May 2007
Location: Atlanta
Posts: 32
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Just saying this. AWP vs a glock(CS reference). AWP being the twink and the glock being a skilled player. The glock still has a chance. I see skill out beat good gear all the time in all kinds of games.
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#45 (permalink) |
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Training Grounds
![]() Join Date: May 2007
Posts: 17
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Well in FPS games, you can manage to get behind a unskilled twink and just spend an entire clip if you want B4 they even manage to fire.
But in WoW, most of my server just looked down upon twinks as lifeless noobs that can't handle a real fight. And our stats from levels (& lvl specific gear) made it impossible for them to even try to fight against us anyway so we didnt even worry. |
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#46 (permalink) |
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Training Grounds
![]() Join Date: May 2007
Location: IN, reppresntin dem corn fields
Posts: 21
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i'm don't think twinks will be too much of a porblem...the only place i see them causing a pain is on the begnning levels But this is a fps not wow, and a bet twinks will not have huge adavantage like the do in rpg's. For those that paly 360 i see it being the host shot gun in gears
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#47 (permalink) | |
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Member
![]() Join Date: Apr 2007
Location: BC, Canada
Posts: 49
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Quote:
(That setup is assasination spec) |
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#48 (permalink) |
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Senior Member
![]() Join Date: May 2006
Posts: 805
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Even if gear made a huge difference (which I don't think it will) There really isn't anyway that you can twink anyway. Since you get exp. when you PvE and PvP. So you couldn't go out and fight and impress everybody with your lack of life because you would kill a couple people and gain a level, thereby losing your status as a dirty twink :D
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#49 (permalink) |
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Member
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Here's what I've gathered from all the material I've read:
Twinking shouldn't be that huge of a problem. So what if mister level 1 comes around with a big gun? At level 50 you should know how to deal with tons of situations so you shouldn't have too much of a problem. By the same token you may have the most bad-ass godly equipment money can buy but if you get careless that little level 1 could kill you in a second. Point is, experience and skill will trump equipment in Huxley. But remember don't take low levels lightly, they might be more skillful than you. Sure a low level character COULD take out a high level character but if you've played the game that much you should have much more experience. Also with the inclusion of weapon licenses, at a higher level you'll have access to vastly superior equipment that doesn't just have stat requirements. The IGN article mentions challenges one must complete before they can acquire a license which sounds fantastic to me. Love, Fox Makenshi |
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#50 (permalink) | |
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Senior Member
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