I have 3 suggestions: Give the Recon class the ability to call in an airstrike via an cumbersome backpack radio (this is optional to prevent flame bait). Add in APCs and some tanks.And I would like to throw in an EMP grenade that temporarily paralyzes most forms of machinery.
Otherwise, most of the game's mechanics seems legit. Wait...Why not add in a Quartermaster who keeps refilling his faction's health/ammo with his unique ability?
Answer no master, never the slave Carry your dreams down into the grave Every heart, like every soul, equal to break^ APCs and such were what I meant by the Mechanic's 'Motor Pool' abilities; I guess I wasn't very clear. Tanks would only be at the very high character levels.
Isn't Planetside kinda like that already?
Also, another major issue about such games is that they're absolutely dependent on the clan being constantly committed... which most players often aren't. It might work if players are given more options for an isolated playing session if they want, or if matches played similar to World of Tanks: ex, 15vs15 players, each with their own classes and roles trying to destroy the enemy team's base.
edited 20th Jun '15 10:45:34 PM by SgtRicko
As much as I want to be a part of an greater cause, I need my alone time as well. But then again, being in a clan has it's own social benefits (or penalties)
And there are flaws on relying solely on Pv P combat as well: Low server populations, griefing. Why not let them fight alongside bots, an mode that's built for a larger than average team slaughtering a few waves of them, or a PvE raid boss?
Answer no master, never the slave Carry your dreams down into the grave Every heart, like every soul, equal to breakOr have a wilderness area of some kind around the 'civilized' portions of where people live. Some kind of orc or bug or the like NPC race that players can go on solo hunts (or in smaller squads) against in the name of keeping them in check so they don't move in on all the people that would rather be fighting other human beings.
There's another game that comes to mind that tried a similar concept. Line of Defense was supposed to have both ground and space combat on 3 different planets and also allow players to build their own bases or personal outposts, and was an FPS. The bad news though (or good, if you're actually planning on becoming a competitor in the MMOFPS field) is that the guy making the game has a really shady reputation and the game is taking forever to reach completion.
I actually thought up a possible solution to the 'not enough teammates online at once' problem.
Well, I didn't really think it up, I just stole it from somewhere else.
Team members of sufficiently high rank could post a public job application, and players (not affiliated with any Team currently set as a rival) could sign up as a 'Mercenary'. They'd basically be getting paid to act as temporary members of the team, but the majority of perks from actual team membership would be unavailable to them.
Another issue... a lot of those classes are going to end up being unused. The moment the playerbase figures out which class gives the best overall equipment loadout and utility, they're gonna end up playing that one more than anything else.
Best example I've seen would be the Engineer from Battlefield 3. Not only could he use Anti-tank weaponry, but he could repair vehicles and had automatic carbines as his primary weapons tree. Said carbines are barely weaker than the assault rifles, their key flaws being lesser bullet velocity, damage and range. Thus, it was quite easy to use the Engineer class in almost any situation, since he could handle the constant threat posed by enemy vehicles, shoot his way out of a situation, AND repair his own if necessary.
The only other class with such flexibility was the Support class, since he had the powerful LM Gs, an infinite supply of ammo kits, and C4 explosives, which were effective anti-tank weaponry (if you could get up-close). But even then, the Support class had to sneak up or make a mad dash towards enemy vehicles in order to use the explosives, which was often suicidal.
Therefore it might be more sensible to give each class a degree of overlap, or make certain abilities universal, especially the ability to repair vehicles or heal. It'll allow players to buff up a class the with a playstyle they like and allow them to respond to a variety of threats and never feel useless.
Well, all of the equipment would have a Durability level that would need to be refilled by using Maintenance Kits, and those wouldn't randomly drop. Players would have to either purchase them from Vendors or make them by hand if you had the right Abilities.
The same goes for things like ammo and grenades; you eventually have to return to civilization to restock and repair your stuff.
Since the idea is to promote group playing over solo, none of the classes are meant to be capable of functioning independently for very long. While the Engineering classes have the most Logistical Abilities, they're poor combatants. The others are the opposite; they fight well but can't take of themselves very effectively.
Then I guess the next question is: what type of gameplay style is it going to use? Will it be confined to a single map until the end of a round, as in your typical FPS match? Or will it be a wide open MMO world, with one huge map to play on? That's gonna make a huge difference, because then you have to factor in whether a base can be attacked 24/7 or not, whether the world will be reset every month or so, where to locate the "safe zones", etc. Might be easier to just allow players to duke it out in matches selected at their own time, and not force them to schedule their defenses or deliberately plan attacks when they know the enemy team might be asleep in the real world.
The ideal is a Wide-Open Sandbox MMO FPS RPG set in a persistant world where everything is player-driven; the economy, the politics, and so on.
However, having thought about it I realized I only have one point of reference for this model; Puzzle Pirates, a kid-friendly MMO stuffed with mini games and colorful graphics.
To be fair, they do manage to make a lot of this stuff work. Player Guilds, called 'Flags', can rule one of the limited number of islands in the game world, and in doing so control the island's resources and it's economy. Everything is made at stores owned by the ruling Flag or individual Players (usually members of the Flag), but what makes it work is that Players can put in Orders for certain items at any point (and that they can afford) and the Owner of the shop can do the work to produce the item next time they're online, but Players can also do 'part time work' at shops, getting paid to provide labor for anything the shop has Orders for. Likewise, the Flag that owns the island can set it's policies to determine how it runs without their constant, direct involvement. Other Flags can challenge them for ownership of the Island, but they have to Issue a Formal Challange and gather enough money to create a War Chest, they can't just wait until the other Flag's members are all offline and then rush in.
Granted, Puzzle Pirates is neither an FPS or an RPG (in the usual sense), but I think a lot the ways they handle these issues could be adapted for this game-concept.
edited 21st Jun '15 9:19:00 AM by Gralien2
I can see the Recon dude actually guiding the Mechanic's artillery pieces or being a spotter for the designated marksman, but what's the reward? Increased damage on marked targets? But the drawback should be a (small) payment to the Mechanic for calling in something that powerful.
And the name "Sapper" isn't that appealing to me. I'm thinking Engineer since he builds fortfications instead of debuffing the enemy.
Another idea is to give the Grenadier a Ao E ability that buffs siege warfare damage.
Answer no master, never the slave Carry your dreams down into the grave Every heart, like every soul, equal to breakInteresting idea.
I assume you have no desire to actually make this though, right? Because I've run the numbers with this site, and it's looking like it'd run around, oh, $4,100,000.
But still, it's nice to dream, I suppose.
edited 21st Jun '15 1:07:29 PM by Thnikkafan
Anyone who assigns themselves loads of character tropes is someone to be worried about.Well there's Kickstarter, but...
Answer no master, never the slave Carry your dreams down into the grave Every heart, like every soul, equal to breakI like to think of it as being ready should the opportunity arise.
edited 21st Jun '15 2:43:04 PM by Gralien2
x2 People overestimate just how much Kickstarter can give you. 4 million bucks? Not happening.
"It's so hard to be humble, knowing how great I am."Out of curiosity, what opportunity is that? Divine intervention?
We all have big ideas - one game idea I have that I like is a Titanfall-like FPS taking place in, on, and around giant (as in "each of these is the size of a small office building") battling Spider Tank mechs, that are in fact players of a different game/mode that plays like your standard MOBA.
But I know that that isn't going to happen. So I focus on fleshing out and working on my smaller game ideas, the ones that I am capable of actually producing. That way, I get a nice product at the end of it that I can release to the public.
Anyone who assigns themselves loads of character tropes is someone to be worried about.About that 'Sapper' thing... The only viable options are 'Pioneer' or 'Miner', 'Engineer' is too vague on it's own.
I should probably mention, all of the weapons and armor in the game would have their own Levels, stats, skills and abilities, and how they develop is determined by the player. In keeping with the 'industrial punk and fantasy-horror had a high speed collision' aesthetic, this would be explained in-game as the items having their own souls and being 'alive' in a sense. This would also be used to explain why you can't steal other Player's stuff; their items wouldn't work for you anyway.
One way of explaining how weapon abilities work is to think of them like the unlock able weapons in Team Fortress 2, except you get to choose what they are.
That's gonna lead to balancing problems. Newbs going up against those who are fully decked out is gonna hurt since they'll lack the additional HP and damage said leveled up gear would bring.
Yeah, I'm still trying to figure that particular problem out.
I would say install an matchmaker, but that's for an different genre.
You said that this an open-world environment right? If so, there should be an series "gates" or "realms" of some sort that seperates regions of the game by level. Or prevent unfair fights by letting only the newbs fight in their corner of the map (mandatory, well-written tutorial missions in every class) then push them out into the wild with an level-based title that limits who they can Pv P with.
Answer no master, never the slave Carry your dreams down into the grave Every heart, like every soul, equal to breakYou're still working your butt off thinking about this?
Bless your heart.
Anyone who assigns themselves loads of character tropes is someone to be worried about.I'm thinking melee combat should be as big a thing as the ranged combat, instead of an afterthought like in so many other FP Ses.
It would also expand the possible roles for characters to have and would be less class-restricted than the ranged combat mechanics.
Currently, I'm thinking:
- Five kinds of Melee Damage: Unarmed, Piercing, Slashing, Rending, and Crushing.
- Unarmed: Bare fists and kicks. Basically does Crushing-type damage except weaker and faster. Also gives access to special moves designed to trip up the opponent.
- Piercing: Very fast stabbing. Can apply Bleed to the target. This damage type is the only kind dealt by Daggers and Spears, while Swords are also capable of Slashing.
- Slashing: Deals more damage than Piercing and can also apply Bleed, but Slashing weapons take longer to use and need a bit of space to be effective. Swords are capable of Slashing and Piercing, while Sabres can only do Slashing damage.
- Rending: A vicious and brutal form of damage dealt by Axes and Cleavers. Someone who has been Rent will both Bleed and lose partial functionality of a limb until Dead or Healed. On the other hand, Rending weapons are unwieldy and unsophisticated, taking longer to draw and reset than any other weapon type.
- Crushing: The Damage domain of Maces, Flails and Hammers, slower than Piercing or Slashing and can't apply Bleed. However, it is faster than Rending, partially ignores Armor Value, and can possibly apply the Fracture and Stunned effects.
- One-Handed and Two-Handed: One-Handed weapons are faster than Two-Handed ones and allow you to take a Shield or second weapon, while Two-Handed weapons deal a hell of a lot more damage on a successful hit.
- Shields: Shields provide additional defense during melee combat at the cost of reduced movement and one less weapon to kill people with. The amount of speed lost is dependent on what kind of shield it is.
- Buckler: Small enough that you can use it while wielding a Two-Handed Weapon; small enough to not actually be all that helpful.
- Medium Shield: Balance of defense and slowness.
- Large Shield: A metal wall strapped to your arm. Whatever you do, do not drop it on your foot.
Due to a series of events elsewhere on the Internet, I am attempting to conceptualize a Massively Multiplayer Online First Person Shooter Role Playing Game. Having hit a wall working on it alone, I am bringing it here in the hopes of having new life breathed into it.
Here's what I've got so far:
CORE MECHANICS:
CHARACTER CLASSES:
There are ten Character Classes, divided into five groups of two. These are OFFENSE, DEFENSE, SUPPORT, ENGINEERING, and SPECIAL.
BATTLEFIELD ROLE:
edited 20th Jun '15 1:08:14 PM by Gralien2