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Messages posted by: Kohan  XML
Profile for Kohan -> Messages posted by Kohan [87] Go to Page: 1, 2, 3, 4, 5, 6 Next 
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Haha, yeah. I'm (a month away from) 14 and have made a little four-year plan for getting my Bachelor of Science in Real-Time Interactive Simulation (BSRTIS). It's about 153 credits, costing a little under 60 grand, not including books x_x. Fun stuff though, college.
Poopie. Well, I long ago abandoned this project (the computer the files were on was formatted, god it hurt when I realized that). But it doesn't matter, I suppose. Thanks for the replies, though .
Well, teleporting would be too difficult to implement efficiently, wings are just a little pointless, and Titans are too unintelligent-looking. I dunno...
Things are still sketchy until my questions are answered.

Mystic wrote:
ok before thier was 1 class .LW 

Translation: Before, there was only one 'class'; Loaded Weapons.

My comments: First of all, it's technically not a class. Second, it was not around in the original UT2004RPG; it was added in to DruidsRPG. That made it much easier to survive in Invasion (or any gametype).
What do you say to that?

This is all about teamwork. Loaded weapons was just an 'Ooh-ahh I wanna be that when I grow up' kind of thing, which, actually, decreased teamwork slightly, but couldn't be removed because of its popularity (I don't know if they were going to or not, but...). Classes were introduced to remove the Every-Man-For-Himself aspect of it all.

Mystic wrote:
we have medics running healing at sight.. 

That's a *good* thing! If they weren't healing, they'd probably be complaining that the next guy in line took their kill.

Mystic wrote:
we now have a chance of maxing its dmg out.. 

I personally didn't like that, actually... but it still increases teamwork, which is the name of the game.
Google it. There's also a search function somewhere on here, me thinks.
Elaborate that first line, please. How do classes make levelling up easier?
The only thing I don't like about Jin's idea is that it's the top-score player that's becoming the 'Mutant', making them even more powerful. As for the H/S/A, the Health should be based upon the total levels of all the players (level 150 != level 5), including the mutant himself. So say the player level totals reach 300, maybe quadruple that, so the boss would have 1200 Health. In my opinion, Shield is just another set of health, so that's pointless (just increase health). I think Adrenaline should be fixed at zero for the boss dude, cause of all his other bonuses. I think the boss should also not be able to pick up anything, but just have Akimbo Miniguns and Akimbo Rocket Launchers with infinite ammo.

A big question for me; is the boss going to still be a normal player? I was thinking a special skeleton/mesh/et cetera would be make for them, to more openly advertise their omg-not-humanoid-keel-it factor.
Well, you may have started at level 5, but did that make things easy? Also, was it your first character?

Good point. We'll just have to test it and find those consequences out! But I already know. There will be DISASTROUS consequences! AHAHAHAHAHAHHA</stupid pun>
After playing ChaosUT2, I realized that relics were a great addition to the whole thing. And I was thinking hey, maybe they would be useful to the lower-level players.

ChaosUT2 had an option where you could substitute adrenaline and all things related for relics that were around the map. There were relics of Strength, Vampirism, Regeneration, Protection, Speed, and Vengeance. Vampirism is obvious, Strength made you do more damage, Regeneration had the constant effect of Level 5 Regen, Protection lowered damage done to you, Speed had the szame effect as the Adrenaline Combo of the same name, and Vengeance was a cool Ultima-style thing, where when you died, there would be a really cool "DIE!!!" and a bunch of evil spirits shot out of your body and entered your killer's, heavily damaging, if not killing, them.

Anyhow, I was thinking that these relics could be placed around the maps like in ChaosUT2, and you could pick them up as long as you were under level X, or alternatively didn't have the ability related (e.g. couldn't pick up Vampirism unless you didn't have it). It's all in the spirit of helping out the newbies (or just plain low-levels).

Comments?
^me
I would imagine by setting the 'reset player data on next map start' or whatever it's called in the UTRPG settings page.
Outplayed, outskilled. Flat out KILLED. 

You rhymed .

If Triple Damage is the only reason anyone gets Loaded Artifacts, why not remove Loaded artifacts and replace it with a Loaded Triple Damage or something?

I wouldn't be against removing the Triple Damage either. A bit of competition between players is good every once in a while, but when the players are put on two levels of strength based on one artifact, I think something's gone wrong.

For quote:
When the players are put on two levels of strength based on one artifact, I think something's gone wrong.
Here's an idea that hasn't been mentioned that may work well. Make the triple damage identical to the double damage, except for the triple part. 30 seconds upon contact of triple damage. This would remove it from the Loaded Artifact dudes, which may tick them off a little, but it will also remove the whole break-after-a-while-when-deactivated issue and all that stuff. I dunno. Would people be complaining about it if it started out that way?

A random note about the classes. Allow me to define balanced. Or more, give an example of how it would be measured. Balance means equality, that where one may be weak, another is strong, and vice versa. This would mean that in a random single player invasion game, every class would average out dying at the same wave. That's not what we have, and not what we want.
Think of war. At least, stereotypical war. The front-line soldiers are much better than every other unit. Soldiers behind them may help resupply their ammunition, and there also may be medics around healing the wounded. That will give you an example of 'Balance is not the key.'
It's teamwork. (pen names follow: mercenary, merchant ['sells' artifacts, etc], medic; respectively, weaponmaster, adrenalinemaster, monstermaster) The Mercenary relies on the Merchant to back him up, taking care of the slightly easier monsters. Both of those rely on Medics to keep them in good health, for if they are dead, the chances of survival are limited. Medics rely on the other two for the same reason.
Do you see? Say 'pikapika' in any replying posts. Just to see if people listen to me. I also remind you of the first paragraph. Replies tend to direct towards the last thing read, as it is fresh in the replyer's mind.
My take on things is why are people complaining about +5 Flaks? If they're complaning about those, why not complain about +5 Rocket Launchers, or +5 Shock Rifles? If it's more powerful than all the other weapons at +5, wouldn't it be more powerful than all the other weapons at +0? Yet no one is complaining about +0's. It's how the game was made, people. I restate: If it's cheaper than others at +5, it's cheaper than others at +0. Balance shall remain until the Malcolm Effect comes into play.
 
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