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Tidu!

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Joined: 12/20/2004 14:32:15
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edomingox wrote:
Here's a suggestion. not sure if its been suggested or not.

How about quests....

Like in the beginning of the map it will display a quest. I.E. Kill 4 rabbits, find 5 artifacts, use a triple damage with the unreal damage, kill 30 creatures with shock combo only, get a monster kill combo, score 100+ points in a single wave, etc.

and when each quest is complete you get xp for it. like maybe just 100 or so depending on the difficulty. when a quest is complete then you get a new quest throughout the map, or each quest is done on 1 quest per wave. I think this would expand the goal for doing things out of the ordinary for extra xp, which you are not forced to do anyways. it can be displayed in the corner like during assault maps. 


This is the only page of the forums discussing this idea, I was surprised because it's so great.

I was thinking having something like this, or maybe 10 quests, that are leveled. Maybe 1 quest, level 1 would be get 5 headshots. next level would be get 5+2 headshots, and it keeps adding 2 or something. I am sometimes kind of bored playing and need a distraction... any other suggestions for this?

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KohanX

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Joined: 03/04/2006 13:40:23
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First about the vehicles thing, the Engineer wouldn't be making them out of thin air. Say there was a VehicleFactory somewhere. That would be replaced with some sort of platform-looking thing (a WeaponBase mesh would work excellently), where the engineer would go and use his fusion cutter *hackackLinkGuncough* to make the vehicle, and once the progress bar reaches full, boom, a vehicle spawns. So vehicles wouldn't be in any awkward places, at least in good flow. Though things might get difficult in vehicle maps if no Engineers are on.

That quest thing is cool. It would add another sense of competition: "Hey man, I got to level 7 on Head Shot." "No way! My high is only 4!". Each wave, you'll have level one of a few different goals, like headshots, or multi-kills, or what have you, and if you complete it that wave, the next level is to be done on the next wave. If you don't do it, the same level is presented on the next wave. If you die, quests still give you EXP. I like it.
Tidu!

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I was thinking of some more stuff, probably too big to be implemented into ut2004... maybe 07

Items and currency would be added. There would be an item menu, with a certain amount of boxes. You could store magic weapons in there, artifacts, or other items (maybe addons to magic weapons) and these items would be saved when you leave the game. But to balance it out, your items slots would be limited. For example, with loaded weapons, you might lose 4 or 5 slots so you don't store every magic weapon possible. Weapons might last on the ground a little longer, and maybe the name of the weapon could be above it. Extra items might be purchased like a bag that would increase slots. This brings us to currency, which is kind of self-explainatory... You'd get gold/credits/whatever for killing monsters, pawning magic weapons, etc. Then you could access a shop by menu and purchase items.

Possibly if somehow it gets a little popular, we could get permission to modify existing maps and add in a shop in a corner or something with rarer items that can't be accessed by the regular menu.

The only problem is the amount of information the server would have to store for a certain player. Now I would think that it just has a couple slots for your attributes, and a couple numbers that represent what abilities you have. Storing information on what's in your 5-10 item slots (especially weapons with attrtibutes on them) could get a little big...


Feel free to improve my suggestions


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KohanX

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You lack faith in UnrealScript . Look at what we have in RPG right now and compare with what you're asking, and none of it is out of reach. Instead of having to change every level to have a shop (heaven forbid), there would simply be, inbetween every normal map, a shop level. There would be limited stocks of everything (restock every map), so, for example, if you wanted to buy a Triple Damage (so you'd start with it on the next map), there would only be a couple, so you may or may not get it, depending on if other people want it or not. Perhaps the whole stock thing would be pointless, but whatever.

And about the box-saving thing, pssshhhhh, that wouldn't take that much space. All of your normal data is stored as plain text and would *maybe* take up 500 bytes. Maximum. Depends on how many abilities they have, mainly.

The point is, the sky is not the limit with UnrealScript. Think about everything that ever happens in Unreal Tournament 2004 just by itself. All that was done using UnrealScript.
Tidu!

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KohanX wrote:
There would be limited stocks of everything (restock every map), so, for example, if you wanted to buy a Triple Damage (so you'd start with it on the next map), there would only be a couple, so you may or may not get it, depending on if other people want it or not.  


Very interesting. That'd be a lot better since it could be updated withouit changing the shops in each map... It would just have to be rigged to only last 2 minutes or so, maybe map voting could take place during this time too?
Maybe different shop maps that are voted on after each regular map, maybe 5-10 and they all have unique items, and the voting for the regular map will take place during the shop map.

So all of the items in script are determined by their strings? If I just had a random Sturdy Flak +5, it would recognize that it's sturdy by the name, not special values? interesting Not that I didn't have faith in script, I just thought it would take a little while to make, and by then it wouldn't be much by the time we convert to 07 (if we do)...

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KohanX

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Well, it would see the entire thing as a string, and decipher it to understand it in machine code, but generally it's not too difficult. I'm not sure weapons would be a problem though.
emetakleze

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Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick one weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock lvl 1=+2 a vorpal 9 would = +11)

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emetakleze wrote:
Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick one weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock lvl 1=+2 a vorpal 9 would = +11) 


That sounds very cool!
Szlat

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Joined: 05/18/2005 18:32:41
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Excellent idea.
You could have an ability per weapon, that you can buy levels at. So a flak Proficiency level 1 gives you +1 when using the flak, mini Proficiency level 3 gives you +3 on the mini. Lots of things to spend points on.
Tidu!

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emetakleze wrote:
Don't know if this one has been mentioned, but how about a skill for LW's called Proficiency. The price would be medium to high, could be multiple levels to purchase. You pick one weapon when you purchase the ability (it would stay the same for the life of the player, or untill the skill was reset.) and you would be considered a master with that wep, a damage modifier would be automaticaly added to you when you were using any kind of this weapon, including negitives. (so, lets say, I buy it and choose a flak. lvl 1= +2 stacked with what ever kind of flak i use, ie a -2 flak would act like a 0 flak. if I picked a shock lvl 1=+2 a vorpal 9 would = +11) 


Excellent idea. Just to make it so that players aren't using the same weapon over and over, you would be able to be proficient in more than one wep. Or you could categorize weapons, maybe have Assault Proficieny where mini and AR are benefitted. Sniper Prof, the two snipes, etc. Don't know how you could group the other weps, though.. they're kinda unique

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BotFodder

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Tidu! wrote:
... you could categorize weapons, maybe have Assault Proficieny where mini and AR are benefitted. Sniper Prof, the two snipes, etc. Don't know how you could group the other weps, though.. they're kinda unique  

"Energy weapons" - Link, shock
"Onslaught weapons" - self explanatory

I'd put the rocket in Assault. The Bio - hmmmm ...


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Szlat

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Or base it on which key you use to access. So mine layer and bio go together, flak and grenade, rocket and avril etc

Edit. The fine tuning about how to group the weapons would be down to Druid - it depends how many different abilities he wanted.

It would probably be easier to code adding +10% damage per level for that particular weapon, rather than trying to do a +1 on the modifer. The latter would probably require a code change to all magical weapon classes.
BotFodder

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Szlat wrote:
Or base it on which key you use to access. So mine layer and bio go together, flak and grenade, rocket and avril etc 

Hmmm ... I thought about that but as my WM I typically ditch the following weapons since I either never use them or use the "other" weapons on that key:

Assault Rifle - though I've been tempted to take like a rage 10 dual and shoot for the most AR kills
Bio - hurt myself more, don't have the accuracy down
Grenade - just don't have the accuracy
Rocket - unless it's a healing 3 (see bio)

That and the shock and link don't have secondary weapons. You could lump them together too, I guess ... dunno how fair it would be ...

I think most folks would probably (at any rate) choose anything favoring either the Flak or Rocket (though the idea of the shock and link intrigues me, particularly if I'd get bonuses to a vorp - sniper weapons too would be okay for the same justification).

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KohanX

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Great idea, but yes, it would sort of defeat the purpose of isolating the uber-Flaks with *.

Organization would be difficult. I'm thinking it would be one ability, and when opened, it would have a separate GUI itself, where you could select weapons to be proficient with.

But proficiency would be the opposite of not proficient, which means you can hardly use the weapon at all. If we really went hardcore with this, each class would have only certain proficiencies, and would have to get more proficiencies to use more weapons. And then you can upgrade to Weapon Focus, Weapon Specialization... *reminisces to KotOR*.

But yes, great idea.
Tidu!

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This might have already been mentioned

Monster-specific weapons. Weapons that would do more damage to certain monsters, like Flak Cannon of Skaarjslaying +2. Maybe would do double to skaarj, (+1 would do +2, +2 would do +4)

the monsters would be grouped as so

Skaarj(slaying) self-explainatory
all skaarj

God(slaying) High level mobs... you can't really group them.
Queen, Titan, Warlord

can't think of a name for
gasbags
krall
brute group

Nalislaying!

then maybe a group for "pests" (wouldn't use "pestslaying", though

fleas, buggies, bunnies, cows, those flying things.

Or an alternative to the damage system for monsterslaying weapons would be

Flak of Nalislaying +2 would do +2 to nalis, and +0 (normal) to everything else. (instead of +2 to everything and +4 to nalis.

improvements?

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