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BTGBullseye

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Everything posted by BTGBullseye

  1. I hate life... It can go jump off a clif, or a bridg, or a... DAMNIT LIFE, why are you taking away last letters?!?
  2. Grats!
  3. First off, people exploiting to get the best stuff doesn't actually make any sense with the design I said... Singleplayer mode can advance your multiplayer character. (albeit at a reduced rate) Building game mechanics around what exploiters do is a fast way to lose a LOT of people that would otherwise be interested in the game. (especially since it won't actually stop the exploiters) Also, think about it in a realistic situation... You have the money to be able to purchase the item you're staring at, but you can't because you have to go and do do 5 jumping jacks, then do a cartwheel and a barrel roll in a Tie Fighter just to be allowed to spend your money. It makes absolutely no sense. If you have the level (enough experience with weapons to be able to adapt to the new one) and the money, you should be able to get it without any absurd game mechanics. Additional objectives provide additional unlocks and faster unlocks, yes. Forced additional objectives to get basic equipment, no. I don't want to have to capture a dozen production facilities just to get a slightly better weapon, instead of doing 5-20 rounds the way I want to and just buying the thing. Player choice is the biggest way to keep players interested, forcing them to play your way is the worst. Think of it like this: You capture a mining facility for your faction, then your faction wins the map. You will get a bonus to your credits. You capture a vehicle production facility for your faction, and your faction wins. You get a small credit bonus and discounts when purchasing vehicles and vehicle mods. You capture a bank, but your faction loses. You still get to keep the large bonus credits from capturing the bank, but your faction doesn't get the bonus credits. (faction bonuses require the conquering of the locations, personal bonuses are merely for capturing/killing/destroying/etc.) My idea is to have hundreds of unique base items for each category for each faction, (weapons, armor, health kits, grenades, vehicles, ships, etc.) and dozens of mods for each item. It would take years of non-stop farming to be able to purchase everything. Each match would only give around 50 credits for a win without any additional objectives completed, and base weapons would cost in the thousands. (this means people would be doing a lot of matches, and a lot of additional objectives to be able to get items and mods a lot faster) There are match level limits... Each level group (look at my "item mod levels" section) has their own combat, you don't get paired with anyone outside of that level group, and those within that level group will never be OP enough to dominate every match. (even if they had the maximum level for that level group, they wouldn't have gained enough money to purchase everything needed to become OP, and they wouldn't be at that level long, as they are gaining XP from every kill, and every capture) This is the biggest turn off I have when playing a multiplayer game with different factions. It acts like you have a choice, but then you only have cosmetic differences between the factions, and it totally ruins everything. There are many differences and mitigating settings for why having completely different faction types will not be a bad thing. Making everything the same is just being lazy. (I don't want to play a clone of every other MP shooter out there with Star Wars cosmetics pasted over it, I want to see and feel the differences between factions that are supposed to be different) The Slaver faction may have fewer mods for items, but they make up for it by having death mean a LOT less than other factions, and giving access to all other faction's base infantry items. The Hutt faction make up for their seemingly OP starting equipment by making it take a LOT longer to improve any items you possess, and making death cost your faction a lot more than others. There are many ways to make things balanced, but making every faction functionally the same is never a good one. I did mention a very good way of doing faction switching... The reason for losing 90% of your XP/levels is because you need to learn how your new faction does things, and how their weapons work. (and to build their trust... You did just come from their enemy, and you could be a spy) You also get to keep a single modded item (conceivably the best weapon available in the game) or up to three unmodded items. (a base armor from the top-end will definitely beat any modded armor available at level 10, but you won't be able to mod it until you're top-level again, which prevents you from having shields and other special mods on your armor at lower levels) As for why you only get to keep a small amount of credits, it's because if you try to switch factions, you'll either need to pay a lot to move over, or you had to move fast or lose your opportunity. (you don't want to get killed by lugging 250lbs of money across an open battlefield trying to switch sides, do you?) Players need to be able to play their own way to excel, not be forced to play the way you, or I, do. Massive faction differences will help in player excellence, not hinder it. Building for a fast and agile character isn't the way I play, but it might be someone else's, and they might excel at that when I excel as a walking tank with heavy weapons that can't run if my life depends on it. Both play styles have valid uses, neither should be excluded simply because you personally don't excel at them or think that they are 'the best'. __________________________________________________________________________________________________________________ You really need to split your posts up into paragraphs... This wall of text stuff is hard to read.
  4. So that would mean Gamergate would be much smaller. As you need people to start it in the first place. Some people already consider Gamergate to guilty and/or stupid so how would not responding make things worse? I still think not giving Anti-Gamergate their narrative would have been a huge advantage for Gamergate. But not responding doesn't remove the anti-GG propaganda, it merely leaves it without any opposing viewpoints.
  5. I can tell you right now, 3D is definitely the future. Even the VirtualBoy (the one a lot of people claimed gave them headaches) was amazing, even if it was only low-rez red wireframe graphics. These headsets are like strapping a pair of 1080p monitors to your face, and adding headtracking. (in short, totally awesome)
  6. Looks like the traditional first step towards a dictatorship.
  7. How is that a downside? It makes you look like aren't receptive and there for your opposition isn't given anything to work off of. If Gamergate just refused to speak to Anti-Gamergate they would have been condemned all the same. But one key point is that it would've weakened Anti-Gamergate's narrative against Gamergate. And that would've caused them to be completely ignored by everyone as well. Not responding in modern culture is either an admission of guilt, or stupidity. (despite logic saying otherwise)
  8. Yeah, it's more of a slightly different version, meant mainly for those people who know exactly the items and mods they want to use for the rest of the game, and don't care that they don't have money to spend getting EVERYTHING in the game. It's also a better starting faction for learning the ins and outs of the game, then you just transfer to whichever faction you want. (part of why I included the faction transfer feature)
  9. The 4 dialog options issue might not be an issue at all once the GECK is out... Also, if you need a voice actor, I can do some vocalizations. (don't know how good they'll be, but I can at least make it sound like I'm conversing with someone instead reciting lines from a script in monotone)
  10. Planetside 2. Made an NC outfit on the US East server (the one Ross is planning on using for the meetup) called "Accursed Farms East".
  11. Ok, so Ross has replied that the meeting will likely take place on the US East server. I will make an NC character on that server, and an Outfit. (if nobody beats me to it) [EDIT] Outfit name: Accursed Farms East. Should be able to find it listed as Accursed Farms when searching, auto-join is enabled so you don't have to wait for me to let you in.
  12. I voted "The Gods will shame you for this, and so shall we." simply because you don't have any form of middle ground options on the poll. (shame on you for being a 'those not with me are against me' type) I think it should be a persistent universe similar to Planetside 2, except with space and ground combat for each planet instead of 4 continents total. The choosable factions should be: ([base] is an unmodified item or non-capital ship) Empire. They have all the standard Empirey style items, they have the best [base] infantry weapons and armor available at character creation. Minimal customization of the weapons, uniforms, ships, or anything else. (especially in the way of cosmetics) Best capital ships in the game. Increased space spawn tickets. (x1.0-x1.5 depending on the location's canon allegiance) Reach 'Elite' level, and you can get all of the top-level Mercenary upgrades for weapons and armor. (non-cosmetic only, ships included) Rebels. Weakest [base] items at character creation, but a lot more customizations for almost everything. (can make the weakest weapons on-par with the best [base] weapons in the game with the high-level modifications) Less expensive customizations/modifications and upgrades. (x0.8) Uniforms include select civilian attire, (only available at high levels) as well as uniforms in the style of Rebels from the movies. Best [base] non-capital ships in the game, capital ships are second only to the Empire. Increased ground spawn tickets. (x1.0-x1.5 depending on the location's canon allegiance) Reach 'Elite' level, and you can get all of the top-end Mercenary infantry weapon and armor upgrades, as well as all Mercenary [base] ships. Mercenaries. Ultimate in customizability. (access to all mods and cosmetics, best top-level mods) Mid-grade [base] items, but take a lot more money to upgrade/mod. (3x-5x is my guess, but needs a little playtesting to properly balance it) All civilian attire available, add Rebel Infantry and Stormtrooper attire at high-level. (meaning no officer attire) Worst non-capital [base] ships in the game, but highest variety and customization. Reach 'Elite' level to get access to all weapons, armor, and attire from the other factions. (Basically every non-Elite item and mod is available to them at this point) Slavers. Civilian attire, minimal item modifications, (only low-level mods available) cheaper modifications/upgrades, (x0.75-x0.85, requires playtesting to get balanced values) access to all [base] infantry items for all factions, extra spawn tickets during ground combat. (x1.0-x3 depending on how remote the location, more remote = higher multiplier) Reach 'Elite' level to get extra modifications, (all mid-level, and some high-level mods) and better [base] items. (all mid-grade and some high-grade [base] items) Hutts. Same as Mercenary, except with better starting equipment, (mid-level [base] items available at character creation) reduced level requirements for everything, (mid-level items have low-level equivalent requirements) lower amount of credits earned, (you have to give 10-20% of everything you make to the Hutts, depending on proximity to canon Hutt 'homeworlds', closer = higher percentage) and reduced spawn tickets. (x0.75-x1.0 depending on remoteness, more remote = higher multiplier, increased to x1.25 on canon Hutt 'home planets') Item mod levels: (level 0 is character creation, and I'll get to that later) Low-level. Basic optical scopes, minimum magazine size increases, slightly improved armor resilience, etc. For levels 1-15. Mid-level. Improved zoom optical scopes, better magazine size increases, basic scout scopes, (targeting leads tracked enemies and shows their health) improved armor resilience and resistance, etc. Levels 16-30. High-level. Best optical scopes, drum magazine upgrades, improved scout scopes, (shows more enemy info, better zoom, tracks more enemies for longer) shielded armor, etc. Levels 31-65. Top-level. Best recon scopes, huge magazines, exotic ammunition, reflective shielded armor, etc. Levels 65+. Elite. Exotic faction specific mods. Level 100. Character creation: (all are based on what faction is chosen) Basic cosmetic choices. (these apply their choices to all classes at once, no class specific mods allowed) [base] equipment choices for each class. Initial skill point choices. (strength, speed of movement with light/medium/heavy armor, skill with laser weapons, piloting, etc.) Basic training. Skippable. (runs you through basic ground combat mechanics and tactics) Flight training. (runs you through basic piloting mechanics and tactics) Leveling: Leveling stops at level 100, but unlocks Elite game modes and items/mods at 100. Is not an increasing XP value per level. Level 0-1 takes the same XP as level 99-100. Adds 1 skill point per level. (can stack all on a single skill, but logarithmically lower returns the higher you go on a skill) Adds bonus credits each level. (will require playtesting to determine a balanced amount) At least 1 item or mod unlocked at each level for all factions from level 1-99. Elite mode: Unlocked access to Elite mode items/upgrades based on faction. Unlocked Elite mode matches that are only for elite mode players. Scored on the Elite mode ladder, separate from the non-Elite mode ladder. (doesn't record lifetime XP earned, adds other scoring systems) Increased credit earning rate in Elite mode matches. (x2) XP penalty for entering non-Elite matches. (drop to level 90, but keep all purchased items/mods) Match types: Coruscant-type planet. Urban ground environment, high credit reward, lower XP reward. Alderan-type planet. Semi-urban environment, moderate credit reward, moderate XP reward. Remote-type planet. Various non-urban environments, low credit reward, high XP reward. Kessel-type asteroid. Increased space combat, tunnel-based ground combat, high credit reward, high XP reward. Destroyed planet. Space combat only, low credit reward, low XP reward. (only used for strategic assault locations) Remote Space Base. Same as Destroyed Planet, except no giant rocks for cover. Multiplayer combat types: Space. Defending faction has 1 starbase of X level, X large capital ships defending the planet, and 2X smaller capital ships. (X = the base starbase upgrade level purchased by the owning faction prior to combat, maximum level 5) Minimum defenders are 1 large capital ship, and only happens if no space defenses are purchased. Attacking faction has an attacking fleet determined by the attacking force capability of the location it is coming from. (can be as much as double the number of capital ships, but that still doesn't guarantee victory) Defending player must destroy all attacking capital ships, or run the attackers out of spawn tickets. Attacking player must either destroy or capture the starbase, and complete the same objectives as the defending player. Ground Conquer. Attacking faction starts with 1 of up to 7 spawn/capture points, (uncapturable) and must take them all to win. Defending faction starts with all other capture points, and only needs to run the attackers out of spawn tickets. Ground Assault. Both attacking and defending factions start with 1 of up to 5 spawn/capture points, and must either capture and hold all points, or run the opposing faction out of tickets. Ground Facility Defense. (only happens if defending faction has purchased at least one of each [base] base building) Attacking player must destroy a facility's defensive shield, and then capture the facility control point. If done within an allotted time, 1 of each [base] planetary upgrade is instantly installed on the planet at no cost. Defenders merely need to run the attackers out of tickets. Deathmatch. Do I really need to explain this one? Multiplayer metagame mechanics: Persistent galaxy, similar to the style of Planetside 2, except with each planet from the Star Wars universe equivalent to a 'continent'. (map similar to the Empire at War RTS game) Controlling different planets gives different bonuses to your faction. (similar to the Empire at War RTS game) Can use your own personal credits to purchase fortifications and upgrades on owned planets. Upgrades on faction controlled planets generate increased credit rewards from combat on neighboring planets, or improve offensive capabilities of your entire faction, or improve the planetary bonuses from the upgraded planet, or improve defenses on the planet they are installed on. Can spend most of your XP, (drop 90% of levels/XP earned, minimum of level 1 to do this) all except for up to 1000? credits, (requires playtesting to determine a balanced amount) and most owned items to switch factions. (can choose 1 modded item or 3 items with no mods to transfer with you, faction item/mod restrictions don't apply until after the transfer) Can play on a single-player map for 25% XP/credit rewards. (requires online access for multiplayer rewards to apply) Singleplayer metagame mechanics: Functions completely offline, but can apply 25% of earned XP/credits to the multiplayer side of your character if connected to the internet while playing. Has a campaign of various types of attack/defend/etc missions that result in the total eradication of the faction most opposed to your chosen faction. (Empire|Rebels, Mercenaries/Hutts|Empire/Rebels, Slavers|Everyone, when multiple enemies are possible it is randomly chosen) Allows for everything available in online except Elite mode and its rewards. Squadron/Clan/Guild mechanics: Has their own base in orbit around their faction's 'home planet'. There are 5 levels of upgrades in multiple different areas. (placement and type determine interior layout of the starbase) Structural. You have to have room for these upgrades, you can chose which ones to put where, but you have to have space for them. Supply. Storage, manufacturing, and distribution systems for various supplies. (adds a clan store where you can purchase [base] items for a slight discount) Defenses. Turbo lasers, shields, etc for the starbase, and defensive turrets at initial ground spawn points, etc. Offensive. Additional frigates in space combat your clan helps start, pre-spawned free vehicles at spawn points at the start of ground combat, etc. Research. Bonuses to shields, ability to build ion cannons or hypervelocity guns, etc. Exotic mods for anything. Adds store for purchasing mods at a slight discount. Recruiting. Extra spawn tickets, reduced cost for [base] items, etc. [*] Gains unique bonuses based on faction and purchased upgrades. [*] Can activate 'clan wars', which allows opposing faction clans to attack your base, and you to attack theirs. Extremely lucrative wins, devastating loses. [*] Unique logos, and flags. (flags are planted on capture points where one clan has the most time spent capturing the point, and if they are the most active clan by a majority when conquering/defending a planet, their logo is placed on the planet in the Galaxy view, and the clan bank gets a small revenue stream from the planet until it is next attacked) [*] Unique emblems. Cosmetic only, is used in addition to faction markings on ships, and as a group marking for ground troops. [*] Elite clans are clans that reach a certain upgrade level, (level 5 of all starbase structural upgrades, level 5 of all supply upgrades, and level 5 of all research upgrades) and allow for all members to purchase a custom weapon from the clan stores. (50% what purchasing the weapon and mods separately from the clan stores would cost) The weapon is created by the clan leader, and has no level limits. If the clan leader doesn't create a custom weapon, all [base] weapons above the player's level are available without purchase level restriction at 200% normal price. (modification level restrictions remain) There is a lot more I want to add to all this, but I need to sleep... (it's 1:45AM, and I'm having to correct a LOT of typos now)
  13. A 20lb wooden dining chair, thrown from around 10-20 feet at the legs is very effective at disabling a biped. (the crossbeam strengthening bars and legs make for a tangling mess) But really, if you see an industrial-grade (heavy duty) screwdriver, wouldn't you pick it up, if not for weapon value, then as a tool? You can use it for prying open doors, breaking glass without hurting yourself, opening vents for escaping/strategic maneuvering, or even for holding open a heavy grate so you can move past it faster and easier. (see Die Hard 2 for an excellent depiction of this last usage scenario) That's where these fail to engage me. No weapons, even if totally ineffective... No tools, despite their obvious uses... No logic in their entire depiction of anything that should be scary. (a moon base being constantly peppered with micrometeoroids, and having to deal with that in a semi-realistic way, would engage me 1000x more than any 'supernatural' scary that doesn't allow for the use of any tools or weapons)
  14. I know someone who has access to the design specs of the headsets... The actual value of the hardware used is under $120. That means they are charging ~$480 just for assembly, which I feel is totally absurd. These headsets are only really worth ~$300, not double that.
  15. One thing that definitely gave me a huge headache during podcast that was the video... Why do people sit there and constantly switch their weapons dozens of times for no apparent reason? It just gives me a headache when someone does that, and then gets 1st place, mainly because I'm usually the only ones killing those people when I play, and I always seem to kill them while they're switching weapons. (and yet they always seem to be able to slaughter everyone else)
  16. House.
  17. Banned for hypocrisy. (your avatar is a GIF as well, just not animated)
  18. Getting ready to play Planetside 2.
  19. Just had a nice turkey and cheese sammich... Was good.
  20. That sounds like it'd make it a bit salty... And the pool water is just bad for you.
  21. If EA buys it, nothing will save it... EA cares only for how much money they can rip from people's accounts, and couldn't care less about the games or the people.
  22. From the depths of the forum, I resurrect thee!!! I have made an Outfit for the US West server, it is called Accursed Farms, join if you like.
  23. They would remain unpopulated, and desolate... Not like adding radiation to nothing suddenly makes nothing a better place to play a game.
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