No problem and thanks. I posted it here, on epics forum, and unreal-versus.viviti. Side note The idea was to make the game a bit more ..."tactical?" not as in tom clancy rainbow 6 or anything. More like final fantasy tactics, if that even makes sense. At the time I was playing a lot of socom: us navy seals and thinking about all the things i'd fix or change really got me into thinking in terms of deep gameplay mechanics. I've been on a gameplay mechanics kick ever since then.
At the shallow end everything turns into paper rock scissors I.E there is no "right" or "best" tactic only the appropriate tactic given the circumstances. Things gets more complicated as it goes down and from my design prospective the idea is to stop before it becomes convoluted.(haveing to consider to many rules at any given moment = convoluted)
Put simply my job was to identify all the ways a player would attempt to approach the game and create the rules that govern those circumstances/approaches.
Example:
[Rock]
I feel the best "tactic" is to stay mobile and constantly jump around with a rocket launcher
[Paper]
You use a weapon with a wide spray(minigun) and any damage I take (while airborne) knocks me on the ground. Any damage I take while running slows down my movement.
[Scissors]
I use a high damage instant hit weapon(shock rifle) and knock you down on each hit before I'm killed by your high rate of fire.
I quess you can say I added "status effects" to govern situations were a person needs tobe punished for choosing a bad tactic or simply failing in the execution of their chosen tactic. ...but not punished by death.
The point is don't expect it to play too much like UT. You can approach it in that mannor but given the rules it might throw you off a bit at first.
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That aside if the game freezes up at some point please post the circumstances. Thanks!
Jamie
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