Body Select And Defense
Xerond
Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
<div class="IPBDescription">Throwing Some More Tactics At Items</div>Body Select.
Rather than the weapons simply dropping to the ground after the model dies. The body is still entangled with its weapons, ammo, and supplies. This makes body guarding a new aspect of gameplay. Aliens are then encouraged to stalk, and defend armed corpses. It also gives reason to stick together, and to be wary when attempting to recycle weapons in play. It becomes a "mini-mission" within the greater objectives of the game to keep those weapons in the group, if someone goes down with something important we need it.
This encourages territory and defense or intrusive tactics. Rather than implementing a fast buy system like in Counter-Strike where you are encouraged to purchase a weapon every time you spawn. This can become aggravating and a waste of time when compared to having fun and actually shooting things. Keep the game-play RTS like with more fast paced action. Rather, make a good item worthwhile that takes enough resources and time to receive. This way you are encouraged to stay in groups, recycle weapons of a drop nature. And when starting out from MS, it calls for teamwork so that people work together to use a weapon. "Can you get a SG?" "Yeah, you get one next time we die."
How will it work?
Rather than taking a "Diablo-espe" corpse item selection system into consideration. Make it a quick exchange. While standing over the body in close proximity in the top left corner of your HUD the items on the body will show themselves.
1. Main Weapon
2. Pistol
3. Knife
4. Welder
5. All
So, by simply standing over the corpse, without intruding on your field of vision you can see whats in the corpse without looking down. And you can select extremely quickly. This way you can still look around while seeing whats on the body without making yourself too defenseless. It would be very annoying to get caught stuck in item window of some sort. Make it fast, quick, and worthwhile, while still making you put down your defenses slightly. You're also entering a place that someone already died in, so you can at least get an idea of what happened. I think its a good balance.
How long will the bodies last? Not sure, but there should be a time limit. Not sure if it should be before the marine respawns, or just on a timer.
*Edit* Another interaction with this system could be an alien upgrade that allows you to munch on a dead marine model quickly. This would give the skulk some health, just a thought. It would add another dynamic to the game.
Rather than the weapons simply dropping to the ground after the model dies. The body is still entangled with its weapons, ammo, and supplies. This makes body guarding a new aspect of gameplay. Aliens are then encouraged to stalk, and defend armed corpses. It also gives reason to stick together, and to be wary when attempting to recycle weapons in play. It becomes a "mini-mission" within the greater objectives of the game to keep those weapons in the group, if someone goes down with something important we need it.
This encourages territory and defense or intrusive tactics. Rather than implementing a fast buy system like in Counter-Strike where you are encouraged to purchase a weapon every time you spawn. This can become aggravating and a waste of time when compared to having fun and actually shooting things. Keep the game-play RTS like with more fast paced action. Rather, make a good item worthwhile that takes enough resources and time to receive. This way you are encouraged to stay in groups, recycle weapons of a drop nature. And when starting out from MS, it calls for teamwork so that people work together to use a weapon. "Can you get a SG?" "Yeah, you get one next time we die."
How will it work?
Rather than taking a "Diablo-espe" corpse item selection system into consideration. Make it a quick exchange. While standing over the body in close proximity in the top left corner of your HUD the items on the body will show themselves.
1. Main Weapon
2. Pistol
3. Knife
4. Welder
5. All
So, by simply standing over the corpse, without intruding on your field of vision you can see whats in the corpse without looking down. And you can select extremely quickly. This way you can still look around while seeing whats on the body without making yourself too defenseless. It would be very annoying to get caught stuck in item window of some sort. Make it fast, quick, and worthwhile, while still making you put down your defenses slightly. You're also entering a place that someone already died in, so you can at least get an idea of what happened. I think its a good balance.
How long will the bodies last? Not sure, but there should be a time limit. Not sure if it should be before the marine respawns, or just on a timer.
*Edit* Another interaction with this system could be an alien upgrade that allows you to munch on a dead marine model quickly. This would give the skulk some health, just a thought. It would add another dynamic to the game.
Comments
Some amount of people wanted Rag-Doll corpses after death, this can go with it.
oh, btw, it's an ok idea, other thoughts ppl?
I kinda like it though.
Would there be a visual element to this? I.e. in the dead marines clutches lays the main weapon? Or would marines only know what weapon a dead marine had by running over to it and opening the menu?
Also, the menu would need to be button activated, so you don't accidentally swap out a gun.
Alongside what kind of gun was listed, i would like to also see how much ammo remains.
I do like the idea tho.
But in with that, yes, a Simple idea that would fit great. The ammo count should be by magazines not bullet count, since you can visually see Mag's not bullets.
Just a "drop this weapon to pick up that weapon with a single keypress" indicator on the hud when near a dropped weapon like most modern FPS's seems the sanest option. What would make that style better IMO is if it showed the ammo left in the gun when the indicator comes up. Maybe have it require a double-press to prevent accidental droppage(like F4).