Stay focused on Design Goals

Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
<div class="IPBDescription">a plea to the dev team</div><blockquote>Dynamic Environments: Spreading alien infestation deforms hallways and causes space station power failure, turning off lights and shutting down marine powered structures. Use a flamethrower to clear infestation or weld a bulkhead shut for a last defense. Every game is different. </blockquote>


<blockquote>Depth first, accessibility later </blockquote>

With all this buzz about how imbalanced the game is I'd really like to remind everyone, mainly the dev team, to remember the design goals that were set out before the project started. These are the two I feel like have been ignored the most. While game optimization is important, optimization for something that isn't complete is inadequate; there's very little dynamic environment in the game. I have a few things that come to mind, primarily:

Weldable doors
Weldable vents

Weldable doors and vents are important as a design aspect to the game. Currently, the only thing marines can do is make an armory wall, which isn't always very effective. Weldable doors and vents will change the way the game is played; it's going to block off routes and open up a plethora of map design choices.

While the idea of weldable doors and vents is somewhat minute in terms of how it sounds, there are other things that could be interesting to implement such as varying strength of infestation; how long it takes for an area to become infested and possible effects for marines and marine structures. It would also be interesting to see power affect more things, perhaps some rooms could have multiple power nodes, the lighting could change much more than it does now (15 seconds of darkness or so isn't very enticing to attack the power node). While these are just some suggestions I'm sure you can enhance the dynamic environment aspect much more than it is currently.

The second is an actual design mantra (the first was a design pillar technically, I'm such a liar) which I take to mean as implementing design and then fixing them. I feel like this focus on performance and all is stifling the development of the actual game itself. While it may be somewhat laggy or glitchy, I'd still prefer to play the full game rather than just 60% of the game that is currently perfected.


I just feel like the game has much more potential than it currently is utilizing, and needs to keep focused on design rather than performance.

Comments

  • FrankerZFrankerZ Join Date: 2012-05-06 Member: 151627Members
    lol man you posted that in the wrong hood, prepare for flame.
  • CodeCowboyCodeCowboy Join Date: 2012-09-21 Member: 160235Members
    +1

    Webs as well.

    What if lights were tied to powernode health? Flickering lights at various health levels? gradually dimming lights at certain levels?
  • giogio Join Date: 2012-08-14 Member: 155618Members
    We're just missing the fifth, and most crucial, of the design pillars:


    <a href="http://imgh.us/pazazz.jpg" target="_blank"><img src="http://imgh.us/pazazz.jpg" border="0" class="linked-image" /></a>
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    Well, having it that you can weld something shut and infestation reopens it isn't a bad idea.

    Visa versa being able to close things with infestation and open things with welding/flamethrowers is another interesting idea.

    The key is just how it is done and where it's put in the maps.

    To be honest I'm looking forward to more of this sort of thing much more than a lot of other stuff. I think only a new marine gun or lifeform would be more exciting to me (and by gun I mean direct-fire rather than a new support weapon :D ).
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    My map was designed around the original concept of weldable doors. I hope they eventually implement it as it would be an ideal way to bring a bit more to gameplay.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2042594:date=Dec 9 2012, 04:44 PM:name=FrankerZ)--><div class='quotetop'>QUOTE (FrankerZ @ Dec 9 2012, 04:44 PM) <a href="index.php?act=findpost&pid=2042594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol man you posted that in the wrong hood, prepare for flame.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Really? I think it's fairly reasonable, if not a bit overzealous...
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2042599:date=Dec 9 2012, 04:59 PM:name=CodeCowboy)--><div class='quotetop'>QUOTE (CodeCowboy @ Dec 9 2012, 04:59 PM) <a href="index.php?act=findpost&pid=2042599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1

    Webs as well.

    What if lights were tied to powernode health? Flickering lights at various health levels? gradually dimming lights at certain levels?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Webs: worse than stomp.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Weldable vents and doors are not a design goal, they are a mechanic.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=2042794:date=Dec 9 2012, 11:48 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Dec 9 2012, 11:48 PM) <a href="index.php?act=findpost&pid=2042794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weldable vents and doors are not a design goal, they are a mechanic.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They fall under a general design direction/goal. Parts of the environment, in my opinion, that are dynamic.
  • GrayWGrayW UK Join Date: 2009-12-18 Member: 69701Members
    As you can tell by my post count I don't post often but I am certainly in agreement on this one and thought it deserved my acknowledgement!

    +1
Sign In or Register to comment.