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Thread View: alt.games.descent
5 messages
5 total messages Started by ad... George Foot Wed, 03 Jan 1996 00:00
Parallax: comments on D2ID level design
#2386
Author: ad... George Foot
Date: Wed, 03 Jan 1996 00:00
46 lines
2456 bytes
The level of complication in the D2ID levels is about the same as it
was for the original Descent. Why? IMHO, you should make it more
complicated; now that we've got the guide bot to show us around, we
don't need to worry about getting lost. It would make it much more of
a crisis when the little thing gets destroyed.

Also, D2ID has the original five primary weapons, plus another five.
That makes ten. But we get all but three of them in the first 3
levels! That means the careful player can have all the weapons for
almost the entire game - when you die, you get all your stuff back
anyway (provided the mine hasn't exploded).

The secondary weapons are fine, because they run out. And the vulcan
and gauss cannons require special ammo, which limits their use. But
the other weapons all run on energy, of which you can get as much as
you like, once you've found the energy centre.

I appreciate your reasons for putting nearly all the original Descent
weapons in the first seven levels - you want to show people (in the
shareware version) what your fantastic new game engine can do. But
D2ID only has 3 levels, so the weapons are concentrated into them.

My first thought would be to spread the weapons more evenly through
the 30-odd levels in the registered version.

However, I would rather see some variant of a, Anarchy suggestion I
saw here once. The suggestion was: only allow a player to carry a few
weapons; to pick up new ones he must drop some of the others.

Here are some ways I would expand this:

1) by making the ship less responsive when it has more weapons
2) allowing enemies to destroy your weapons in battles
3) causing your weapons to wear out after, say, 5 levels

I suspect that the thief bot was introduced to balance this out;
however, you can get the weapons back from it.

Please consider some of these suggestions; I would like to see them in
the registered version.


George Foot.

ad...@dial.pipex.com
(If you contact me by e-mail, please put "George Foot" at the start of the subject line.)
Re: Parallax: comments on D2ID level design
#2387
Author: poke... Hutchinson
Date: Wed, 03 Jan 1996 00:00
21 lines
1192 bytes
In <4ceh2k$4...@soap.news.pipex.net> ad...@dial.pipex.com (George Foot)
writes: 
>Here are some ways I would expand this:
>
>1) by making the ship less responsive when it has more weapons
>2) allowing enemies to destroy your weapons in battles
>3) causing your weapons to wear out after, say, 5 levels

I'm sorry, I can't agree to this...this would turn Descent from a cool
1st-person shooter to sort of a role-playing game.  Which it isn't.  If
I want to play a role-playing game, I'll go PLAY a role-playing game!

Parallax, it's fine the way it is!

-- 
Lee Hutchinson
Poke...@ix.netcom.com
"One hundred and six miles to Chicago; we got a full tank of gas, a half-
pack of cigarettes, it's dark, and we're wearing sunglasses."

"Hit it."
Re: Parallax: comments on D2ID level design
#2388
Author: det... Detlef Mueller
Date: Thu, 04 Jan 1996 00:00
53 lines
2337 bytes
In article (<4ceh2k$4...@soap.news.pipex.net>) George Foot (ad...@dial.pipex.com) wrote:
> [..more complex levels in D2..]

IMHO they _are_ more complex -- just compare them to the 1st 3 D1 levels. And,
remember, we've only seen the 1st 3 levels of D2...

> [..]	  That means the careful player can have all the weapons for
> almost the entire game -

I doubt this -- imagin 2 or 3 thiefs in a mine hunting you down (or a bot-gen
w/ a far away trigger producing thiefs !). See below.

>			   when you die, you get all your stuff back
> anyway (provided the mine hasn't exploded).

We havn't seen the evil-bot yet.... (Parallax ?)

> [..]								  But
> the other weapons all run on energy, of which you can get as much as
> you like, once you've found the energy centre.

Good level design will take care of this, I think. And at least you must still
find it 1st.

> [..]								 But
> D2ID only has 3 levels, so the weapons are concentrated into them.

I don't have a problem w/ this -- most of the 'heavy' weapons are at level 3.
And I guess, multiplayer want some fun too.

> 1) by making the ship less responsive when it has more weapons

Descent is an action type shooter game, remember ? I wouldn't want this.

> 2) allowing enemies to destroy your weapons in battles
> 3) causing your weapons to wear out after, say, 5 levels

Hey, I won't an RPG or tactical crap -- I want action !

> I suspect that the thief bot was introduced to balance this out;
> however, you can get the weapons back from it.

D2ID README.TXT:

'If you kill a Thief robot, he will drop items he has stolen from you.  If
 he's stolen more than a few items, however, there is always the chance one
 or two have been destroyed.'

Bye,
	Detlef
--
`What a depressingly stupid machine'               Detlef Mueller
 -- Marvin					det...@dmhh.hanse.de
Re: Parallax: comments on D2ID level design
#2389
Author: Steve L. Crook Jr.
Date: Thu, 04 Jan 1996 00:00
30 lines
1411 bytes
Viktor Veselinovic wrote:
> 
> >>>>> "GF" == George Foot <ad...@dial.pipex.com> writes:
> 
>  GF> ...
>  GF> weapons to wear out after, say, 5 levels
> 
>  GF> I suspect that the thief bot was introduced to balance this out; however,
>  GF> you can get the weapons back from it.
> 
> What do you think of this suggestion:
> 
> The thief bot handles the stolen treasures over to one of the enemy bots
> nearby.  They use the knew weapon until you kill them.  I believe this would
> be a fair deal.
> 
> As a player you might want to kill the thief bot as soon as possible because
> he is such a [...] sucker, but you don't get everything back so easily...
> 
>   \relax\bye %  Viktor  8-)


Easily??? The thief 'bot takes more hits than the reactor!!

I don't call that easily!!

Then, since I am still fairly novice, he gets me two or three times on 
level 3, and you only get back the last item that he took!!  :(

scj
Re: Parallax: comments on D2ID level design
#2390
Author: Neal Prakash
Date: Thu, 04 Jan 1996 00:00
22 lines
1475 bytes
or how about this--the thief bot is a servant to the evilbot--so whatever 
he steals, he gives to the evil bot, who then uses it on you. (God help 
you if you happen to lose invulnerabilty and the gauss gun!)


> The thief bot handles the stolen treasures over to one of the enemy bots
> nearby.  They use the knew weapon until you kill them.  I believe this would
> be a fair deal.
> 
> As a player you might want to kill the thief bot as soon as possible because
> he is such a [...] sucker, but you don't get everything back so easily...



-----------------------------------------------------------------------------
-neal prakash 
aka shrapnel 
http://meded.com.uci.edu:80/~nprakash/neal.html
"In addition they seemed to spend a great deal of time eating and drinking
and going to parties, and Frensic, whose appearance tended to limit his
sensual pleasures to putting things into himself rather then into other
people, was something of a gourmet. (tom sharpe, 1977)
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