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
Author: ad... George Foot
Date: Wed, 03 Jan 1996 00:00
Date: Wed, 03 Jan 1996 00:00
46 lines
2456 bytes
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
Author: poke... Hutchinson
Date: Wed, 03 Jan 1996 00:00
Date: Wed, 03 Jan 1996 00:00
21 lines
1192 bytes
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
Author: det... Detlef Mueller
Date: Thu, 04 Jan 1996 00:00
Date: Thu, 04 Jan 1996 00:00
53 lines
2337 bytes
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
Author: Steve L. Crook Jr.
Date: Thu, 04 Jan 1996 00:00
Date: Thu, 04 Jan 1996 00:00
30 lines
1411 bytes
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
Author: Neal Prakash
Date: Thu, 04 Jan 1996 00:00
Date: Thu, 04 Jan 1996 00:00
22 lines
1475 bytes
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)
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads