Article View: alt.games.quake
Article #196Re: Quake suggestions
From: am... Andrew Smith
Date: Thu, 02 Feb 1995 18:41
Date: Thu, 02 Feb 1995 18:41
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5123 bytes
In a previous posting, Rob Vanden Heuvel (rjva...@cantor.math.uwaterloo.ca) writes: > It seems to be common knowledge that the hammer will be the only weapon in > Quake. Personally, I think this is a very cool idea if only for the reason > that it does away with the "unreality" of being able to carry around more > weapons and ammo than is humanly possible (as in Doom). [snip] > > Six levels of hammer power should be plenty. The presence of a disadvantage for > the various weapons would help to keep the playing field somewhat more level as > well as encouraging a lot more strategy. > > One thing which is sorely lacking in all Doom-like games to date yet can be seen > in every other personal combat game is the ability to defend yourself. There > should be an action on top of swing, smash, and throw such as block. This would > enable you to deflect a swung or thrown hammer (or at least suffer only reduced > damage). No more skilless slugfests (slugfests sure, just more realistic). > > If there had to be a seventh weapon level (somewhere between 4 and 5 maybe), it > should be a force field generator. When running away, or in a whole load of [snip] > One final thing. It has to be decided just how a player is to receive these > powerups. Finding the powerups just lying around like in Doom is very > unrealistic and we are of course looking for realism (realism=immersion). > Instead, why not have something similar to experience points? For every enemy > you kill, you receive a certain number of kill points (these do not have to show > up as a score but are kept track of internally). Killing a small creature earns > you only a few kill points. Killing a larger creature earns you a larger number > of kill points. And finally, killing a human opponent earns even more kill > points. Ideally, the more powerful you human victim, the more kill points you > receive. This would encourage even the weaker players to go after the big > kahoonas because of the tremendous rewards. After all, once a certain number of > kill points are collected, your hammer is upgraded. > > To put it more accurately, your hammer is not upgraded so much as your abilty to > use your hammer is increased as a result of your experience. You essentially > begin to master your weapon. The potential is always within your mighty hammer > but you must learn to tap into it! > > This system would greatly encourage inter-player confrontation. You could > choose to run around for hours getting small kills in order to increase a level > or two, or you could go out for blood and really make some progress! > > In terms of atmosphere, just imagine killing a powerful human opponent. After > striking him with a huge, finishing blow, his body flies back through the air > and lands in a crumpled, lifeless heap. The air around you explodes with the > noise of a massive clap of thunder telling you that you have achieved the next > level of power and godliness! It also acts as a warning to your enemies that > you are on the warpath and they might be next...or pehaps they'll come looking > for your head first! WEll these Ideas are fine... but in my MUD experience... there are two types of players... Player-Killers and Non-Players-Killers. So in MUDS some people get Flags to make the "God Protected" so that they cannot be PKilled. So that they can experience the game without diying in the first 2 seconds by cheap Powerful players that kill everyone just for a few xp (experience points) The only way to get rid of these Bullies is to get another Powerful player to kill them... or have the Gods interfer (which is usually a no-no) So then some MUDs have Level Limits so that higher levels cannot attack anyone more than 5 levels lower for example. But then there is a loss of realism because real people would not be "God protected" so basically there can be some complications with the Xp method.. Perhaps a better method may be the Kill a monster and sacrifice the head or items somewhere for other items and blessings. *shrug* Then people Steal or kill for items too. Its tough to do good RPG. Action RPG??? dunno. =) Bye. Andrew -- |Andrew R. D. Smith - Carleton University Computer Science |am...@freenet.carleton.ca + Psychology
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Newsgroups: alt.games.quake Path: mbox-mo1.pugleaf.net!nntp.gmd.de!Germany.EU.net!EU.net!news.kreonet.re.kr!insosf1.infonet.net!solaris.cc.vt.edu!news.bluesky.net!usenet.eel.ufl.edu!usenet.cis.ufl.edu!caen!sdd.hp.com!swrinde!cs.utexas.edu!utnut!nott!cunews!freenet.carleton.ca!FreeNet.Carleton.CA!am450 From: am...@FreeNet.Carleton.CA (Andrew Smith) Subject: Re: Quake suggestions Message-ID: <D3DyL5.L21@freenet.carleton.ca> Sender: am...@freenet2.carleton.ca (Andrew Smith) Reply-To: am...@FreeNet.Carleton.CA (Andrew Smith) Organization: The National Capital FreeNet References: <D3BxH9.AMD@undergrad.math.uwaterloo.ca> Date: Thu, 2 Feb 1995 18:41:28 GMT Lines: 76 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit