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Article View: alt.games.quake
Article #196

Re: Quake suggestions

#196
From: am... Andrew Smith
Date: Thu, 02 Feb 1995 18:41
76 lines
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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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From: am...@FreeNet.Carleton.CA (Andrew Smith)
Subject: Re: Quake suggestions
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