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11-07-2009, 03:36 PM
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#31
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Fresh Member
Join Date: Nov 2009
Posts: 14
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Re: Competition: features and possibilities
mh i think that classes are not very necessary, its always miners vs scientis, put me a military faction and the main idea change.. having classes than with main roles and specific weapons/ammo may have sense then but not in this case.
Having a dangerous military faction introduced in the story with advanced eva suit makes it more like an expansion anyway in this case i cant see anything else more than miners tools , harpoons , maybe false radar decoys developed by the scientist etc...
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11-07-2009, 03:54 PM
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#32
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Junior Member
Join Date: Nov 2009
Posts: 35
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Re: Competition: features and possibilities
Quote:
Originally Posted by kressellack
mh i think that classes are not very necessary, its always miners vs scientis, put me a military faction and the main idea change.. having classes than with main roles and specific weapons/ammo may have sense then but not in this case.
Having a dangerous military faction introduced in the story with advanced eva suit makes it more like an expansion anyway in this case i cant see anything else more than miners tools , harpoons , maybe false radar decoys developed by the scientist etc...
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That would be cool in terms of a single player campaign, but SH is strictly Multi-player for the moment, and absolutely everything needs to be balanced for both sides.
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11-07-2009, 03:56 PM
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#33
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Member
Join Date: Nov 2009
Posts: 151
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Re: Competition: features and possibilities
kressellack, I think you're missing the point being made.
It's not about changing the backstory or anything. This is just for a MODE of play or even a seperate MOD that people use. It is purely for competitions, ladders, leagues etc.
The people who care about the backstory and keeping "true to form" will probably never play the competitive side of it anyway.
Stop trying to ruin this! :P
This game has potential to take over a huge % of the COD\CS competitive scene if the dev's play their cards right.
If this happens it will boost their cash flow considerably and they can bring out expansions and stuff pub gamers want - with backstory and everything! :)
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11-07-2009, 04:37 PM
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#34
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Junior Member
Join Date: Nov 2009
Posts: 33
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Re: Competition: features and possibilities
couldn't agree more game has huge potential atm pub wise is so much fun but that fun will soon want competitive side and what people want is a mode/mod that is balanced and correct it will be big tbh.. all the suggestions so far given should be taken in account.
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11-07-2009, 04:56 PM
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#35
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Fresh Member
Join Date: Nov 2009
Posts: 14
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Re: Competition: features and possibilities
Quote:
Originally Posted by Trep
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i am not ruining anything, i just say my opinion, personally i dont like see cod/cs classes with perks etc on this game , i suppose you mean this right? u want perks and more devastating weapons ? well i say instead i like the game as it is , prolly some more tool/devices would be nice to see but more weapons to see this game transformed in a Quake arena in the space.. No thanks i dont like the idea but i dont say that it's wrong and i dont say i despire cs/cod games, anyway i feel confident that programmers have in mind something that is far more original from what we are thinking an talking right now.
Last edited by kressellack : 11-07-2009 at 04:58 PM.
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11-07-2009, 05:26 PM
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#36
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Junior Member
Join Date: Nov 2009
Location: USA
Posts: 21
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Re: Competition: features and possibilities
Trep,
While I agree that this game is very well set up for competitive play, I do not think changing game mechanics (i.e. Iron Sights or Classes) should be done for the sake of making it more competitive, then you are playing a different game.
As far as recording matches...there are plenty of available recording programs you can use such as fraps...the developers have already stated this as a reason they have not included recording options in their game.
I want all my options open, not to be locked into any specific solution like IW or Bungie pushes on their users. As far as your other server-side admin requests, they are good ideas. As far as your argument that Iron sights should be included and fluff should be ignored, with that argument you could also say that the zero-g is fluff and we should get rid of it, because story doesn't matter, and since it would be a regular shooter more people would be able to play it and compete.
When it comes down to it, the entire background and story of this game matters, because it makes it Shattered Horizon. The developers have given good reasoning to their design decsions, and I hope they stick with them. The last thing I want is this game turning into another Halo or COD because a bunch of ignorant and/or casual spoon-fed gamers want it easier and don't understand.
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11-07-2009, 05:29 PM
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#37
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Fresh Member
Join Date: Nov 2009
Posts: 6
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Re: Competition: features and possibilities
Trep knows what he is talking about. Im happy to see some of the competitive crowd over here trying to get stuff done.
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11-07-2009, 05:44 PM
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#38
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Junior Member
Join Date: Nov 2009
Location: USA
Posts: 21
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Re: Competition: features and possibilities
Quote:
Originally Posted by redbeard1939
Trep knows what he is talking about. Im happy to see some of the competitive crowd over here trying to get stuff done.
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I'm not denying his competitive experience, I'm saying if you or him or anyone else can't be competitive in this game without making changes to the game mechanics, go play the game you would change it in to. I do not want to see this game nerfed into some poor COD or Halo clone just for the sake of being competivie. If I want to play those games, I will play them, if I want well balanced zero-g combat I will play Shattered Horizons. Besides COD and Halo are NOT zero-g games, their tacitcs and play styles do not work here to the same extent.
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11-07-2009, 06:01 PM
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#39
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Fresh Member
Join Date: Apr 2004
Posts: 13
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Re: Competition: features and possibilities
What I would like to see is some divercity or options, its not difficult to cater for the 2 main types of gamer - harcore-softcore by introducing 2 types of server option.
Harder bullet damage in hardcore and as is in softcore.
I would also like to see more visual difference between the 2 teams and something a little more special such as disposable boosters, mechanical arms to manouver crates and cargo to hide your team. more dynamic maps with automated cargo ships docking/undocking with thrusters dangerous enough to avoid.
Deployable mines or mining explosives with remote detonators.
Visual extras - comets and burning up asteroids, floating corpses that are already decayed in orbit of maps, damaged structures that dont look so clean and fresh, meteorites crahsed with high magnetic pulls or extreme density that pull you in if you stray too close. Maybe even use these in a game type to push it to the enemy spawn to win and suck them all in.
Last edited by DEFOS : 11-07-2009 at 06:03 PM.
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11-07-2009, 06:16 PM
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#40
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Junior Member
Join Date: Nov 2009
Location: USA
Posts: 21
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Re: Competition: features and possibilities
Quote:
Originally Posted by DEFOS
What I would like to see is some divercity or options, its not difficult to cater for the 2 main types of gamer - harcore-softcore by introducing 2 types of server option.
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I really like all your ideas, especially that you specified that they could be managed server side, and not changing the game mechanics for all. More things in the level to interact with/be wary of (i.e. stray micro asteroids drifting about) would be great!
Though I wonder what the level editing software and game engine are capable of? I used to do level design for Serious Sam and Unreal, working with a completely 3d level design would be interesting and a fun challenge....we shall have to see on that one though...
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