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PSU: Wait, so which Empire has Elves in it..?
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2004-12-12, 03:17 PM | [Ignore Me] #17 | ||
Private
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Mine would be like, Planetside+RPG elements of World of Warcraft+Halo 2's controls and smooth feel+C&C Generals strategy elements all mixed into one game that wouldn't turn out as cool as I have it in my mind right now..
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As a ninja you obtain certain responsiblities such as kicking ass or looking all cool and tough Xbox Live Gamertag : Nerzual Nerzual: Indepth, theme by Stabbing Westward |
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2004-12-12, 07:00 PM | [Ignore Me] #21 | ||
Brigadier General
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Personally, an MMOFPS/RPG set in the 40k universe.
The way it works. You can play any race you want to be in the WH40K universe. After that, say for example if you choose to be a regular human (imperial guard), you can join one of the various armies (cadians, catachans), then you could either stay as part of the larger organization, or create a "division" which adpots some of the regiment's features, but has it's own distinguishing features as well. On your character you would be able to customize nearly everything, but it will be based on a certain uniform, or set of uniforms, so that everyone wont be running around confused as to who's side you are on. Next, there would be all the vehichles, all the weapons, and everything you have seen in warhammer 40K. You could play as any of the humaniod races (Human, Adeptus Astares Human, Eldar, dark Eldar, Tau, Ork) with the exception of Chaos, Tyranids, and Necrons. However, you would still be able to play as a chaos space marine, by starting as a normal space marine, and then eventually becomming corrupted (Which is entirely your choice). Tyranid and Necrons would be omitted simply because, A) Tryanids are not humanoid, and would be hard to incorporate as a player race B) It's fun to blast Tyranids, and there are always ALOT of them, meaning it would be hard to get enough people to play them. C) Necrons are too powerful, and arent really living beings. On the subject of advancement, you could gain access to better, and more powerful weapons based on your battlefield performace, be it capturing objectives, killing enemies, or generally getting the job done. There would be certain "Trees" that you will need to go through to gain access to better equipment. Vehichles will be integrated in these weapon trees. Character building would work something like it did in the original deus ex, becoming more and more proficient with a weapon, or specific weapon your character can aim it better, and the crosshair bloom will shrink faster. These are the basics, you can probably guess the scope of what the game might look like.
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2004-12-12, 08:07 PM | [Ignore Me] #22 | ||
Lieutenant Colonel
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A MMORPGFPS/whatever
My ideal game is set sometime in the fairly near future, a hundred years later at the very most. The world hasn't changed much, except for new technologies are used. It's a bit like some games that have previously been suggested. It's combat system is like SWG's system should have been. There's no crap with swords or staffs, or axes, or hand to hand fighting. You can fight hand to hand, but that requires extensive training, and even then, it's not intended to be used as your sole mode of combat by any means. You do have knives, but they're mostly used for the sake of silence, they fit into hand to hand stuff. Almost all fighting is done with firearms, and the damage is realistic. There's no laser rifles, all firearms still use lead. You can use most any type of weapon, it just depends on how much you have on you. Weapon types are shotguns, assault rifles, handguns (single or dual-wield), submachine guns, sniper rifles, etc. When you get shot, you won't take like 2 damage, shrug it off, and kill the other guy with one shot. Oftentimes the first shooter is the victor. You can go to the range and improve your skill with your weapon. Skill is partially your own and partially the game's. When you improve in your skill level with a certain type of weapon, your CoF will get tighter, and you might get a new ability. Here's a few examples of special abilities. With any weapon except the sniper rifle, you gain the shoot around corners ability. With a fairly high level in handguns or submachine guns, you gain the dual wielding ability. Note that this opens up a completely new tree, so when you start out, you'll suck ass at it. It takes a long time to get good at dual wielding. Which brings me into the next thing, levels. There is no level bullshit in my game. No overall levels at least. You'll improve at skills like cooking, fishing, shooting, stealth, etc. And no skill point bullshit either, you get as good as you want at whatever you want, and people can't just mouse over you and see how good you are at everything. The guy sitting at a bench in the park may be a businessman, or he may be an elite combatant. All tasks are run by the players, from law enforcement, to commerce, to crafting, to crime, whatever. Major governments cease to exist in this future, and mercenaries handle general street patrols and property defense. They are paid for keeping the peace, and they are given bonuses for succesfully apprehending or killing a criminal. To apprehend, they have to disarm or knockout the target, then bind him and deliver him to the local prison. They are paid by city governments. The game takes place in the US and a couple other countries, in the large cities of those countries. Travel is done either by road or by plane. There's a certain waiting period for all travel. The bullet trains can get you from New York to LA in 30 minutes, the planes are far faster. Travel time is sped up for the sake of it not being a pain in the ass just to get realism. All things are built by nano-construction, and matter can be generated by just digging up rocks. For this purpose, most cities have a big mine on the outskirts. Just go there with a shovel, get some rocks and dirt, dump into contructer, and you produce a gun, or a shovel, or spices, or drugs, or whatever. Anybody can buy a small, portable constructor for a bit of money, but businesses can maintain nano-tech factories, where things are built on a massive scale. In order to produce, though, you need schematics. These are bought and traded. There's some default ones, but players can also make modifications and produce a whole new type of product. Note that the large factories are the only place vehicles or other large things can be produced. I'm getting bored. I may expand on this later, but not right now.
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4 days left 'til 4 more years. |
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2004-12-13, 03:42 AM | [Ignore Me] #23 | ||
Lieutenant General
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A game with a GTA base of gameplay, but extremely in Depth. Depth to the point where the game never ends and the possibilities are endless. Depth where your career takes months or years to build like a Military career, Bum who becomes a crime lord, or for the sim fans a doctor or something like that. Extrem amount of interactivity, being able to do anything. For example walk down a street and pick up a cat, strap him to a grenade, and through it at a homeless person. Turn it into a MMO and you have heaven.
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2004-12-13, 10:24 AM | [Ignore Me] #25 | ||
I acctualy have two. The first would be a MMORPG/FS based on one thing, the Crimson Skies Universe (based on the origonal PC game). Skills are awarded by doing certain things like killing the enemy.... acctualy thats all. There are several diffrent types of play involved.
1. The world on the ground. Much like GTA, you can go into biuldings and stuff. This is where you buy things, accept missions, repair your ships, find friends. Players have hand to hand combat in a semi Fighter Game layout (no amazing flips and stuff but there is cool stunts). Guns, mounted weaponry (AA) and ground vehicles are also available. 2. The world in the Air. The air aspect of this game would be the most in depth. With a slightly better physics engine involved (for car stunt and stuff) the air would not be like the origonal crimson skies. It would be dumbed down alot from real life but not quite that dumbed down (requires some realism). There are 3 play types in the air. The aircraft pilot, the battle Zepplin Pilot, and the Battle Zepplin Crew which plays similarly to ground. 3. The world at Sea. The game would also incorporate ships and subs. Groups pick between the Sea and air to launch craft. This works the same as the Zepplin with crew and a ship captain. The Aircraft- Aircraft are constantly introduced and so is new equipment into the game. Highly customizeable. The more skills you have the better you can equip your aircraft. There are fighters, bombers, interceptors, helicoptors, and fighter bombers. The Ground Stuff- The ground is divided into diffrent sections of the United States (which would be broken up just like the game) and all the way west to Hawaii (there are alot of islands inbetween for pirates to make bases out of). You can biuld bases in secret locations and pirates occasionaly fight for base locations. Biulding a base can happen anywhere there is not already biuldings. It just requires enough money. The Zepplins - Zepplins are the aircraft carriers of this time. They are huge armored behemoths with self sealing gas pockets and side mounted cannons. There are many types.... 1. Battle Zepplins - Low amount of carryable aircraft, more suited to shooting down other zepplins with ship to ship fire or destroying larger sea/ ground targets. They have 12 per side mounted cannons fitted on each side of the ship mounted side by side with pairs stacked. They are covered in AA guns. They are also the biggest and slowest ships. 2. Escort Carriers - Relying on speed and manuverability these zepplins are fast and carry a medium amount of aircraft. They are lightly armed with only 2 cannons per side and a low amount of AA. 3. Battle Carriers - The battle carrier is the most common of the fighting zepplins. Armed with 6 Cannons per side they are the medium sized combat ships. They carry many aircraft and have refitting stations inside the ship. 3. Cargo Zepplins- The biggest zepplins in the game. Armed only with a hand full of point defense guns these ships are best used by traders. They may be needed to haul treasures and loot from battles though. 4. Racing Zepplins- Used in air racing these zepplins are the fastest and most manuverable around. 5. Passenger Zepplins - Used in sight seeing and air lines these are the kings of the sky. They are litterly twice the size of any other zepplin. All Zepplins are broken up into 3 distinct ship classes. The Frigate size (which are lightly armed and faster), the cruiser ( an inbetween slower more armed and more armored version), and of course the near invincible battleship class which is listed above. The zepplins point defence guns are all useable by crew members but unmanned ones are gunned by NPCs (NPCs must be bought though, they cost money). Everything drivable in the game can be used by an NPC under a players command. NPCs just arnt very good. Zepplins are high skill needing and are upgradeable. Engines, guns, armor, gas packs. Everything can be upgraded. Ships. The ships in the game fall under four classes. Carriers (which are split into escort and battle carriers) Battleships, cruisers, frigates, patrol boats, and submarines (one type, the carrier sub) They are the exact same as the zepplin except they are slower and more armored. Missions- Missions are based with players vs Players in mind. When a player gets a mission to attack a pirate base he has to attack a player's base. Not an NPC one (not all the time). Upgrades system- Upgrades are tweakable. By changing the acctualy parts inside the parts of an upgrade or the airplane its self (I.E. gear ratios, better types of wire, better transistors). You need mechanical skills to do this. This makes it so that almost every aircraft in the game is diffrent from another of the same type. each player may come up with a diffrent solution to mechanicaly solve a problem. Skills system- Bound in a time frame (I.E. You need a certain amount of time to acctualy get the skill) AND a points system. Points are earned by completing objectives and making money. Money - Money can be earned by looting citys you attack. Getting a job with a zone's navy, trading, being a passenger pilot. More in the makes |
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2004-12-13, 10:42 AM | [Ignore Me] #26 | ||
MOAR!!!!
Player Groups: Aside from the starting NPC groups you start in you can, if you have the skills, make a new group for players or join one. Player groups can be cargo companys featuring escort over the lawless terrain for huge trains of cargo zepplins. Pirates who raid those zepplins, take them over, shoot them down and loot them, or hold the crew ransom (more on ransom later). Pirates can also raid towns, cities, and bases for loot. Navies, the United States is broken apart and each diffrent section of the country has its own navy. THe navy is NPC run. Police Groups, police groups are like navies but they are paid by the navy to do certain group actions (attack a pirate base). Weapons- Weapons range from the huge side mounted guns on the battle zepplins to pistols and shotguns. Players can equip rockets and zepplin killer torpedos on their aircraft. Diffrent combinations of guns and use diffrent types of ammo. Upgrades system- Asside from customizing the planes you need to take into consideration weight limits on your craft. Certain craft can hold more than others. The more skills you have the more you can squeeze onto your plane. Death- Death is inevitable. If you die you dont acctualy die, you just wake up in your groups base/ home city at the hospital ala GTA but you also lose a few skill points. |
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