How will we select what type of char we will be?
by Strikea · in General Discussion · 08/05/2002 (11:50 pm) · 10 replies
Im sure really sure whether we will go to a sort of "inventory station" such as in tribes 2 or whether we will select what type of player we will be before we join the game - i.e.:

if it isnt there go to this site: www.boomspeed.com/strikea/rwconcept.jpg
If anyone can clear this up - plz do so :)

if it isnt there go to this site: www.boomspeed.com/strikea/rwconcept.jpg
If anyone can clear this up - plz do so :)
About the author
#2
On the other hand, it would be lame if you chose a Cleric and came into a game only to discover that most of your teammates were Clerics also.
I would rather start with choosing before and keeping an eye out to see if that is too restrictive.
08/06/2002 (12:43 am)
It seems kind of odd to just go to some station and switch your race. It makes a lot more sense in Tribes 2 where all you are doing is changing weapons and armor.On the other hand, it would be lame if you chose a Cleric and came into a game only to discover that most of your teammates were Clerics also.
I would rather start with choosing before and keeping an eye out to see if that is too restrictive.
#3
On the other hand, teams could be 'prepared' beforehand, so that the team leader chose the mix of races/classes that they wanted in their team. Unless it was a mage-specific team it would be impossible for a player to join a team and find that they were all the same class...
Just a few thoughts :-)
08/06/2002 (12:57 am)
Unless, of course, you fix the races (so a human is always a human) but allow for re-training from one class to another in the same race.On the other hand, teams could be 'prepared' beforehand, so that the team leader chose the mix of races/classes that they wanted in their team. Unless it was a mage-specific team it would be impossible for a player to join a team and find that they were all the same class...
Just a few thoughts :-)
#4
Owen
08/06/2002 (7:01 am)
Why not have the menu in the same screen as team selection, and choose once connected but before signing up, or even after choosing a team so you can only see what classes your team has.Owen
#5
*Game
*Self
*Settings
The game tab would list everyone in the server and what class or race they're using. Other things too, but that's aside from the point.
The Self tab would allow you to check stats or whatever, but most importantly allow you to customize your character for the next time you spawn.
The Settings tab would simply be for game settings, unrelated to gameplay.
Essentially, it would be like the lobby in Starsiege, except that it would be transluscent and allow you to witness the action going on behind you, so that you can quickly exit out if you're about to be attacked. (You won't be able to change your character unless you're dead, so it will be greyed out. You can change our character, but doing so will automatically kill you or something.)
08/13/2002 (5:51 pm)
Why not make the player an observer when the game loads, and upon the touch of a key (this is going to sound like T2), a screen pops up with about three tabs:*Game
*Self
*Settings
The game tab would list everyone in the server and what class or race they're using. Other things too, but that's aside from the point.
The Self tab would allow you to check stats or whatever, but most importantly allow you to customize your character for the next time you spawn.
The Settings tab would simply be for game settings, unrelated to gameplay.
Essentially, it would be like the lobby in Starsiege, except that it would be transluscent and allow you to witness the action going on behind you, so that you can quickly exit out if you're about to be attacked. (You won't be able to change your character unless you're dead, so it will be greyed out. You can change our character, but doing so will automatically kill you or something.)
#6
08/14/2002 (11:52 pm)
Weren't we going with something a little more persistance base to it? Yea it would suck to be on a whole team of clerics, but if your going with persistance wouldn't that defeat the whole purpose of switching classes? If we are shooting for persistance, at what level are we shooting for? Something similair to PlanetSide or just basically stats? Or am I missing this all together? I know we aren't doing a MMORPG and I know we aren't doing a remake of Tribes2.
#7
We want as much persistance as possible, but we still want a skill based game.
If you look at all the games today, the determining factor is time spent, not skill. It keeps people coming back and for games with monthly fees rakes in the cash, but it isn't fun and isn't what we want to do.
Ideally you could pick one class and stick with them for a while, really developing your character. The problem is that if your character doesn't change over time why wouldn't you just switch whenever you felt like it?
If the character does change over time, how do you do so without breaking the game balance and hopping on the levelling treadmill?
Its a tough question. If you look at a game like Planetside, they have certificates you can earn that let you pilot vehicles and such. So, its the old more time = better paradigm. How fun would RW be if you could ride dragons, but only if you were "level 20?" That doesn't sound like a big improvement to me.
One possibility is that as time passes you can customize your character more in terms of looks, earn special emblems, etc. Also you characters stats will be kept track of.
I don't want it to be like Tribes 2 where I would literally see a vehicle in our base and run inside and switch to a heavy with a lock-on missile.
Ideas would be appreciated on this front.
08/15/2002 (12:05 am)
That is a key question that still needs to be ironed out fully.We want as much persistance as possible, but we still want a skill based game.
If you look at all the games today, the determining factor is time spent, not skill. It keeps people coming back and for games with monthly fees rakes in the cash, but it isn't fun and isn't what we want to do.
Ideally you could pick one class and stick with them for a while, really developing your character. The problem is that if your character doesn't change over time why wouldn't you just switch whenever you felt like it?
If the character does change over time, how do you do so without breaking the game balance and hopping on the levelling treadmill?
Its a tough question. If you look at a game like Planetside, they have certificates you can earn that let you pilot vehicles and such. So, its the old more time = better paradigm. How fun would RW be if you could ride dragons, but only if you were "level 20?" That doesn't sound like a big improvement to me.
One possibility is that as time passes you can customize your character more in terms of looks, earn special emblems, etc. Also you characters stats will be kept track of.
I don't want it to be like Tribes 2 where I would literally see a vehicle in our base and run inside and switch to a heavy with a lock-on missile.
Ideas would be appreciated on this front.
#8
Usually, for things like this, the second is ideal, but we do have limitations that some of us, including myself, are not totally aware of. However, I'd prefer to stay away from character statistics perse, as some people don't like being looked down upon or outclassed by other players when they first get the game. Personally, I'd rather see features unlocked than power gained. This way, the game retains its direction but keeps the player coming back.
Say, for every 50 people you kill, a new level is opened up for multiplayer or campaign use? (Or something to that effect and range... I'm sure you get the idea.) Simply put, it gives you a treasure without making you better than other players in the process.
Personally, I think it's bizarre for anyone to simply find an item on the battlefield and instantly learn how to become a cleric. Rather, if class changes are to be done in such a way that would disallow everyone from accessing them instantly whenever they so chose to use them, I would rather take the route of using training and qualification missions.
This is only an idea, so work with me... Let's say that we have our own dedicated servers. Say, about five of them are for the sole purpose of qualifying for other classes? You have to complete some sort of objective in order to access a new class or level. Then, in-game, rather than being able to access any of these new skills whenever you wished, you could change after attaining a certain number of points. I'm not sure how to explain such a thing in the story though... Really, I can think that up later on. The important thing is to get a working solution on the table, as I'm sure I and others can manage to fit multiplayer scenerios into the storyline.
One thing I think should be necessary though, is to disallow people from changing their race. Rather, I think a person should have to create a new player for each race. That race can then use all of the subclasses and skills that it possesses as it gains experience, however we are to do that. I think that would be the best bet, as it encourages diversity and the urge to choose wisely before entering a battle, although you still have customization as a possibility in the midst of fighting.
08/15/2002 (1:55 am)
Well, this depends largely on how much information we're going to keep up with. Will this be a get-the-game-and-play game, or will it be necessary to sign up, and keep a record of your player on a host computer?Usually, for things like this, the second is ideal, but we do have limitations that some of us, including myself, are not totally aware of. However, I'd prefer to stay away from character statistics perse, as some people don't like being looked down upon or outclassed by other players when they first get the game. Personally, I'd rather see features unlocked than power gained. This way, the game retains its direction but keeps the player coming back.
Say, for every 50 people you kill, a new level is opened up for multiplayer or campaign use? (Or something to that effect and range... I'm sure you get the idea.) Simply put, it gives you a treasure without making you better than other players in the process.
Personally, I think it's bizarre for anyone to simply find an item on the battlefield and instantly learn how to become a cleric. Rather, if class changes are to be done in such a way that would disallow everyone from accessing them instantly whenever they so chose to use them, I would rather take the route of using training and qualification missions.
This is only an idea, so work with me... Let's say that we have our own dedicated servers. Say, about five of them are for the sole purpose of qualifying for other classes? You have to complete some sort of objective in order to access a new class or level. Then, in-game, rather than being able to access any of these new skills whenever you wished, you could change after attaining a certain number of points. I'm not sure how to explain such a thing in the story though... Really, I can think that up later on. The important thing is to get a working solution on the table, as I'm sure I and others can manage to fit multiplayer scenerios into the storyline.
One thing I think should be necessary though, is to disallow people from changing their race. Rather, I think a person should have to create a new player for each race. That race can then use all of the subclasses and skills that it possesses as it gains experience, however we are to do that. I think that would be the best bet, as it encourages diversity and the urge to choose wisely before entering a battle, although you still have customization as a possibility in the midst of fighting.
#9
I could see keeping track of awards, medals, flags or some other physical representation that could show up on the game character. Perhaps at the end of each match, both sides could vote for MVP who would get a medal that appears on their character.
I could also see using equipment as the basis of character advancement, but not allowing the equipment to become overpowering. For instance if at the end of each game you got some points (prestige, gold, whatever) and then could use the points to upgrade your weapons and armor, maybe be able to customize the look a little bit. Even if the equipment only gave you a trivial or non-existant bonus in-game then people would still feel like they're advancing their character.
08/15/2002 (8:02 am)
I think tracking ongoing stats like nubmer of kills, number of battles won etc. should be the minimum persistance we should shoot for. People may not like being looked down upon based on bad stats but they LOVE bragging when they've got good ones. Its part of what makes Battle.net so popular.I could see keeping track of awards, medals, flags or some other physical representation that could show up on the game character. Perhaps at the end of each match, both sides could vote for MVP who would get a medal that appears on their character.
I could also see using equipment as the basis of character advancement, but not allowing the equipment to become overpowering. For instance if at the end of each game you got some points (prestige, gold, whatever) and then could use the points to upgrade your weapons and armor, maybe be able to customize the look a little bit. Even if the equipment only gave you a trivial or non-existant bonus in-game then people would still feel like they're advancing their character.
#10
both initial attributes and adjusted attributes are both saved. Adjustments may also be changed because of exercise, or magic. Initial abilities are based on one or more attributes. These too may be adjusted based on objects the player has, such as a player with a verry fine sword may have a plus ability to use it. A player carring a lot of weight might have a negitive adjustment to movement.
This doesnt seem difficult to me...
08/18/2002 (10:57 pm)
it seems like what you are dealing with are attributes and abilities. Attributes are defined initially then adjusted based on other attributes like race, age, etc.both initial attributes and adjusted attributes are both saved. Adjustments may also be changed because of exercise, or magic. Initial abilities are based on one or more attributes. These too may be adjusted based on objects the player has, such as a player with a verry fine sword may have a plus ability to use it. A player carring a lot of weight might have a negitive adjustment to movement.
This doesnt seem difficult to me...
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