DB Design Doc: In-Session Progression System


(Loffy) #41

I really like that idea. In fact I LOVE it.

This is a perfect example of the kind of in-game “happening” that would have an effect on players that have just dl:ed DB and started playing it, just to “check it out”. When this mother goes off, they will say under their breath “Wtf was THAT? HOW can I get it? How come this game is FREE when it is so freaking AWESOME!”

(Given that the beginner is an explosion and destruction fan like I.)


(Maca) #42

[QUOTE=Loffy;433615]I really like that idea. In fact I LOVE it.

This is a perfect example of the kind of in-game “happening” that would have an effect on players that have just dl:ed DB and started playing it, just to “check it out”. When this mother goes off, they will say under their breath “Wtf was THAT? HOW can I get it? How come this game is FREE when it is so freaking AWESOME!”

(Given that the beginner is an explosion and destruction fan like I.)[/QUOTE]

I think every tier3 weapon should have that type of pazazz.
The panzer letting out this very large warning sound when it’s getting fired, the healing nade sounding like a distorted church choir.


(Bangtastic) #43

more Ideas and inspirations:

Medic: A ability when activated, the defib gets an extra charge. So when a mate gets revived, he will be still full of electricity, even when he shoots enemies, they will be slowed down cause of the impact.

General:

-Death pill, pretending to be dead, but you can stand up again after a certain point
-X-wave gun
-Melee weapon which has a secret chamber and barrel built in, ready to shoot surprisingly, only one bullet
-deceive your enemy: plant holographic dummies, other distractive nades like footstep/voice simulator. Flash Gun to flash enemies, or such like a disco flashlight nade, drug nade
-Hacking device upgrad for Engies, which allows faster defusing/arming
-Virus transmitter, when pointed on a engineer while he is defusing, can be used to slow down the progress -> evil smiley will be shown on C4 display.

But i dont think that wont be Tier 3 abilities, just want to you to get brainstorming :smiley:


(woll3) #44

Seriously no.

Just add the option to disable it for comp matches, im sure 90% of the scene isnt quite fond of this system.

[QUOTE=Loffy;433615]I really like that idea. In fact I LOVE it.

This is a perfect example of the kind of in-game “happening” that would have an effect on players that have just dl:ed DB and started playing it, just to “check it out”. When this mother goes off, they will say under their breath “Wtf was THAT? HOW can I get it? How come this game is FREE when it is so freaking AWESOME!”

(Given that the beginner is an explosion and destruction fan like I.)[/QUOTE]

More like “WTF, why am i dead again? This Game sucks”, just saying.


(Maca) #45

[QUOTE=woll3;433640]Seriously no.

Just add the option to disable it for comp matches, im sure 90% of the scene isnt quite fond of this system.[/QUOTE]

I’m not a comp player, but I enjoy watching comp matches of various FPS games very much.
I’d like to know what excactly about the tier3 system is bad for competition? Is it that it is something that isn’t standard all the time, meaning that the fact it comes in to play at some point of the game creates unnecessary randomness? Is it that getting it requires getting xp, which can have problems?

As someone who has just watched comp games, I can’t really see why the tier3 items can’t be used in a meaningful and strategic way. They are rare, so they aren’t spammy. If there is a clear scoreboard system to tell what the other team has it doesn’t create randomness. They change from class to class, so it isn’t like every player in a team is gonna have a weapon of mass destruction (at least not if auto-healthregen and ammo stands are taken out of the game wink wink nudge nudge)
The comparison to LoL and games like that was fascinating to me. In those games you always know what the other team has because of the announcements, and then form your strategies by having those things in mind. But most importantly, all the tier3 items are active items, so it’s not like suddenly a player can run 30% faster or something, they still require skill to use. They fit the FPS playstyle. And from what I understand from Anti’s description, the tier3 items aren’t actually that OP at all.
Could comp players educate me?


(Bangtastic) #46

Some people prefer the “dark side”…

But woll3 is right, it must always be considered the consequences of such abilities. A really big explosion, would be too much, maybe a not so big explosion paired with a shockwave, also thats more realistic. Some will die ofc, but not that many, the others are taking quite damage. I intended the C4-Uranium plutonium thing having more a post-explosion consequence, rather than only a big bang.

@Maca i fully agree with your statement. I mean DB isnt supposed to be a boring F2P casual shooter. The revolution MOBA games started, can be a great success and a much greater enrichment for a FPS title. Only when i imagine a shoutcast of this game not only talking about the strats, the shooting, aim but also about which abilities teams are going to use, and how they will use it. It will give this game a unique touch. Anti already said it, they want it to be great game changers and ways to have a comeback in a match, but they should still require skill, timing!!! there must not be abuse or spamming. We all want it to be kinda an old school shooter in modern times. But if this system is done right, it probably means that this game will provide a whole new experience for a FPS game (at least for me). This is the point in which DB can be ahead a great amount of time comparing other games. Even more tactical means allowing more creative ways to reach a goal :smiley: There will be a great amount of combinations, and alternatives i guess.


(Loffy) #47

I was not precise; let me rephrase that. This is a perfect example of the kind of relatively rare in-game “happening” that create a positive effect.

KABLAMMO!
“Holy *****! What did just happen? I need to play this game more, so I can learn how to set one of those off!!”


(.Chris.) #48

[QUOTE=woll3;433640]Seriously no.

Just add the option to disable it for comp matches, im sure 90% of the scene isnt quite fond of this system.[/QUOTE]

You haven’t even tried it yet.


(iwound) #49

A bomb blast could kill all in close proximity within a decent radius. which would not be that big of an amount considering only 8 players minus those already dead on these sized maps.
Secondary radius half damage plus concussion effect. Third radius just concussion effect.

It would equal an artillery burst but in one go. so would do equal or less damage depending on how well it was used.

an example of use.
in london bridge after taking the cores as the ev moves down the street with support, the one bomb is set half way up the street.
at the right time detonate and buy defence some vital seconds. attack quickly respawn, have to repair ev and move on.
Your going to die anyway, it might as well be in an interesting way.

of course if the bomb is found it could be defused. maybe giving the credit back to the bomb planter to try and use so delaying its use.
otherwise id be pretty peeved my xp had all gone to waste.
but even if i could still use it im more rushed in planting it as the end game gets nearer. and may end up missing my best target.

put one in the bins at the end of london bridge to stop the ev. we need something there.

oh and add some vsays for screams. i pwomise we wont abuse female screams in warm up. :slight_smile:


(INF3RN0) #50

New mechanics never work, so why try HUZZAH!


(INF3RN0) #51

[QUOTE=woll3;433640]Seriously no.

Just add the option to disable it for comp matches, im sure 90% of the scene isnt quite fond of this system.

More like “WTF, why am i dead again? This Game sucks”, just saying.[/QUOTE]

Did you read the post all the way through? These items wouldn’t be more than a single use-item which would have to be used in an intelligent way and with skill otherwise it would amount to nothing. All this is saying is a limited use item would become available to a player only a few times during a match and it would offer the potential of being able to possibly sway the outcome of perhaps one engagement if it’s perfect circumstances; otherwise they wouldn’t do anything really. 2000XP=tier3 unlock, and based off of the average XP per match that’s maybe an average 5000XP per player=2-3 uses per individual in a match. The XP cap for tier 3 could be raised as well so that perhaps these abilities can only be used 1-2 times per match. In my opinion the soldier is the only one with a real impact potential, but then again that’s only 1 shot, who knows the speed of the projectile or the radius of the explosion, and it sure as heck won’t cause grief every time. I see most of the other perks being much more situational and team work oriented. CS had the money system, which functioned perfectly fine and was waaaay more annoying than what this is proposing. Why can’t we try out something similar to make teams save their XP unlocks and decide to use them in their strats as a means of making a more successful push based off of those strats. It’s not like the tier3 items make you un-killable or invincible, but just offer you an extra tool set that isn’t necessarily better than everything else.

Example A: Saving the panzer unlock until WL 1st objective is completed and then to use it at the choke to buy 5-10s extra for your teams time, if you are able to use it successfully of course. Most times you might just miss or kill 1 person.

Example B: Dropping a supply crate at defensive point X so that the player there doesn’t need the FOPS to keep resupplying ammo to the area for that time.

Example C: All your team happens to die in the same exact spot (which probably will never be more than 2-3), using aoe heal grenade brings them all back up if they aren’t gibbed, but they might just end up all dying again.

I don’t really see these kinds of things breaking the game or being annoying considering the way they are unlocked, communicated globally, and the pure situational means of their proper use. The default items will end up having a much bigger impact on the outcome of a game as far as I can see with this, but these items might be able to impact certain specific moments of the game if used well… maybe.


(INF3RN0) #52

[QUOTE=Tast1c;433598]First of all a radioactive super weapon can be considered for each class.

Supportive:
Soldier:
Idea1 - Soldier can throw a kit/armor to pickup, which provides more armor, stamina, let people endure more damage (against radioactiveness?), or he can provide others with nades?
Idea2 - Soldier is able to use a big shield which can take a big amount of damage or is time limited and has a long refresh rate.
Idea3 - Soldier is able to drag the MG-Nest of the engineer in a limited area but reallly slowly?

Destructive:
Fops, you already mentioned
Engineer:
Idea1: Kind of C4-Uranium with a remote control, to time its explosion
Idea2: A customized and upgraded double welder - used as a short range flamethrower; OR she is able to throw this customized welder at enemies, they take damage in a radius couple of meters.

Medic:
Idea1: A certain weapon that can be used either to poison enemies or to heal your allies (remember the link gun?)

Covert:
Idea1: Instagib weapon, limited rounds -> people cant be revived, large bullets?[/QUOTE]

Oooo good thinking actually. You have energized my brain for some ideas!

Supportive;
Soldier- Deployable shield (Small chest height square, absorbs X amount of damage, helps to cover 1 crouched person on objectives for offense/defense, or can be used for general cover)
FOPS; Supply station.
Engineer; MG turret.
Medic; AOE heal nade.
Covert; UAV

Destructive;
Soldier; Panzer!
FOPS; Mortar barrage- equivalent of ET airstrike (fast hitting, high damage- timing requirement)
Engineer; Satchel charge! (can be destroyed by shooting)
Medic; Anti-heal grenade (enemies in this blast radius are unable to heal for X seconds)
Covert; Crossbow w/ explosive (grenade sized blast that occurs after 3s of impacting, can become stuck to players)


(Dormamu) #53

Supportive;
Soldier or FdOps - Mortar
"when the Soldier gets his Tier3 Mortar, the team can help him by designating targets for him to hit, something like the Tribes combo “target painter+mortar rounds” :smiley:
Medic - Syringe Revive, like in Brink but without the auto lock on downed players, so you need to aim at who you want to toss it :smiley: or a healing gun (like the taser gun) to keep the Brink syringe resemblance outside of DB :smiley:
Engineer - MG Automaton, placed on a stationary turret already in the map (those fixed MG nests you use in the map), will make that turret a stationary automated machine gun :smiley:
Soldier: Doppelgänger - a copy paste of yourself running alongside you who will copy every move you make (using Simunition), the odds that the enemy will target your doppelgänger and not you are 50/50 :smiley:


(Humate) #54

soldier - tac shield or something that works to that effect (4 uses)
engie - hyper lite / spin up gun
fops - rocket arty
medic - anti mana grenade for x amount of time
covert - cloak/invisible with knife only aka the leestyle


(Ashog) #55

I think that there should be 4 Tiers like in ETQW. The first two - passive, the last two - active. In this way more class variety will be feasible, exactly the thing that made ETQW so interesting and long-living, even w/o custom support.

IMO, Lazarus greenades should be Tier 3 and be available 1 per spawn. It is not OP at all - 1 such grenade per match is nothing.

So for Medic,

[ul]
[li]Tier 1 - Larger health packs (or they regen faster, depending on health pack system)[/li][li]Tier 2 - Self-defib health boost, once per spawn (is not really passive but still)[/li][li]Tier 3 - Lazarus grenade, once per spawn[/li][li]Tier 4 - Health station deployable, just like for field ops, once per match[/li][/ul]

For Fieldops,

[ul]
[li]Tier 1 - Larger ammo packs[/li][li]Tier 2 - Longer airstrikes[/li][li]Tier 3 - Grenade resupply packs on a special button (like in Shrub mod in RTCW). 1 pack per spawn[/li][li]Tier 4 - Ammo/grenade resupply station deployable, once per match[/li][/ul]

For Covops,

[ul]
[li]Tier 1 - Improved breath control.[/li][li]Tier 2 - 3rd Eye Cam with radar and explosive function (see ETQW), once per spawn with cooldown, instead of heartbeat sensors (not passive but still)[/li][li]Tier 3 - Satchel Charge explosive packs for traps, available 1 per spawn[/li][li]Tier 4 - UAV, with high health, radar and explosion feature, once per spawn + cooldown (like in ETQW)[/li][/ul]

For Engineer,

[ul]
[li]Tier 1 - Increased main weapon range or buffed secondary weapon damage - smth like that[/li][li]Tier 2 - Repair sentry ability or deploy 2 mines (depending on class loadout)[/li][li]Tier 3 - Kevlar armor self-boost, once per spawn[/li][li]Tier 4 - Mobile MG deployable, once per match[/li][/ul]

For Soldier,

[ul]
[li]Tier 1 - Improved speed[/li][li]Tier 2 - Improved Iron Sights with MG[/li][li]Tier 3 - Improved health[/li][li]Tier 4 - Rocket launcher, 1 shot per spawn (just one shot per match is nothing, seems like a joke to me)[/li][/ul]

I am unsure if this whole system will work within 1 map - perhaps too cramped in time even within 3 Tiers. Might be the second half of map will be mainly audible spam from narrator about someone getting dangerous unlocks all the time. I would say it (unlock tree progression) should be implemented not match-wise but campaign-wise (if there will ever be any).


(Maca) #56

Is this thread or something similar going to be posted to the non-VIP forum any time soon?
I think it would be beneficial to thoroughly explain this system to everyone in the alpha, as some are already going bonkers because of the MS17-Gameplay video.


(rookie1) #57

^^Get ready for an incoming +1500 replies :penguin:


(Anti) #58

Hey,

This thread was posted to the VIPs some time ago to get their feedback on a system we’re testing out. In light of the info in the recent MS17 Gameplay video I thought I’d move it to this part of the forum to give you folks a clearer idea of how the MG Nest and the associated systems are being planned to work.

Please bear in mind, this is just a design and it still needs to be tested, balanced and evaluated. It may be it’s not suitable for all modes, it may be that it’s amazing, we don’t know till we try it :slight_smile:


(bighogins) #59

I don’t know Anti, you may want to ban strychzilla before he gets a chance to read this.

In all honesty this stuff does not seem like it would have a place in the competitive side of the game, but looks like it could be fun for pubs. We are definitely willing to help test anything you SD guys throw at us.


(Maca) #60

Perhaps the comp players here will just roll their eyes to what I’m about to say, but I’d really like to hear what they think.
If the game was made more simple, if the game was made like in the Strychzilla MS17-gameplay post, would it be impossible to implement this system, in a way that works in comp.
Is this bad for comp, because if it was added to what the game is like NOW, it would mess things up even more, or could it work if the core of the game was simpler.
What is really so bad about a scenario like this: soldier starts with one nade, tier1 he gets another nade, tier2 he gets one extra clip on his primary, and tier3 he gets one shot panzerfaust.
Providing the game is simple at it’s core, like in aforementioned post, what exactly in this system makes it bad for comp? Is it because it’s xp-based? That the winning team can get even more of an edge? That it randomizes things because you don’t know EXACTLY what people have, and can’t this particular problem be solved with a scoreboard showing which tier everyone is and perhaps announcements for the tier3?

I don’t hang around comp circles so I can’t always imagine what you guys think about things, so I would really appreciate if someone explained this.