• Hypothetical Game Mechanics Thread
    33 replies, posted
Similar to my [url=http://www.facepunch.com/showthread.php?t=806884]Hypothetical Technology Discussion[/url] thread, this is a place to talk about your ideas for game mechanics. It doesn't matter how impractical or technically-impossible they are, if it's cool, it stays. [b]CONTENT[/b] Here's my idea for a improved melee system. Instead of changing weapons to a melee weapon through a weapon change dialog, this system is triggered by pressing a single button, such as 'M'. This doesn't change weapons or launch an attack (such as in Modern Warfare), but instead activates the mouse controls. Left and Right mouse are used to change between primary, such as a gun (used for bludgeoning) or large melee weapon (such as an ax), and secondary, which could either be a fist or a small melee weapon (like a knife). The mouse is moved in different directions to perform different actions: [b]Left or Right[/b]: Launches an attack from the appropriate side that forces the enemy to that side a small amount. With an edged weapon, this would be a slice, with a heavy weapon (like a gun), this would be a blunt strike. Deals little damage, but cools-down fast. [b]Up[/b]: Launches an attack aimed at the head. With an edged weapon, this would be a slash at the throat and with a blunt weapon, this would be an uppercut. Deals a good amount of damage (and a whole bunch from behind), but takes a while to recover from. [b]Down[/b]: Attempts to knock the enemy to the floor. This would be a pommel attack with a knife, and a blow to the legs with a blunt weapon. But wait, there's more! If you run at an opponent while also moving the mouse in a direction, you shove the person that way. Damage would be calculated depending on how hard the person hit a surface. Shoving 'down' would simply knock the person back. By pressing another key (maybe middle mouse), you grab at the opponent. If you succeed, you have direct control over him by moving your mouse (failure leaves you open for a while). You can slam him into walls, shove him down, toss him a couple feet, or press another key (like 'action') and turn him into a human shield (with limited control over a sidearm). However, if you haven't subdued him properly (by beating him up), your opponent can struggle and possibly break free, leaving you open for attack. Blocking is simple. Just move your mouse in the same direction (there would be a indication of it, such as a wind-up animation) as your opponent and block the blow. This would leave him open for attack for a while. If he has a gun or knife, you can grapple with him for it (through a quicktime-type event). If it's not too unbalanced, feinting (indicating one attack and then preforming another) should be an unlockable (like a perk). While on the topic of unlockable extras, I have a couple more ideas. One could be a extra option (Down) while sneaking up from behind: use as shield. Instead of going through the check for grappling and then for hostage-taking, you use a single check for both. Another is Disarm: it allows a player to knock the weapon out of a opponent's hand, but with a small chance to succeed and a large cooldown on failure. Of course, this would take a long while to balance correctly. inb4 tl;dr.
I'd like to see it in practice, anything is better than current melee we have now.
A virtual reality box that makes you the character, and has life like graphics, AI, and the ability to do [B]anything[/B] within the game.
[QUOTE=ALTastic;17360435]A virtual reality box that makes you the character, and has life like graphics, AI, and the ability to do [B]anything[/B] within the game.[/QUOTE] Mechanics, not farfetched future dreams.
Realistic body systems that fully simulate wounds and other things completely. Like, shooting a guy in the stomach, and it simulates the bullet going through his organs and veins, so he could bleed out or the stomach acid would leak into the rest of his body etc...
[QUOTE=Uberman77883;17361035]Realistic body systems that fully simulate wounds and other things completely. Like, shooting a guy in the stomach, and it simulates the bullet going through his organs and veins, so he could bleed out or the stomach acid would leak into the rest of his body etc...[/QUOTE] Sort of like that new RO game where damage is affected by the body part it hits?
This seems awesome. It seems perfect if Mirror's Edge had a multiplayer.
[QUOTE=Zombii;17361193]Sort of like that new RO game where damage is affected by the body part it hits?[/QUOTE] What RO game?
MMOFPS idea: Setting? A world just like planet earth but on smaller scale but still very, very, very massive, spanning about the size of Europe. The world is constantly a warzone except for little patches of land designated truce zones, where your weapon loses its functionality. Gameplay: This game centralizes on factions. It has an in-game faction browser, much like a server browser, which allows you to join any faction you want or create your own by taking one of the many bases scattered at least a mile from each other or taking another person's base. Each faction has to manage resources and such, using resources to get upgrades to power generation, food generation, a bigger base, et cetera which weild more resources. Each faction also has a military rank system, ranging from Recruit to Owner. Someone can be promoted in the rank system by someone three ranks higher than them: For example, a Sergeant is allowed to promote a Recruit to Private, a Sergeant major is allowed to promote either a recruit or private to corporal, a lieutenant is allowed to promote anyone from Recruits to up to a Seargeant Major, and so on. Players can get demoted by someone of five higher ranks than them and players can also file demote and promote requests for other people with descriptions of why said person should be demoted or promoted. Owners and Generals can demote or promote anyone at will. Generals and Owners can manage the upgrades and such for the faction bases: They have resources such as Metal, Fuel, and such that they have to use to get upgrades that will help their bases and their soldiers. For example, they can choose to upgrade something like Weapon Selection, which upgrades the total free weapon selection for the faction, or they can choose to upgrade and add things like automatic turrets, airstrips inside the base, and vehicle factories so that their troops can take a VTOL to take another base and the time that the next VTOL would be available to deploy would depend on how advanced the vehicle factory is upgraded or how much the hanger was upgraded to store VTOLs. Basically, the level of standard-issue available (free for the troops) equipment would just be based on how the generals use their territory and how much facilities are upgraded. Gameplay proceeds as any standard MMOFPS in this situation would. The higher-ranking people plan attacks against other territories to expand the faction's controllable territory (Read: Place more walls and automatic turrets, build reactors, etc) and the soldiers and pilots would get in their vehicles and proceed to have a big firefight (It would be like a large-scale battlefield game) and one side would be victorious. If you die, you respawn inside your home base so you wait until your superiors assign another attack and / or you just hang around and go somewhere else. There is a levelling system and you gain XP every time you kill somebody and you gain money on the basis of successful captures (money depends on scale of capture) and killing (money depends on what level the other person is). Aside from war, there would be cities scattered around where the game sheds its military setting for a no-fire zone and a commercial and social settings which soldiers sit and chat and buy upgrades, private weapons, weapon upgrades, armor and shielding upgrades, clothing, and various other items for themselves. The generals could call the soldiers back (quick travel) to their bases if the soldiers wanted to help defend their bases or attack another base but it would be the soldier's decision (Until, well, he gets demoted for not helping the faction.). There would be a set amount of "leave" that the game could accumulate over the time the player spends serving the faction that allows the player to chill in the city undisturbed by calls after a few hours of fighting so that generals could not continually bug the soldiers so the soldiers could get a break in the city undisturbed after serving their faction and have a chance at buying upgrades and stuff with their own money earned by killing and missions. Each player would also have a customizable house to sleep in and store their personal items. jfsklaj I would type more but I'm tired but other basic shit: 1. Having complete weapon modularity and selections: You can carry a scoped crossbow into battle or drag a deployable machine gun with you. Your call, your consequences. 2. Weapon reliability and jamming: You would have to go to your faction's repair shop to repair your weapon to a degree or go to one of the cities' gunsmiths which repair your guns albeit at a price 3. Personal vehicles: You can own your own VTOL if you pay for it. Your vehicle will respawn in a city airport hangar or parking lot. 4. Modifications to vehicles: You can order vehicles from your faction with upgrades if your faction has a higher upgraded vehicle factory or you can just buy your own upgrades and stick a minigun on a go-cart. 5. Pilot's licenses: Personal aircraft would only be sold to you if you can fucking fly it and factions would go for pilots to fly their planes as a first priority. 6. Full joystick, steering wheel, and other peripheral support: Whip out your X52 to fly that helicopter and then switch to your G25 to drive a humvee 7. Realistic ballistics except for player health which would be slowly regenerating over time (Three minutes to heal from 1 health to 100, you'd have armor and stimpacks for a reason) 8. Iron sights 9. Realistic physics
Rome Total war, except every single soldier is a real player.
@Fishyfish: Cities would be more fun if there was a way for them to be taken over, albeit with great difficulty.
Already started a thread for this one: [b]Variable Speed of Light[/b]: An FPS in which you can use the effects of relativity to defeat your opponents. Slow down the speed of light enough and space time would distort significantly as you run around and shoot people. [quote=ALTastic]A virtual reality box that makes you the character, and has life like graphics, AI, and the ability to do anything within the game.[/quote] You best be trollin', bro.
Mount & Blade's battle system is pretty realistic. (If you turn off Automatic Attack in the options, anyway) You can block attacks with any weapon (except bows and javelins and daggers) by holding right-click and moving the mouse in the direction of the attack. But with a shield this is unnecessary and all you do is hold right-click. For attacking, you hold left click and flick the mouse in the direction to indicate what type of attack. (Upperjab, straight, Leftcut, etc.)
[QUOTE=MrBob1337;17372113]@Fishyfish: Cities would be more fun if there was a way for them to be taken over, albeit with great difficulty.[/QUOTE] That sounds like an interesting thing to build another game mechanic upon I can see in the concept the larger factions having specific generals assigned specific tasks to manage because the entire concept would so fucking overcomplicated to manage by yourself unless you just join in to fight for a random faction or fight freelance. The concept would work out to be some sort of SecondLife - Far Cry 2 - Civilization - Battlefield - Call of Duty mix of sorts.
[QUOTE=FunnyBunny;17362079]Rome Total war, except every single soldier is a real player.[/QUOTE] Would suck because that kind of battle requires that everyone playing doesn't want to be the lone hero that kicks everyone's ass. It would just be chaos, you'd have spearmen hiding trying to snipe with their spear, cavalry trying to see how high they can ramp their horses off a hill. Plus, nobody would listen to orders from their generals and commanding officers.
[QUOTE=Confused111;17361391]What RO game?[/QUOTE] The sequel to Red Orchestra.
Red Orchestra: Heroes of Stalingrad.
Oh, I just wanted to know what RO stood for, but thanks.
A Mirror's edge/NFS:Shift style player physics system, where even the player is affected by physics. Eg, if you gain momentum and turn to the opposite direction, the camera(Aka head of player) bobs towards the original direction, aka inertia.
How about commanding a 18-19th century army from the eyes of the general only? You'd stand behind the lines of your army, observing it and the enemy army with your field glasses. You would have to send out messengers to convey your orders to subordinate commanders and your personal field staff would help you move markers on a paper map.
I'd really like to see a vehicle control system where if you have an NPC in a gunner position, you can take direct control of them and use the turret with the mouse while still driving. Likewise, if you're shooting you shouldn't have to trust shoddy, dangerous pathfinding over your own abilities so you should be able to control the vehicle's movement as well, so long as an ally is in the driving seat.
I think a more appropriate control method for the OP's idea would be to hold a key/button and move the mouse in a direction so you don't have to take your hands away from it.
Melee combat was already perfected with Dark Messiah.
You inventory would be based on different pockets you could have sown onto your clothes. Adding a new pocket would add a small amount of weight that would add up and lower the strength of the clothing. Some pockets could be loops of fabric that hold a weapon, small pockets that hold coins or ammo clips, larger pockets that could hold a book or something. Pockets could be sown onto nearly any wearable clothing item including backpacks. You could also tie small loops around your clothing which you could tie coin bags onto. People with talent in swords could cut open the pocket and have the goods spill out, a lower sword talent and longer sword would do more damage to the containing item, compared to a higher sword talent and a dagger type weapon. Harder to see hidden pockets could be sown to hold small items along with inside pockets which would have to cut open by cutting the clothing itself. Bodies would also have to be looted by searching individual pockets and baggage rather than all the items coming up on one screen.
Me and my friends came up with a good one while playing D&D. Imagine you have a map on a sheet of paper. And your guy can platform around it and such as it is. But then you can take a stylus or mouse and slice the map, and drag/rotate the portion to an edge of the other portion. So say you have a hallway that leads to a dead end wall. But you can see that there is a room behind the wall, with a door to the south. You cut the hallway off the map, and rotate it 90 degrees and put it below the south door, thus making the room accessible. Or you could have cut the room out, and rotated it so the door faced west. Then in later levels, you could have it so sections of maps can't be cut out or moved. So it would be like a 2d portal but with a little bit of a different twist on some of the things you could do.
That's a neat idea actually.
[QUOTE=jivemasta;17420426]Me and my friends came up with a good one while playing D&D. Imagine you have a map on a sheet of paper. And your guy can platform around it and such as it is. But then you can take a stylus or mouse and slice the map, and drag/rotate the portion to an edge of the other portion. So say you have a hallway that leads to a dead end wall. But you can see that there is a room behind the wall, with a door to the south. You cut the hallway off the map, and rotate it 90 degrees and put it below the south door, thus making the room accessible. Or you could have cut the room out, and rotated it so the door faced west. Then in later levels, you could have it so sections of maps can't be cut out or moved. So it would be like a 2d portal but with a little bit of a different twist on some of the things you could do.[/QUOTE] Offer the idea to some flash coder on Newgrounds or Armorgames and... Yeah. You get my point.
[QUOTE=Negrul1;17418793]Melee combat was already perfected with [b]Dark Messiah[/b].[/QUOTE] AKA The Adventures of Sir Kicksalot Deathfoot
[QUOTE=Rubs10;17419543]You inventory would be based on different pockets you could have sown onto your clothes. Adding a new pocket would add a small amount of weight that would add up and lower the strength of the clothing. Some pockets could be loops of fabric that hold a weapon, small pockets that hold coins or ammo clips, larger pockets that could hold a book or something. Pockets could be sown onto nearly any wearable clothing item including backpacks. You could also tie small loops around your clothing which you could tie coin bags onto. People with talent in swords could cut open the pocket and have the goods spill out, a lower sword talent and longer sword would do more damage to the containing item, compared to a higher sword talent and a dagger type weapon. Harder to see hidden pockets could be sown to hold small items along with inside pockets which would have to cut open by cutting the clothing itself. Bodies would also have to be looted by searching individual pockets and baggage rather than all the items coming up on one screen.[/QUOTE] oh boy i always wanted a... pockets system
Dynamic physical environments anyone?
Sorry, you need to Log In to post a reply to this thread.