A game where you can do everything the NPCs can. There are no preset enemies, instead, dynamic NPCs can gain power through ancient artifacts, arcane abilities, or a lot of training. You can be good or bad, but there will also be other villains and heroes that grow and you have to compete with them for power.
Personally, I'm tired of the supervillains having some super mega badass demon form/mega crystals power source/artifact of ultimate power.
[I]I[/I] want to have that [I]too.[/I]
Imagine being able to, as the player, discover some sort of process that can turn you into some super lich/demon, just like the villains typically do. (See: King of Worms, TES4)
Or finding some sort of ultimate power with one weakness, so you place it in a tower and guard it with demons and minions. So NPCs come along and attempt to destroy or capture your power source.
Also, there would be a dynamic group system the NPCs can use too. It would allow things like "Heroes Guilds" to form, or gangs of bad guys, or a trio of dungeon raiders.
[QUOTE=joost1120;22232388]Dinosaur game. Basically you're a dinosaur or a human, many kinds of dinosaurs. Everyone needs food, some eat grass, others hunt, and some just scavenge. Humans have to survive, while the dinosaurs need to survive too. They get hungry, and once the dinosaurs get hungry, they get more dangerous.[/QUOTE]
I think there's a game like that coming out. Similar but not exact. Players control either humans or dinosaurs. I for got the title though.
Something like Just Cause 2, where its the giant free world, and you have a whip, but its more like a grappling hook so you can swing around cities sort of like Spider-man, and that along with a weapon/scavenge system like Borderlands, and with zombies.
[QUOTE=Canuhearme?;22244930]The amount of people that want a Reality 2.0 game where you can rape and murder people as though it was real life kind of disturbs me.[/QUOTE]
I want reality 2.0 but with people with no sex organs, or else I would just play like "hey guys lets go to the park and have a fight with guns so we can respawn lol" and then we notice that a rolling ball of an orgy is turning the ground white.
A life simulator, ikr we can go outside and do the same. But i mean like you basically do everything you do in real but control a person in this huge MMO. Basically all you do is get away from your boring life and be a terrorist or work at Wal-Mart.
copy-pasting from wordpad like a motherfucker
[quote][B]SQUAD PRIME[/B]
(Name is WIP)
[B]FEATURES[/B]
- Squad-based 6v6 competitive gameplay.
- Emphasis on teamwork and class synergy
- Immersive inferface, movement and HUD
- Engaging firefights and combat
- Constantly shifting flow of battle and dynamic strategy
[B]SUMMARY[/B]
Squad Prime is a competitive shooter with realistic and immersive first person view and movement. It has an emphasis on team communication and dynamic strategy. A squad is composed of 6 players, one of each a different class types (Stealth, Recon, Munition, Aegis, Tech and Officer). Each class relies on the others to be effective.
[B]VISUALS[/B]
Squad Prime environs will mostly be limited to abandoned industrial areas, warehouse areas or derelict space ships set in the relatively far future. Characters and units will be left anonymous due to face-obscuring armor and gear. This generic type of science fiction background will allow the player to maintain focus on the gameplay and combat. Background can be developed later.
[B]CLASSES[/B]
Stealth - Light Offensive
Health: 100
Power: 100
Main Weapon: Shotgun
Secondary: EMP Dart (3)
Support Tool: Magnetic Blastpack (1)
Support Tool: Stealth Field Array (Power Consuming)
Recon - Heavy Offensive
Health: 100
Power: 250
Main Weapon: Submachinegun
Secondary: Grenades (2)
Support Tool: Tracer Dart (2)
Support Tool: Hydrualic Jump Boots (passive)
Munitions - Light Defensive
Health: 100
Power: 300
Main Weapon: Light MG
Secondary: Pistol
Support Tool: Ammopack (passive)
Aegis - Heavy Defensive
Health: 200
Power: 500
Main Weapon: Assault rifle
Secondary: Shoulder Mounted Missile Launcher (3)(not restockable)
Support Tool: Portable shield generator (Power Consuming)
Tech - Light Support
Health: 100
Power: 150
Main Weapon: Submachinegun
Secondary: Smoke Grenade (1)
Support Tool: Hacktool
Officer - Heavy Support
Health: 100
Power: 250
Main Weapon: Heavy Pistol
Support Tool: Power Generator
Support Tool: CCT (Command and Coordination Tool)
[B]GAME MECHANICS [/B]
[B]IN GENERAL[/B]
Movement - The players movements are immersive, movement of the player's world model effects the first person view. Squad Prime uses a unique sprint in which, rather than being able turn on a dime in full sprint or limiting the amount the player can turn, the player slowly turns toward the direction he/she is facing. Game includes full body awareness while in first person view.
Stafing is slower than running, and running backwards is even slower. The Player can hold the (M2) button in order to go into a "Free-look" mode, where you can aim the weapon in a 120 degrees like normal, except that it does not effect the Player body's facing. In this state the Player can continue to move the body. This can be utilized to run in a direction while maintaining fire on an enemy.
The Player's accuracy is effected (though some less than others, such as the shotgun) by the Player's movement. Suddenly turning around or moving from crouch to stand or vise versa will have a negative effect on accuracy.
Terminals - Terminals are hackable computers scattered throughout the environment that can give an advantage to squad it is hacked by. Certain and specific perks are gained by hacking a terminal. For example, gaining access to a dormant sentry gun or closing an airlock so the enemy must attack through a single passage or even allow the Tech class entry to a V4 Battlesuit. Terminals have a major effect on the flow of the battlefield and are designed to have a high risk:reward ratio. They also encourage constant movement and dynamic tactical adaption to new situations. Examples
- First Aid Terminal (FATe): Heals Player
- Security Terminal (STe): Allows access to either turret, blastdoor, airlocks and a plethora of defensive measures
- Resupply Terminal (RTe): Provides ammuntion
- Detection Terminal (DTe): Provides the location of all enemies in an area, it will show up on the Player's HUD
HUD - The HUD (Heads Up Display) should be made to be immersive and 3D and differs depending on class chosen. Health and Power is displayed on the lower left side, Weapon selection on the right edge, Weapon drawn on the lower right side, squad member's status on left (Including Health and Power). The Squad members will also be marked by a small diamond on their torso that can be seen through walls. Should the Officer be killed or crippled, the last two items will not appear. Because the marks can inhibit combat, pressing the "z" key will disable/reenable them.
Health&Power - The health and power mechanic is fairly simple, taking damage consumes Power, taking a lot of damage at once (close shotgun-blast, near a grenade detonation, etc) hurts your Health through your Power. When you run out of Health, you die. When you run out of Power, you are crippled. The effects of running out of power differ from class to class:
Stealth - Invisibility become disabled
Recon - Hydrualic Jump Boots become inoperatorable, the Recon moves slowly
Munitions - Becomes immobile when Ammopack is equipped (due to the robotic leg assisters helping him carry it shutting down), dropping the ammopack allieviates this somewhat
Aegis - Becomes slower, his shield generator is unusable
Tech - Hacking speed slows to a crawl (the automated typer mounted on his forearm is disabled, forcing him to type manually), the visor he wears becomes garbled with junk text.
Officer - Teammate locations drop off the HUD for all players and team communication is turned off (both mic and text)
Should a class run out of power, they must be recharged by the Officer class, who is the only one with a portable generator. The Officer's Power recharges at a somewhat slow rate. A Player's Power amount must drop into the negatives to be effected by the above. They return to normal once the Power is in the positives again. Once a Player's Health drops below 50, he/she will slowly bleed-out unless the squad can claim and use a First-Aid Terminal located in all maps.
Ammo - Unlike most FPS's, ammo left over from a discarded magazine/clip is permanentally lost.
[B]CLASS SPECIFIC [/B]
Stealth - The Stealth class is capable of invisibility, however due to the experimental technology, the player must be facing those he/she wants to appear invisible to, making moving through groups undetected impossible. The Stealth class moves slower than usual when in stealth and due to the complex manner of the Stealth Field Array, cannot brandish a weapon. His stealth combined with a devastating shotgun makes him a deadly ambusher. The Stealth class's EMP dartgun can latch onto an enemy unit and suck up the class's Power reserves, this can leave a class immobile or defenseless should it eat up all the class's Power. It explodes for minor damage after absorbing a certain amount of Power. The EMP dart can pierce energy fields and is also silent.
The Stealth is the only class that doesn't rely on Power for defense, and is not severely crippled when it runs out. SFA use slowly consumes Power, and it's maximum possible duration is roughly 50 seconds (consumes 2 units of Power per second), so he must be recharged regulerly. The Blastpack can be attached to an enemy soldier or airlock and detonated via remote detonator, destroying whatever it's attached to and anything nearby. Should the Stealth class die before detonating, the Blastpack will fall off and disable itself harmlessly. The Stealth is also very vulnerable because he doesn't use Power to absorb damage.
The Stealth does not make any noise while moving or when invisible. He is also quite agile. The Stealth must coordinate with his team with clever tactics in order to maximize the effectiveness of his attacks.
Recon - The Recon class can move quick and jump high with it's hydrualic jump boots (the boots have a long hydraulic cylinder built in them that can be forced downward to propel the Recon). Though the Recon doesn't have particularly powerful weapons, he can help aid the team by giving away enemy positions with his tracer dart and by flanking hostiles. The Recon is the only class unencumbered enough to use grenades effectively. The Recon's tracer dart relay's the tagged enemy to all squadmates and their Health/Power. The tracer dart can pierce energy fields. The Recon is easily the most maneouverable class in the game.
Munition - The Munition class carries the squad ammunition. He has movement assisters built in his leg's armor to help carry the burden. Other classes don't carry an appreciable amount of their own ammo and will be relying on the Munitions during an ammo-consuming firefight. The death of the Munitions class will severely hurt a team in the long-run, as they can eventually run out of ammo and become defenseless. However, the Player can still restock from the corpse of a Munitions class or a dropped ammopack. The Munitions cannot crouch when carrying an ammopack but can choose to drop the ammopack onto the ground to be reclaimed later. This ability is especially usefull in defending a position.
Aegis - The Aegis class is punishment-bearer for the squad, he should be in the front of any firing line, dishing out the pain while taking it in stride with equal effectiveness. The Aegis can use his Portable Shield Generator to provide his teammates cover in what could otherwise be a killing ground. His shield consumes Power when it takes damage (but not nearly as much as taking the rounds to the chest). His bulky armor slows him down compared to other members of the squad. His missile launcher can severely damage lighter classes while injuring heavy classes. It can also lock onto a tagged enemy and will home in on that player. However the missiles cannot be restocked during combat and therefore the Player must ration them.
Tech - The Tech class makes effective use of a squads environment. Although light and vulnerable, the Tech can make round-ending moves if protected and coordinated with his/her squad. The Tech can enable security and override targetting systems. Turrets, Airlocks, Terminals and even mechsuits are the tools of the Tech's trade. Since hacking takes time, and enemy Techs can detect their location while hacking, he relies on his squadmates for most of his protection. He is equipped with a submachinegun for self-defense, and can use the submachinegun while hacking (albeit with less accuracy). Should the Tech die, all terminals hacked will be reverted to their neutral state. Terminal locations and their purpose is displayed on their HUD (and can be disabled with the "z" key).
Officer - The Officer class is the brains and relay of the squad, he transmits the locations of all squadmembers and tagged enemies to other squadmembers as well as communication. The Officer can use the CCT to give orders to his squadmembers (ie: attack here, move here, hack this, defend here). He is armed with a high calibur pistol since the CCT device takes up the entirety of his left arm. He is also responsible for keeping his squad charged and active and prevents his squadmate's amor from shutting down mid-combat (which would pretty much spell doom for them). A squad without an Officer is like a chicken without it's head and similarly wouldn't last as long either.
[B]MULTIPLAYER MECHANICS[/B]
Squad Prime features a lobby/matchmaking system similar to the Left 4 Dead series. Players can choose the class they want to be while preparing for a match as well as teams. Players can ask to switch classes with another Player. Friend invites are supported in game.
There are no respawning during game. It is rather broken down into a best of 3-7 squad elimination rounds, last squad alive wins that round. between rounds there is a 20 second wait period where Players can ask to switch classes with other Players on their squad. Should the game be lacking the appropriate 6 players per squad, or some leaves during the round, the round becomes a tie and be replayed once the appropriate amount of Players join. If a Player who is dead leaves, the game will not fall into a tie. [This system will require revising, the autojoin feature must be efficient enough to circumvent waiting too long for the appropriate players to join/rejoin, as well as all the possible exploits. Implementation of Bots may be necessary.] [/quote]
An idea I've just been adding on over a few months. Called [i]Footsteps of Pantheon[/i]. I'm organizing it on a site, and once I get it all on there, I'll post the link.
Just gonna drop this here:
[url]http://thefootstepsofpantheon.webs.com/[/url]
At the moment, I only have one and a half pages done, might make a thread on it when I'm done. If anyone wants any information on the project, just ask me.
Something between the original Star Wars Galaxies and Eve Online and then beefed on steroids with tons of planets, player housing, customization, story, and at least decent graphics. Got this huge idea for one that would be pretty cool.
if farcry two and just cause two have a baby....thats what i want
[QUOTE=Benf199105;22233282]This.
Sadly no one can seem to get it right. We need good AI, real survival, barricading, realistic weaponry, ammo etc, food, water and the essentials of awesome physics such as euphoria or RAGE and a cool city with lots of places to explore, barricade and play in.
Man i hope someone make this game one day.[/QUOTE]
Now that Penumbra is open source, I think people should totally use that engine to make a game like this.
Hmm, my dream game you say?
It would be an FPS/RPG hybrid set in modern times, or future depending on what would be cooler, where the player is a mercenary working for any number of factions, doing missions for each, or just one faction exclusively across a large number of warzones. Money gained from mission would be used to buy equipment, ranging from weapons, armour, tools, resources and upgrades for any of the above. Eventually enough funds could be accumulated to start hiring other mercenaries or even faction units to run jobs for the player, act in a squad for them, or an other task. The player could eventually form their own faction, construct a base, or bases with a rudimentary rts-like interface and set troops and support staff to work autonomously, doing jobs, defending areas, running base facilities etc. If the map was large enough scaled, it could be played online on a global map, where players could interact with eachother, their troops, bases and factions. Possibly some players could band together to form independent factions and build huge bases and large military PMC's.
Most quests would be randomly generated, say, spawning 40 AI enemies in a particular zone and defining it as a 'Defend Zone' mission for players. Players could still stumble upon missions without taking on, and finders fee's would be awarded for helping out. There would also be scripted mission on separate, or just cut-off maps to add some variety to missions, say a Convoy defense mission, where players get in the back of transports and fire out the back while moving to the end of a road.
tl;dr Free-roam FPS/RPG with MMO capabilities.
an ultimate god game, imagine the sims, sim city, spore, all combined but in which you have COMPLETE control, and are not limited to stages. so kinda like a mix of black and white, sims, sim city, and OLD(original idea of)spore
An RTS as awesome as Homeworld 2 and Supreme Commander combined.
[QUOTE=BmB;22280736]An RTS as awesome as Homeworld 2 and Supreme Commander combined.[/QUOTE]
So an RTS where you are battling for an entire system, with battles taking place on land (SupCom) and space (HW:2), and each battle you win would increase the territory you control(RON), and if your area of effect covers a planet, they would switch allegiance to you (Sins of a Solar Empire). You could customise all you units (GalCiv2) and micromanage the resources and control of each planets (CivV), deciding what to research from a wide selection of technology (swords of the Stars), or you could try and set up a trading empire, eventually buying out your enemies (X3:TC).
Sure, I might play that.
No I was more thinking in terms of Supcom being the only truly strategic RTS, with strategic zoom, simulation elements, thousands of units and an epic economy and tech system as well as some rather sexy waypoint automation.
On the other hand Homeworld 2 is one of the prettiest games I have ever seen. The units aren't dumb at all, if you smack HW2 units in a strike group they can pretty much take care of themselves (automatic repair and dock would be nice though, this is what I waste 90% of my time doing in HW2), which frees up immense amounts of time for you to focus on other units, building things, getting an overview, scouting or whatnot. It also possesses some of the simulation elements and the sensors manager is pretty much equivalent to strategic zoom. And it has a nice 3D movement system where such a thing would apply. (Space, air, underwater.) And let's not forget bandbox attack, once you've used it you never want to go back.
So tl;dr, strategy of supcom, smart units of hw2 plox.
Spore,but with online multiplayer feature.
[QUOTE=BmB;22281947]No I was more thinking in terms of Supcom being the only truly strategic RTS, with strategic zoom, simulation elements, thousands of units and an epic economy and tech system as well as some rather sexy waypoint automation.
On the other hand Homeworld 2 is one of the prettiest games I have ever seen. The units aren't dumb at all, if you smack HW2 units in a strike group they can pretty much take care of themselves (automatic repair and dock would be nice though, this is what I waste 90% of my time doing in HW2), which frees up immense amounts of time for you to focus on other units, building things, getting an overview, scouting or whatnot. It also possesses some of the simulation elements and the sensors manager is pretty much equivalent to strategic zoom. And it has a nice 3D movement system where such a thing would apply. (Space, air, underwater.) And let's not forget bandbox attack, once you've used it you never want to go back.
So tl;dr, strategy of supcom, smart units of hw2 plox.[/QUOTE]
If you want homeworld 2, except a bit more... advanced, I recommend the HW2 Complex mod. The content and mechanics added make it truly worthy of a squeal.
[url]http://www.homeworld2complex.com/[/url]
[url]http://vimeo.com/3702875[/url]
[media]http://www.youtube.com/watch?v=zRUJva8vfoc[/media]
Okay? That looks nothing like any of that. It just looks like Homeworld 2 but for PC elitists who hate usability.
a harry potter MMO, I heard that they are making something like that, but dont know much about it, or a star wars mmo, I know they are making TOR, but I dont know how thats gonna turn out
Combine GTA 4 for the engine, Red Faction: Guerrilla for the physics, HL2 for the weapon mechanics, Saints Row 2 for the customization, and Mass Effect for the universe. Would amaze me, but is unlikely to ever happen.
A sandbox game where you can choose to have superpowers or just be badass normal somehow, you can choose to be a hero OR villain, be part of a team or solo, have a huge skybox (for those flying types) but leave plenty to do for the ground pounders, with destructible buildings, an rpg style progression skillset, a varied environment, and hopefully a GOOD STORY that will adapt based on whether you're playing a superpowered/normal hero/villain.
A Sims FPS.
Rockstar made zombie free roam game. :crying:
[QUOTE=peatear;22285171]Rockstar made zombie free roam game. :crying:[/QUOTE]
Ow god this this this and a another 100x this
Freeroam zombie survival mmo where you can do anything (build safe houses, Form gangs of up to a hundred, and more)
[QUOTE=OrionChronicles;22285789]Freeroam zombie survival mmo where you can do anything (build safe houses, Form gangs of up to a hundred, and more)[/QUOTE]
Already in production. PixelSplitter is working on there first game that is a Zombie MMO with safe house building and a gaint map with city´s, forests.. and more shit.
Current release is unknow :saddowns:
A mix of RTS and FPS. Like Hearts of Iron 3 + ARMA 2. You can control your country as you would in Hearts of Iron. But when it comes to fighting in battles, you can zoom down to the battlefield and fight as a soldier. Whether you're a tank commander, party of an artillery crew, or just an average soldier.
Interactive VR sex game where you can feel anything.
I speak for everyone here.
A game where you can do [b]whatever[/b] you want to do. Trade, skydiving, surgeon and shit like that.
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