Author: Tonester <@work>     Reply to Message
Date: 9/14/2004 10:05:14 AM
Subject: RE: To people who liked wfa, wf etc.

This isn't hard to do.

Global Binds:
Main Weapon1 (shotgun, pistol, gauntlet, etc)
Main Weapon2 (shotgun, pistol, gauntlet, etc)
Class Weapon (sniper rifle, rocket launcher, flamethrower, knife, megachain, etc)
Nade Weapon (flash, explosive, mine, etc)
Special1 (alarm, laser, sentry, plasma, kami, cloak, detonate, etc)
Special2 (same as special1)
Grapple (self-explanatory)
Alt-Fire (only works on class specific weapon)

All you would have to do is configure each class with the above in mind: Each class only has 2 "normal weapons", 1 "class-specific weapon", 1 "grenade weapon", 2 "specials" and either has a grapple or does not.

If a person selects a class in the menu, it is very clearly stated what the main, special, nade, etc weapons are for that class and labled. Once a new player does this ONE Global Bind, they have just done the most important binds for all 8-9 classes and nothing else has to be done (at first).

Then, you just tweak things like auto-mating some of the more mundane functions. I.E.
If you play a Cyborg and try to lay a plasma, checks are made: If you don't currently have a plasma, you lay one and tell your team when it will blow. If you already have one, you simply repeat the timer to your team.

Furthermore, I think some "behind the scenes" things should be taken into account to simplify the game on the surface, but add depth and strategy to it. Some examples?

1) Only 1 type of plasma (with a preset duration and damage). However, add the ability to detonate a plasma prematurely by kami'ing in Line of Site of your own plasma.

2) Keep the grapple off-hand, but.... also add the potential for grenades (each class gets 1 type, for example) to be off-hand as well. If you have a grapple, you lose access to an off-hand grenade (and would have to switch to grenades like WFA). If your class does not already have an off-hand grapple, then your grenade can be used off-hand. This creates a balance of "maneuverability vs added dmg/utility potential". Basically, every class would have something off-hand.... it would either be your grapple or whatever grenade you have access to.

3) Instead of just the standard Health and Armor stats (which was basically just a predifined maximum amount), have weapon damage types (2, maybe 3) and armor types (2). This allows for a strength/weakness type of balance beyond just the "roles" of the various classes. If a team is gunner heavy (ballistic damage), then maybe using a heavier concentration of 1 particular armor type will force them to switch up since they have a small penalty towards that type of armor.

4) Add more team-dependant strategies. I know Zith was already discussing this (concerning auras and such or team bonuses depending on some classes as their special ability). Maybe adding a sniper or recon to your team allows teammates within a certain radius of your flag to see enemy blips on the radar. I.E. A "scout class" may not add much in terms of damage, but it would allow your defenders to determine (with more accuracy) which direction the enemy was attacking from. Just an example. Another example would have the engineer able to build more than just sentries. Maybe he can build a jump pad instead of a sentry and be used more offensively as a flag runner/escort and to let the borg gain access to routes not normally used. Again, just an example.

As for you, Zith. I respec that stance. However, I think the things that happened to you happen to every mod maker. Some people love it and others bash it, and in the process, bash the developer. The difference is, this community was very small and intimate. It doesn't really indicate what a "real mod" type of community would be like. I wouldn't let it affect your stance on things too much. In the end, your hardcore player-base is one of the best resources you have for determining what is balanced and what isn't. The classes people use most often for matches will be an indication as to what is perceived as "very effective/powerful" and what is "underpowered/weak". Just some random thoughts.... in book format.

Tones
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