Tribes Like Game Ideas
by Tim Sanders · in Game Design and Creative Issues · 03/14/2006 (6:57 am) · 0 replies
Status Ailments:
This idea's pretty simple. Each weapon would have an effect that would hinder a certain aspect of the opponents armor. My idea is to only apply these status ailments once a player is MA'd by another player, which would offer more benefits than waiting for a groundshot and going for splash damage. For example, players could receive burn damage after initially being hit by a MA plasma-based weapon. A weapon similar to the mortar could cause poison or radioactive damage for a certain amount of time. A weapon like mortar would have to deal this damage based on how close one is to its blast radius since MA mortars are very uncommon. It shouldn't necessarily cause mega damage, but inflict massive radioactive damage over the next 10 or so seconds. A weapon similar to disc could cause a temporary whiteout effect, and so on... All of these effects could be healed by a repair pack.
Packs:
This other idea seems simple, but can make for some complex and interesting gameplay. Okay, only have one armor. Abilities, available weapons, deployables, etc... will be available based on the pack a player has equipped. This idea is similar to, but explanding upon the "Energy pack required for Laser Rifle" idea in Tribes 2. Someone wearing a shield pack would be like the tank or heavy in Tribes 2, and be able to equip himself with the most powerful weapons. You can probably tell what roles I'd be suggesting for the other armors. Also, with this system, there could be an Engineer pack that can only hold deployables, and maybe a melee weapon. The Engineer's job would be solely deployables. For instance, he could deploy flag defense then set up a "home away from home" near the enemy base, however; these deployables are destroyable. Of course, there will need to be limits on the number of deployables available per match whitch will force players to deploy them in hidden locations. I believe that this force players to think more strategically in order to be victorious. Having only one armor model will benefit skinners as well. Instead of having to make three individual skins for a set, only one is necessary. Also, I like the idea of the passive and active pack abilities that was brought about in TV, but I believe that it was executed poorly. For an energy pack, I think it should have an energy boost as an active ability and just more energy as a passive ability. Repair pack would repair for an active ability and give an extra repair pack or something as a passive ability. Shield pack would prevent all damage as long as the player has energy for an active ability and have more health as a passive ability. Ammo pack would offer a 2x shot as an active ability while passively giving the user more ammo.
Thanks for the read!
Email me for Legions Beta :P
This idea's pretty simple. Each weapon would have an effect that would hinder a certain aspect of the opponents armor. My idea is to only apply these status ailments once a player is MA'd by another player, which would offer more benefits than waiting for a groundshot and going for splash damage. For example, players could receive burn damage after initially being hit by a MA plasma-based weapon. A weapon similar to the mortar could cause poison or radioactive damage for a certain amount of time. A weapon like mortar would have to deal this damage based on how close one is to its blast radius since MA mortars are very uncommon. It shouldn't necessarily cause mega damage, but inflict massive radioactive damage over the next 10 or so seconds. A weapon similar to disc could cause a temporary whiteout effect, and so on... All of these effects could be healed by a repair pack.
Packs:
This other idea seems simple, but can make for some complex and interesting gameplay. Okay, only have one armor. Abilities, available weapons, deployables, etc... will be available based on the pack a player has equipped. This idea is similar to, but explanding upon the "Energy pack required for Laser Rifle" idea in Tribes 2. Someone wearing a shield pack would be like the tank or heavy in Tribes 2, and be able to equip himself with the most powerful weapons. You can probably tell what roles I'd be suggesting for the other armors. Also, with this system, there could be an Engineer pack that can only hold deployables, and maybe a melee weapon. The Engineer's job would be solely deployables. For instance, he could deploy flag defense then set up a "home away from home" near the enemy base, however; these deployables are destroyable. Of course, there will need to be limits on the number of deployables available per match whitch will force players to deploy them in hidden locations. I believe that this force players to think more strategically in order to be victorious. Having only one armor model will benefit skinners as well. Instead of having to make three individual skins for a set, only one is necessary. Also, I like the idea of the passive and active pack abilities that was brought about in TV, but I believe that it was executed poorly. For an energy pack, I think it should have an energy boost as an active ability and just more energy as a passive ability. Repair pack would repair for an active ability and give an extra repair pack or something as a passive ability. Shield pack would prevent all damage as long as the player has energy for an active ability and have more health as a passive ability. Ammo pack would offer a 2x shot as an active ability while passively giving the user more ammo.
Thanks for the read!
Email me for Legions Beta :P