All ideas are worth trying. Just consider the games you would consider ''classics'' and try to find out what makes you like them so much. For me it has always been a pursuit of perfection. An invincible base in a strategy game, perfectly developed characters in RPGS, beating an FPS on its hardest level without getting killed even once, etc, etc.. In Necrotech there''s just motivation for me to seek ''perfection'' since its virtually impossible to, so it quickly loses the fun factor for me. But my opinion of fun is irrelevant, decide what makes a game fun for you, and try to implement it in necro.
Anybody here like to test my squad based strategy game?
I''ll do that, it sounds like excellent advice.
Ive been thinking about what youve been saying and Im wondering if changing the game from a scenario based one to include management of your troops (hiring and firing, equipment selling and buying) would really add a new level of strategy to the game. Im almost completely sold on this idea now... it would even add to the "meat" of the gameplay if your soldiers get promotions for surviving missions and end up stronger because of it, like UFO. I can remember reloading missions on that just because my best soldier had died and replaying them until he survived.
Ive been thinking about what youve been saying and Im wondering if changing the game from a scenario based one to include management of your troops (hiring and firing, equipment selling and buying) would really add a new level of strategy to the game. Im almost completely sold on this idea now... it would even add to the "meat" of the gameplay if your soldiers get promotions for surviving missions and end up stronger because of it, like UFO. I can remember reloading missions on that just because my best soldier had died and replaying them until he survived.
“If you try and please everyone, you won’t please anyone.”
That sounds like alot more fun. I can definitely picture myself getting into the game if I was actually controlly exactly who my squad was made up of and they were persistant. Would also make me want to search every nook and cranny of every level looking for any secret stashes of weapons. If my characters persist then I might want to sell those weapons to buy even better weapons, or maybe just keep them for my next mission..
Downside of this is you''re going to have one hell of a time balancing the game. You want characters to eventually be able to buy ''super weapons'', but you don''t want them to be able to get super weapons too quickly. You want them to have an incentive to keep playing, so you tease them with the prospect of getting a better, stronger, weapon. Another fun idea is weapon upgrades. Perhaps you can add a rapid recoil chamber to a gun which allows it to fire two bullets at once. Make the gun double chambered so it can fire two bullets at once. Four bullets at once if its double chambered and both chambers have rapid recoilers. You could buy explosive shell, personal armor piercing shells, freeze shells for more high caliber weapons which emit a small explosion of "refined liquid nitrogen OC3, immediately resulting in a temporary state of chryogenic stasis upon any victims" and you could play with that idea some more. Maybe you could research special types of chemical weaponry that require living samples of the monsters to begin research into.
Again, no way you could implement everything you should ''want'' to implement. Just make the game to where you have trouble putting it down to come here and post.
Downside of this is you''re going to have one hell of a time balancing the game. You want characters to eventually be able to buy ''super weapons'', but you don''t want them to be able to get super weapons too quickly. You want them to have an incentive to keep playing, so you tease them with the prospect of getting a better, stronger, weapon. Another fun idea is weapon upgrades. Perhaps you can add a rapid recoil chamber to a gun which allows it to fire two bullets at once. Make the gun double chambered so it can fire two bullets at once. Four bullets at once if its double chambered and both chambers have rapid recoilers. You could buy explosive shell, personal armor piercing shells, freeze shells for more high caliber weapons which emit a small explosion of "refined liquid nitrogen OC3, immediately resulting in a temporary state of chryogenic stasis upon any victims" and you could play with that idea some more. Maybe you could research special types of chemical weaponry that require living samples of the monsters to begin research into.
Again, no way you could implement everything you should ''want'' to implement. Just make the game to where you have trouble putting it down to come here and post.
Thanks for the feedback, its been invaluable. I think you must have a great flair for games design and are clearly an intelligent person.
I think you''ve also helped identify some of the problems with this idea before they come up... making me think about making certain weapons unavailable in the weapons shop until further into the "campaign". Its now certain that I will put some soldier and equipment management features into the game.
When I have the game ready for its next release (which will be its first "beta"), would you like to be a tester?
I think you''ve also helped identify some of the problems with this idea before they come up... making me think about making certain weapons unavailable in the weapons shop until further into the "campaign". Its now certain that I will put some soldier and equipment management features into the game.
When I have the game ready for its next release (which will be its first "beta"), would you like to be a tester?
“If you try and please everyone, you won’t please anyone.”
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