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Conquest is not dead

 
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Feb 04, 2005 4:20 am    Post subject: Conquest is not dead Reply with quote

It's just sleeping.

I've been poking it lately with a sharp stick. It squeals, which is a good thing. The problem is when it bites.
So let me drop the dead bloated animal analogy.

I've just coded two new types of shields, and I have ammo pickups working like a charm (though they do still need tweaking like crazy).

I'm still trying to muster up the will to work on the town some more. Currently you go to the town between levels, but you can't select which level to go to next, and there aren't any NPCs or anything useful like that. Smile
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Fri Feb 04, 2005 4:39 pm    Post subject: Re: Conquest is not dead Reply with quote

You can add some some gimmicks artifacts to the town.

1) a radio about "war and monsters" + music
2) a coffe machine the add 1 point health for free
3) a test area for weapons, where using weapons actually enhance your accuraci and hability with that weapon <--- Oh no RPG!!

etc..

Give me my 0.02 $
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Fri Feb 04, 2005 5:26 pm    Post subject: Reply with quote

As for RPG elements, I'm considering requiring the player to gain experience in green-level shielding before he can equip the yellow version, and gain experience in yellow before he can equip red. So, to equip yellow standard armor, he'll have to spend some time wearing green. Green will level up quickly, yellow slowly.

I'm also considering making him gain a certain amount of experience in certain weapon classes to make other weapons or weapon classes available in the shop. For example, once the player has used the machinegun long enough, the Na'mek becomes available in the shop. If he uses the Grenade Launcher long enough the Rocket Launcher becomes available.

Leveling up a weapon could also increase its damage. And I'm considering letting the player buy more slots to hold weapons, though they'll be obscenely expensive.

And I like the idea of vending machines that distribute health points, but not for free. Maybe the player can spend 1000 credits to permanently increase his HP by 1. The cost would increase by some percentage each time.
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Fri Feb 04, 2005 7:48 pm    Post subject: Reply with quote

Wazat wrote:
As for RPG elements, I'm considering requiring the player to gain experience in green-level shielding before he can equip the yellow version, and gain experience in yellow before he can equip red. So, to equip yellow standard armor, he'll have to spend some time wearing green. Green will level up quickly, yellow slowly..


I dont know other player, but I cheat to avoid that, except on prydon gate. I suspect (NOT CONFIRMED!) that also all other players cheat too.

This is the problem:

Everybody know you have put ~20 nice weapons on your mod, but can only use a few on start (say... roughly 4). So people stuck on 5 weapons and lame-shield feel frustrated. Want everything, Want it now.

A fix can be to test ALL weapons or something similar (maybe 15) on top, so you know that these weapons exist, and where cool, and see how fun are the FX, but "forced-suggested" to play the game fair to get the weapons.
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