Finally back to work
Posted: 25 Dec 2009, 23:10
Moved back to atlanta and should be getting a job here pretty soon. I finally have computer/internet/SDK access, but have had to start everything from scratch. Yes, I do still intend to release a mod ,however after a year of thinking and brainstorming it will be much less drastic than previously planned, so I am not sure if it would even be considered a mod per se, more of an altercation of the game settings with a few item tweaks.
The biggest differences in my editing versus standard DXMP are going to be the way items spawn, a few item changes, and the way maps are made to be more tactical and SP style and less arcade like the standard "spawn here, grab all the guns, all skills maxed, go kill" form the servers currently run. A few specifics in the works at the moment, FEEDBACK appreciated:
- Skill wise I decided against the kill/reward system similar to ATDM or Call of Duty style and instead decided to lock all skills at Advanced. No, this is not a personal vendetta against the perfect aim of snipers, it is to give the game a more real and less arcade feel. Perfect aim, no recoil, etc will be attainable through other means that are explained below, and of course you will reach master via the Targeting aug, allowing it to finally give Ballistics Protection a run for its money. The advanced setting will also increase reliability of lockpicks and multitools All augmentations will remain at the top upgraded level.
- Unused-in-MP items such as alcohol, food and armor will be implemented. The food/alcohol will be edited to cause decent healing/bio recovery to make them worth picking up and the drunken status will be nerfed to just a few seconds to not interrupt gameplay. Examples of recovery would be (HP/BE): Soda - 15/30, Wine/Liquor/40oz - 50/25, Soy Food - 30/30. As well as recovery and protection items, others will be given special effects to make them more useful. Tech goggles will add a Enhanced Vision effect rather than Night Vision, and cigarettes will be made to work like suits and will increase accuracy and reduce recoil for a given amount of time (Sniper rifle will go to master in accuracy, but not damage, basically.)
- Also as far as unused items go, I want to implement weapon mods into multiplayer. When you find a mod, using it will instantly upgrade all guns that can take that mod. They will be in limited supply and take work to find/acquire, but will be well worth it. This is another way to get the sniper rifle to move less using the scope. It will also, I believe, add a great deal of fun to the gameplay since you will be able to equip the pistols with scopes, most of the other guns with laser sights, and the assault rifle and sniper with a silencer.
- Items such as medkits, biocells, lockpicks and food will be normal, as in you grab one, and another respawns in its place ~20 seconds later. However, ALL weapons, grenades, and weapon mods will be changed in the way they spawn. They will begin on the map in their set place, and when picked up, will not respawn until the carrier has died or let the item disappear after leaving it on the ground for 4 seconds after discarding. This will ensure that people cannot camp in one area and load up on mods and grenades. It will also will make the game more challenging and force players to work more as a team since some places their may be several grenades that your team must share, or someone may come across a weapon/mod they don't need that you want on another part of the map.
- The inventory system will be changed as well. The standard three slots for weapons will remain, however instead of pre-determined slots for utilities and grenades, slots 4-8 will be free slots for any other item mentioned above. I will leave the 9 and 0 spot for the medkit and biocell though, so I don't have to listen to all you lazy players bitching about your binds not working with my game.
- The map setup will not be as simple as the default MP maps DX has. Most maps will be larger, but not too large or ornate as to cause severe lag. More thought will go into locked doors, security, and other non-fighting aspects. An example to illustrate how I am approaching my map-making logic is that not all Repair Bots will be behind a keypad-locked door. Some will be behind pickable doors, others only accessible via hacking security panels, and some simply out in the open in areas that take a while to get to from the spawn point. Also, I plan on every map I make having a highly desired area or goal only able to be found with a specific password on a keypad or security panel, making hacking or tooling useless. The info will be on a datacube with a random string just like on Command_Post.
So there you have it, my plan. It is just coming out of pre-production stages, so let me know any ideas, issues, or suggested changes and I will consider before getting to far ahead on the process. This of course will still be many months, but I trust DX won't be dead by the time all of this comes to fruition ;)
The biggest differences in my editing versus standard DXMP are going to be the way items spawn, a few item changes, and the way maps are made to be more tactical and SP style and less arcade like the standard "spawn here, grab all the guns, all skills maxed, go kill" form the servers currently run. A few specifics in the works at the moment, FEEDBACK appreciated:
- Skill wise I decided against the kill/reward system similar to ATDM or Call of Duty style and instead decided to lock all skills at Advanced. No, this is not a personal vendetta against the perfect aim of snipers, it is to give the game a more real and less arcade feel. Perfect aim, no recoil, etc will be attainable through other means that are explained below, and of course you will reach master via the Targeting aug, allowing it to finally give Ballistics Protection a run for its money. The advanced setting will also increase reliability of lockpicks and multitools All augmentations will remain at the top upgraded level.
- Unused-in-MP items such as alcohol, food and armor will be implemented. The food/alcohol will be edited to cause decent healing/bio recovery to make them worth picking up and the drunken status will be nerfed to just a few seconds to not interrupt gameplay. Examples of recovery would be (HP/BE): Soda - 15/30, Wine/Liquor/40oz - 50/25, Soy Food - 30/30. As well as recovery and protection items, others will be given special effects to make them more useful. Tech goggles will add a Enhanced Vision effect rather than Night Vision, and cigarettes will be made to work like suits and will increase accuracy and reduce recoil for a given amount of time (Sniper rifle will go to master in accuracy, but not damage, basically.)
- Also as far as unused items go, I want to implement weapon mods into multiplayer. When you find a mod, using it will instantly upgrade all guns that can take that mod. They will be in limited supply and take work to find/acquire, but will be well worth it. This is another way to get the sniper rifle to move less using the scope. It will also, I believe, add a great deal of fun to the gameplay since you will be able to equip the pistols with scopes, most of the other guns with laser sights, and the assault rifle and sniper with a silencer.
- Items such as medkits, biocells, lockpicks and food will be normal, as in you grab one, and another respawns in its place ~20 seconds later. However, ALL weapons, grenades, and weapon mods will be changed in the way they spawn. They will begin on the map in their set place, and when picked up, will not respawn until the carrier has died or let the item disappear after leaving it on the ground for 4 seconds after discarding. This will ensure that people cannot camp in one area and load up on mods and grenades. It will also will make the game more challenging and force players to work more as a team since some places their may be several grenades that your team must share, or someone may come across a weapon/mod they don't need that you want on another part of the map.
- The inventory system will be changed as well. The standard three slots for weapons will remain, however instead of pre-determined slots for utilities and grenades, slots 4-8 will be free slots for any other item mentioned above. I will leave the 9 and 0 spot for the medkit and biocell though, so I don't have to listen to all you lazy players bitching about your binds not working with my game.
- The map setup will not be as simple as the default MP maps DX has. Most maps will be larger, but not too large or ornate as to cause severe lag. More thought will go into locked doors, security, and other non-fighting aspects. An example to illustrate how I am approaching my map-making logic is that not all Repair Bots will be behind a keypad-locked door. Some will be behind pickable doors, others only accessible via hacking security panels, and some simply out in the open in areas that take a while to get to from the spawn point. Also, I plan on every map I make having a highly desired area or goal only able to be found with a specific password on a keypad or security panel, making hacking or tooling useless. The info will be on a datacube with a random string just like on Command_Post.
So there you have it, my plan. It is just coming out of pre-production stages, so let me know any ideas, issues, or suggested changes and I will consider before getting to far ahead on the process. This of course will still be many months, but I trust DX won't be dead by the time all of this comes to fruition ;)