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sauer gameplay changes

by Aardappel_ on 09/06/2005 10:16, 44 messages, last message: 09/16/2005 13:07, 20784 views, last view: 05/18/2024 23:24

I've spend the weekend doing heavy refactoring of the sauer game code, and things are starting to settle down a little bit (though still rough).

This will get me closer the the next stages in the grand scheme of things, i.e. polishing off the FPS game, which I really want to get to a good polish level before I fork the game code and start doing RPG stuff.

So besides some graphical enhancements, I mainly want to talk about gameplay here.

And before you ask, yes the current physics are not final. I want to get it back to be more Cube like, if I can persuade eihrul.

One thing that bothered me recently is the whole armours deal. It has been copied verbatim since Doom in every shooter, and all it really does is add to your health. There's the tiny tactical issue that people always quote that you can be low on health and high on armour, but really in fast DM that doesn't happen that much, and it is hardly a challeging gameplay feature.

So I would like to do something more original with the armours. I am explaining it here, so that we can get all the complaining done and over with before I even start implementing it, or maybe people have good ideas. I fully expect people to not like it because it is so easy to put value on something you know.

So in an FPS you have health. Health is increased by armours, and decreased by weapons... its armour vs weapons!

So why not make armour vs weapons a bit more interesting than just 1:1 ?

What I propose is that each armour is a special "protection class", which determines how much damage from each weapon it soaks up. For example The yellow armour could offer "bullet protection", soaking up a lot of rifle/mg damage, but hardly any RL damage. The green armour could be "blast protection", which does the reverse, etc. With 4 types of armour (or mega), every weapon could have its own protection. This means that if you see your opponent pick up a certain armour, you know you can gain an advantage by attacking him with the weapon it is weak for. This makes armours vs weapons more tactical than it is now.

Whatever armour protects against the MG might be most popular. You can still only carry one armour at a time, so you might not pick up a certain armour because you want to go for the anti-MG armour, but get killed in between. Tradeoffs.

A change would be that absorbtion would go to 100%, i.e. no health gets touched before the armour is gone. You can pick up a new armour once your old armour is 50% gone.

Another planned change is a more serious teamplay mod, something a bit more interesting than plain TDM, but more dynamic than CTF. I am very likely going with a "domination" style mod, of which there have been tons of varieties... most recently UT onslaught, and of course BF2.

It would simply have:

- strategically placed spawn/captured points, initially 1 red and 1 blue at far ends of the map, and the rest uncaptured
- capture by standing near it N seconds
- captured points adding to teamscore every N seconds
- when dead, after delay, spawn at chosen point, or close to team, or whatever.
- the above armour system, in combination with simple classes that would equip you with more or less of certain ammo.

Vehicles? haha, maybe one day :)

If I'd be contemplating new weapons, the first on the list would be a grenade launcher.

I'm looking for good ideas to make the weapons feel "meatier", i.e. more satisfying when used. I'll be looking at better particle effects, better kickback, better sound?, better animation? and better blood.

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#1: Minigun is too strong

by voot_ on 09/06/2005 10:53

yeah that would be a great idea...but if you DONT change the zo strong minigun just the special armor would help..all others are useless because its too strong. So a game would be played like camping minigun and camping anti-mg-armor. So the main Problem is the minigun who is quite too strong. And as you said if its too strong.the mappers should balance the map..i found that even one mg is too much (im starting to place my items without any mg). Other probolem IMHO is that the rocketlauncher splashdamage is too big (i mean the area ??!!). It would be nice if you reduce the splashdamge a little not to make a weopen which is just good for spam. Also a less splashdamage for the player who shoot would be nice for usable rocketjumps imho ;) . But atm the gameplay isnt very good because the mg is too strong and imho the rocket launcher splash is to big. weopens like the rifle are rarely used..and the shotgun just if you dont have an mg or rl. Also the shotgun is a little bit too strong...

But if you would reduce the damage of the mg (it should be much weaker,like the mg on quake would be nice), and imho the splashdamage area from the rocketlauncher the whole gameplay would be changed imho.

And you talk about the tdm thing. But then later weapon respawntimes from weapons and armor and quad and healthboost would be better and more tactical (the whole timing thing, i tought about 20-30 seconds for wepons...and up to 1min20sec for quaddamage ..like that).


So if you reduce damage of mg and if other players think like me-the rl splash thing, the whole gameplay would be better, and the armor would have an completely new position in gameplay.

so far sry for that english..

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#2: Onslaught

by voot_ on 09/06/2005 10:58

Just to add something about the onslaught thing. A normale tdm would be far more interesting. As you can so (or not) nobody plays onslaught (or just a little group). You can do that if you want, but sould not forget the normal tdm.

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#3: ..

by voot_ on 09/06/2005 13:11

hmm not a bad idea..for the singelplayer. For multiplayer its better to have always the same weaponpower. And if you can change it in the config isnt that a possibility to cheat?

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#4: ..

by makkE on 09/06/2005 13:26

Though the idea of specialized armour looks quite intresting, the thing I´d worry about would be that it will be extremely hard to balance a map.
Having to place 4 amours in strategical places rather than just the "big and the small" one would raise the difficulty of mapping quite a bit.
So I´d not be too fond of that.

I rather agree with most of what voot said, although I know you prefer a little unbalancedness in weapons.
But to enhance gameplay, just weakening the shotgun and mainly the mg, and making rocketjumping less expensive is something that I know would attract a lot of people to ffa gameplay that don´t play ffa now, for the above reasons.

I like the changes that have already been made to the armour system.
A grenade launcher would be nice, what would be great if the grenade would be timeable or triggerable. That would help it not to be mainly a defensive weapon.

Considering a new teamplay gamemode, it would be nice if teams were fixed. I´ve stated my opinion about it a lot already, so most of you know what I mean.



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#5: ..

by makkE on 09/06/2005 13:29

Morgaine, voot is right, MP gamers generally want fixed stats for everything. If the game would be completely diffrent from map to map, 80% of the gamers would reject it right away, while 20% would make bad maps with insane stats and call it fun...

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#6: ..

by voot_ on 09/06/2005 13:32

jeah the balancing with 4 armors. imho 2 would be good: 1 for instant hit weopons like the rifle and the shotgun. And an armor for the "forgot the name" weapons like mg and rocketlauncher.

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#7: ..

by voot_ on 09/06/2005 14:44

erm Morgaine2...a mapper is mapper and not a game designer (if you understand). And afaik what is the sens behind this idea? Do you really think anyone like to study maps? Imho the german community is the only one who really "play" cube 8like esl) and if you want ask them if they want to study maps. (yes we can speak egnlish..join #esl.cube)

Ans afaik every first person shooter has a fix power of weapons..maybe there is a reason why they do that.

But fun to see sometimes...ohh a new map lets chekc out how strong the rl is etc....

@wasdaplus: nice idea..but not for a normal tdm. Do that in a own mod or something like that..but imho its better to keep the old cube style.

And to the whole armor thing: If the weapons would be more balanced. Just like painkiller a simple "bronze" (+50 shild) "silver" (+100shild) and "gold" armor (+150) woulb be enough. I also think you wanna try it like on quake with the armors for water etc?

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#8: Re: Minigun is too strong

by CrazyTB on 09/06/2005 16:34, refers to #1

I've read only the first two posts (yet). I have 3 "subtopics" to comment here:

Subtopic: armours

Aard, I like the idea of different armour types. But I think:
- Armour should absorb a fraction of damage, not all damage. Maybe the armour should absorb a damage proportional to the "remaining armour". So, each shot the armour would absorb less damage. (example: on first shot, a 100% armour would absorb 100% damage; after some time, 50% armour should absorb only 50% of damage)

- Player should be able to change armour even if it is at 100%. Maybe the player should/must "throw away" his armour before getting a new one.

- "Throwing" an item (armour/ammo) could be tactical. If "throwed" items are available for being picked up later (maybe only by other players), a whole new gameplay would be available. For example, in team-game, someone could throw ammo for a partner. (this could be annoying if the partner is a sniper) However, health cannot be throwed.

- If different armours are implemented, I suggest a way to showing which armour a player has (change the skin of the model). In addition, showing the current player weapon would be a nice feature too.

- Another good idea is that one armour can absorb most damage from one weapon type, and "increase" the damage from another weapon type. This would be more or less like "jokenpo" (rock-paper-scissor).

Subtopic: weapons

"voot" said you should change the current weapons balance. I think this won't be desired to many people (myself included). I agree that rifle is never used in "real" game (since it is weak and slow; if it had more damage, but still slow, would be far more useful).

Since it is almost impossible to make everyone happy, I would suggest that Maps should have some commands (via script) to change weapons damage and speed.

This, of course, could add a new way of cheating. So, the weapon-changing commands must be only available when running from map scripts. In addition, when going multiplayer, the server must send the current weapon balance.

Of course, anyone can "cheat" by modifying local map scripts, but this would only affect local games, and this would remove a lot of fun (or maybe not, maybe making the game more difficult).

Remember that enemies (DMSP/SP) mostly also use the same weapons as the player.

Subtopic: gameplay

Aard, I like Cube gameplay/physics. The last sauer was very good to me, looked a lot more like Cube than an old Sauer version I tested. I'm not sure how much more Sauer can be like Cube physics.

One little note: have you noticed that your second and later jump are higher than the first one? Just try to jump, them keep jump pressed before even reaching ground. I don't like this "feature" (or bug). For me, all jumps must have the same height.

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#9: Re: ..

by CrazyTB on 09/06/2005 16:53, refers to #5

Subtopic: armours

makkE says it will be far more difficult to make balanced maps with different armours. In part, I agree, but at same time this will open a whole new range of maps.

I think that current armours could be kept. Or, maybe, make one "generic" armour, to replace the "old" strong/weak armours.

This would allow two types of maps: those to which all of us are used to play and map (like makkE said); and a new type, more tactical.

Subtopic: different weapon values for MP

Poor mappers will make bad maps anyway. Good mappers can make some interesting maps. Maybe MP would suffer a little from this.

I have another idea. Currently, we have 6 game modes, and each one can be team-based or not.

I suggest we kept 6 game modes, and add a "config dialog" (or something) with some checkboxes (or something with the same meaning). One idea for "change game mode" dialog:

Select game mode: [ ffa ][\/] (this would be a drop-down)
Select game options:
[X] Team based
[X] Use map configurations for weapons

This would allow future expansions, if needed. What do you think about this?

Subtopic: item boosts

wasdaplus says about different items to increase different "properties". This is the generalization of the Quad item.

Quad already increases the "strength" (damage). Adding other items to increase other properties might be good. I'm not sure how this can make FPS gameplay more interesting or more difficult.

At first, I think this should only be available using mods. I'm not sure if I want that integrated in "default" Cube/Sauer.

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#10: ..

by voot_ on 09/06/2005 17:05

sauerbraten_2005_6_12 is the realease with the nearest cube engine...the only thing is that you can jump higher @sauer.

@CracyTB and weaponthrowing: YEah that would be great forgot that.

But about the armors throwing im not sure about..dont think it would be the best idea imho.

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#11: ..

by makkE on 09/06/2005 17:46

Heh forget changeable weapon properties people, that would only lead to a big mess, and sauer being a random experience.

I think overall.. Deathmatch gameplay should stay very simple, maybe balanced better.

If you´re really looking for a loosely class based team oriented gametype, that´d be the place to add more specific armour system, and other stuff.. :)




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#12: Hmm

by Pxtl on 09/06/2005 20:26

Aard, I have to say....

I really, really hate the "weapon armour" idea. I've played mods with that kind of thing, and it ends up just being complicated and annoying for players. n00bs get confused, experienced players just know it as second nature and forget about it. In many cases, the visual feedback is insufficient to let players know that their weapon is ineffective.

I'd rather you ditch armor altogether than create "weapon armors". The simple megahealth approach of allowing health above 100% but it bleeding off with time is much simpler and better for the armor gameplay.

If you want more interesting pickups, there are tons of simple things you could do that don't make gameplay too complex - for example, go for outright invincibility, but the pickup only lasts for 4 seconds. Both simpler than "weapon armor" and providing a more dramatic effect on the map's gameplay.

Personally, I'd go with a dead-simple Quake3-style base game and a good extension system that lets mappers script interactivity more and better customize equipment. Go to the extreme point that the gametype (DM, CTF, etc.) is defined in mapscript, and mapscript is bundled with the map, so fetching a map is effectively fetching all the gameplay information.

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#13: hmmm

by Aardappel_ on 09/07/2005 04:55

thanks for the feedback sofar..

voot, MG balance... you know my stance, differences are good between weapons. But I agree I would like to see people use the rifle more. I think it will also change if maps become bigger, than the rifle will become more powerful. One thing I have always been against and I will contemplate now is to give the MG a bit of a spread, I think that could make it less dominant and make the other weapons more useful.

wasda: there's not a lot of different properties you can change... health, damage (the 2 main ones), maybe speed etc.

crazytb: throwing items is a good idea.

makke, I'll think of cutting teams down to 2.

pxtl's point about feedback is an important one, the problem with the armours is that unless you're a pro player, you wouldn't know what you're shooting against, and why you're being more or less effective. That means that there should be additional feedback (sound effects)? or the idea should be canned.

scripting the gameplay entirely in a map sounds like a very bad idea... it goes against your own metric of feedback: every map will have different gameplay, and you don't know what you're doing anymore. And I am sorry to say that the majority of level designers are very bad gamedesigners. I'd rather stick with some gameplay modes that work real well, as have 101 random alterations. If people have really brilliant ideas, the now more factored out gamecode will make mods easier and easier... and in the future hopefully you won't need C++ even.

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#14: Re: ..

by spentron on 09/07/2005 05:05, refers to #7

"a mapper is mapper and not a game designer" ... humm maybe that's my problem ;0

Anyway the problem I see with the chaingun is not is it powerful, it practically can paralyze you at the same time making it all the more difficult to escape it in the 0.5 seconds or so before you're dead. There's fast and then there's insane.

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#15: Some thoughts

by tentus on 09/07/2005 05:17

on armours:
I agree with Pxtl, i think that having 4 different armours would be too confusing and irritating. to me, middlegrounds such as close range vs long range armours, or armour augmentations would *possibly* work, or perhaps have the armour's strength vary depending on what weapon you have drawn, and so forth. i just don't think 4 full-out seprated armours would work. also, the armour tossing idea is attractive.

on weapons:
a new weapon or two would be interesting and fun, and would probably alleviate a large number of requests. also, i propose that in addition to the fist, close range weapons have an alt-fire which hits the enemy (not unlike halo). longer range weapons would obviously not benefit from this idea, and a different alt fire would be nescessary.

vehicles would make my day. i'd love to see a turret available, and maybe someday a tank.

also, something that would make the guns more rewarding feeling would be bonuses of some sort for every X kills you make with the gun. i believe voot was asking for UTish "dominating!" etc sound effect, and those always make me feel rewarded in UT.

on gamplay:
something i've enjoyed many times while mapping is sitting in a bauul while working on the textures or something. I think a "possession" type gamemode would be a fun SP distraction, where you are trying to kill off enemies without them dying while you're possesing them. Limited control over your host monster would make things fun, and maybe some subtler gameplay strategies like hooking mosters up with the quad and then letting them run rampant.

other gamplay ideas would be a MP mode where you focus on racing your enemies around a track, armed with rifles. (this is probably a bad idea, but i'm a longtime Cross Country/Track athlete, so i have to try...) As you race you have a limited selection of people you can attack. these people would be determined by there position relative to yours, with the first runner being vulnerable to everone and the last runner having access to everyone. shooting an enemy will slow them down and then kill them (respawning them a few seconds later in the same place, probably halfway down the roster from where they were). as you race speed pickups would be available, and maybe some shortcut and trap triggers.

i think that's enough rambling for now.

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#16: ..

by NightWind (a.k.a. mistermath) on 09/07/2005 06:12

Um, would it be easy to add the capability to add additional monsters in the .cfg file, similarly to the way mapmodels are added? (albeit with a lot more variables)

Vehicles, obviously, would be nice, but let's take it easy on Aard — I can't code myself, so I'll try and not push too hard for this stuff.

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#17: Re: ..

by nieb on 09/07/2005 06:50, refers to #16

>>Um, would it be easy to add the capability to add additional monsters in the .cfg file, similarly to the way mapmodels are added? (albeit with a lot more variables)<<

great idea

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#18: Yay, A Good Discussion

by pushplay on 09/07/2005 07:27

I think one way to make the chaingun less powerful without adding a random spray would be to have it pull in a random angle determined at the start of a burst, instead of 12 o'clock. It would make it harder to aim but keep it a skill issue of staying on target.

Also I do think the feedback on kills could be boosted to make the kill more satisfying. What about in MP there's a some sort of thud a half second after each point scored which gets more pronounced and solid after each kill until it resets between games and deaths? Maybe accompanied by small graphic for each death? A small +1 floating out of each corpse.

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#19: Re: Yay, A Good Discussion

by shadow,516 on 09/07/2005 07:58, refers to #18

>>It would make it harder to aim but keep it a skill issue of staying on target.

On the contrary, skill should not be determined by how well you can handle a single uber weapon. Skill should be knowing when to use a weapon in a particular situation. I think that instead of spray, the machine gun should shake the screen mildly for as long as you hold the trigger down. It would still be almost completely effective at close to medium range, while making long range hits difficult (and giving the feel of using something really powerful).

Also, I think that when moving, the kickback should be multiplied. If anyone has fired a heavy machinegun before, you could only go about walking speed while shooting without falling over, and forget about jumping. This would make cover much more important, and make the machinegun best suited for defensive positions (as it should be).

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#20: Re MG

by voot_ on 09/07/2005 12:05

Nice idea o give the mg a spread i like that. But another posibillity would be to reduce the firerate of the mg. Another problem (dont know how the spred is going to be) is that a mg throw the map is as strong as standing in front of a player. So if the spread doesnt change it..the mg will be always a better choice than a rifle.

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