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Admin Note: Although some things in this thread may not pertain to our new game, it is still a useful post, and will remain pinned for the time being.
Admin Note 2: The views expressed in this thread do not express those of BVG studios.
In this thread I will explain topics regarding game mechanics, PvP (Player vs Player) combat, and guilds and grouping, and my suggestions on what this game company could do to give this game a decades worth of player generated PvP and PvE (Player vs Environment) content that would require only a little long-term work with maximum rewards. I will reference some games such as the Star Wars: Battlefront series, aspects of Halo, and maybe other games in order to show that implementing these ideas will make the game truly, positively entertaining.

First, I will point out the key mechanics which I am focusing on, then at the end I will bring all the points together in a conclusion. For this discussion I will refer to players as any player or player-controlled avatar possibly engaged in combat.



I. Grouping (Post #1)

  • Fireteams
  • Squads

II. Guilds (Post #2)

  • Affiliation
  • Headquarters and Ships
  • Customization
  • Guild Communication

III. Housing (Post #3)

  • Housing Overview
  • Ships and Fleet Hub

IV. How Life Works (Post #4)

  • Day/Night Cycle
  • Dynamic Weather

V. Fleet Wars (Post #5)

  • An Opportunity Here
  • Space Operations
  • PvP Fleet Battles for Sector Control

VI. Resource-Based World PVP for the Game (Post #6)

  • Dynamic Warzones
  • Planetary Siege Event
  • System Feedback of an Attack

VII. Environmental Interaction, Social Activities & RP (Post #7)

VIII. Exploration (Post #8)

IX. Classes and Subclasses/Advanced Classes (Post #9)

X. Closing Thoughts (Post #10)

XI. THANK YOU, LH JUSTIN!! (Post #11)



I. Grouping

    Fireteams
    Does anyone remember Fire Team Charlie or Fire Team Zulu from Halo: Combat Evolved? I sure do! Fireteams would be a group that would generally consist of 4 players. I've seen discussions about a TEAM being added into the game, so I'll get into Squads in the next subsection. Fireteams would be a group of 4 players who would team up in order to take down a harder opponent or a boss, complete a mission that would generally require more than 1 person/4 people or a GROUP.

    Squads
    Squads would technically be two or more Fireteams combined. Consisting from 5 to 16+ players (total of 24 to 32), Squads can raid enemy bases and work together on missions, raids, etc that would require more manpower than that of a Fireteam. I've seen some members of the community mention a SUB-TEAM so a Squad could fill that role, while a Fireteam would just be a general group of 4 players. You can also think of a Squad as an Operations Group—or Ops Group—for short.



Last edited by Thel 'Vadam on Fri Jul 27, 2012 3:51 pm; edited 1 time in total


on Sun Jun 24, 2012 12:19 pm

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II. Guilds

    Affiliation
    I've heard that the game will support two factions: The UNSC and the Covenant Empire. A guild created in the game can affiliate themselves to either faction. I'd highly doubt a third faction would be added into the game like the Insurrectionists, but I've heard adding a third faction does make for more balance between a game's faction. I was going a bit off-topic there but I just had to mention that. Hopefully faction imbalances aren't an issue in this game.

    Headquarters and Ships
    This is a must! We don't want a guild to purely be just a permanent group chat! Each guild should have their own station and their own Capital Ship. These places could serve as private quarters for guilds and other guilds can come in to chat and mingle. The Guild's Bank could also be stored in both places, along with other guild-only features.

    Customization
    Let Guilds have customizations like rank patches, equipping a guild symbol, emblem, logo, a piece of equipment to show they are affiliated towards a guild. Customization should be not only for a character but for these communities as well.

    Guild Communication
    Let there be sub-channels for Guilds to communicate with their members. It would make chatting with many guild members in-game more organized and so much easier. Add a general guild channel for the Leader and call it the Leader's Channel, and add another which has a certain requirement if guild perks are added into the game.



on Sun Jun 24, 2012 12:19 pm

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III. Housing

    Housing Overview
    Housing is a good way to keep people busy. If we could decorate our house with furniture, change the color or, like in Star Wars Galaxies, drop every item of the game on the ground and move/rotate in anywhere in the player's ship we can create our real personal space. Allow us to use a med center, sleep in the bed, put items in crates and wardrobes, allow people to sit in the council room and do a briefing for a future mission. Allow us to change the weapon racks so they actually display the guns we used and want to show. We could buy a home on planets like Earth and be in our apartment in a skyscraper high above the ground and watch the life on the planet and decorate it like said above.

    Ships and Fleet Hub
    Instead of a little base or house that a player might have, you could swap that for player ships. Player ships could have many of the customizations explained in the Housing Overview. Ships would be used to travel to other planets, and we could use our own ships to fight in fleet battles, space/air battles, etc. Ships could also have modifications for better shields, better turret fire or more turrets, etc.

    Fleet Hubs are a housing district for both factions. Located in space in territory they each control, Fleet Hubs are one of the very few places which can't be attacked by the opposing force. Fleet Hubs would house the player's ship, and could house a room for them which they can customize. Fleet Hubs would also be the location of many vendors, bars, games, and more. Fleet Hubs could also hold some special missions that are only available by getting them at the faction's fleet.



on Sun Jun 24, 2012 12:20 pm

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IV. How Life Works

    Day/Night Cycle
    A day/night cycle is essential for the mood and immersion of the game. You wanted to organize a RP event during night on a day planet? No chance. You wanted to watch the lights of Earth at night? Not possible. You wanted to finally see a re-terraformed Reach under sunshine? Not possible. You wanted to watch the sunset between the hills of Arcadia? No. The planets mentioned are just examples!

    Dynamic Weather
    Some planets have special weather, but in most cases it’s just to limit (limitation being the key word in this game) the zones you can go to. Weather needs to be more dynamic! Make it rain at one point, spawn a huge blizzard once in a while on an icy region of a planet, make the sky change, give life to the world.



on Sun Jun 24, 2012 12:21 pm

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V. Fleet Wars

    An Opportunity Here
    If there are space battles that are going to be implemented into the game let players be able to team up as a Squadron, and together as Wingmen they can complete PvE space missions. It won't be very exciting doing all these space missions by yourself, and in many cases you team up with other pilots to destroy enemy squadrons and frigates and capital ships. For example, in Halo: Reach, there is a space mission where you have to defend yourself against enemy fighters jumping from slipspace.

    Space Operations
    Although seen very rarely, some of the most memorable and epic moments of the Halo story is the space battles. With a little bit of planning you could make this extremely fun and epic as a massive group battle. Each player could have their own Squadron with Wingmen and work together to bring down giant enemy fleets. You can defend space stations or protect envoys. The possibilities are endless.

    PvP Fleet Battles for Sector Control
    New space encounters can be added which allow players to compete head to head for control of a sector using their ships. A two sided "rail" could be contructed which pits squadrons of players against each other. A total number of available ships can exist and it would start by launching out of a fleet hangar with their wing.

    After exhausting the ships for the fleet through reductionism by accomplishing objectives such as blowing up shield generators, crippling capital ships and so on, players could land on enemy-controlled planets and territories and fight for Systems (See Resource-Based World PVP for the Game below). There can also be many usable turrets throughout the larger vessels which less experienced players can use to take shots at the passing enemies.

    Also, space battles could range from 1v1, to all-out space brawls with allied guilds battling for control of a sector/system or planet. The leader of your guild can name the Capital ships and everyone can decide which sectors they want to control. There could be Fleet Admirals and under him could be a Commander or two controlling Frigates. Players would also be able to go inside a ship and destroy it from the inside, and maybe the ships would allow the hangar bay doors to close if they feel like locking it is their best option. Maybe having computers manning the ships, with the Fleet Admirals and Commanders giving commands to "increase forward fire power", "increase shields", etc.

    – There will be a system for PvP and PvE Ship Upgrades?
    – I would be more than happy to create these for you if you hired me. Wink



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:22 pm; edited 1 time in total


on Sun Jun 24, 2012 12:21 pm

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VI. Resource-Based World PVP for the Game

Dynamic Warzones
For the love of god please do not make everything static, where you complete content and "won" control the planet for your faction but everything still looks the same as when you started. PvP should serve as an ever-changing endgame state of the Halo universe; where planets change hands regularly as the sides compete for control.

Here's how it could work:

Players will be given a new option under some sort of panel: "Enter Warzones". Once enabled the player will be presented with a dynamically updated "Halo Universe Warzone Map". Every planet available for both UNSC and Covenant players will be available in the Halo Universe Warzone Map. Each planet will be a duplicate of the existing playfields as a unified single-shard system with the following changes; no regular quests/content quests and all high-leveled NPCs. The faction NPCs would change based on which side controls the planet/local base on the planet and provide daily (and maybe dynamic and different) PvP quests/content at key locations.

There will be objectives scattered across the planet map which will need to be secured to control the planet and get daily quests/content from that location to other nearby locations. While a planet is controlled the players will be able to plant tower fields and mine the resources for their guild and granting their faction with several bonuses across all levels.

Attempting to land on a planet which is controlled by an opposing faction should trigger a space combat event ranging from a single ship trying to run a blockade for a solo player or small group of 4, to a full-fledged fleet battle as a preface to a landing invasion for an Operation. This will encourage PvP encounters and side-cooperation, as well as give a real value to the ship and modifications that can be created for them. Hopefully, we will be able to buy new ships eventually, too! Smile

There should be no instancing in this situation. A large number of players should be present on one unified shard for this type of system to work.

Spoiler:
Let's look at each planet:

1. Let's divide the region up into tower sites and let guilds compete for control over the field.

2. Each guild will only be able to plant 1 field per planet up to a maximum of 3 total fields across all planets.

3. The specialty towers "Harvesters" will generate PvP materials over time. The harvested resources will be split 100:10:1 (Faction:Guild:Player). Faction resources will become available from PvP vendors on that planet. Guild resources will be automatically placed in a resource tab of the Guild Bank. Player resources will be deposited into a separate tab in the player's inventory.

4. Each field controlled by a faction adds a weighted XP bonus for all members of their side up to a maximum of 25% for controlling "ALL" towers on all planets.

5. Control Towers and Generic Turrets can be purchased in each planet's main base and Advanced Turrets are created by special vendors with specific requirements. Each type of tower modification will grant different combat bonuses for the player who creates/plants it, except Harvesters which will grant various bonuses.

6. Once a siege has been completed and the planetary control has changed, all Tower Fields become hot allowing players from the opposing faction to attack all the sites. A side must rally to defend it, but have a limited number of defensive deployments to protect their [REDACTED] before being forced to engage in a fleet battle to reach the surface again.

7. Each planet will have a limited number of deployments for the attacking side during sieges. Once those deployments are depleted another space battle will be required before they can siege the planet again and control a landing pad.

8. Each zone can have a remote base(s) which grants bonuses to attackers and defenders for the side which controls it. After a successful siege, attacking players will start at the landing pad. From there the attackers will work to setup a supply route by taking and holding outposts for route/travel access. This use of strategic locations should keep this type of encounter from becoming too "zergy" as forces will have to be stationed throughout the planet to successfully accomplish goals.

9. Quests/content should be given to attack or defend bases, tower sites and players near those objectives each day and for the weekly, replacing the current endgame daily system with one that truly has impact for your side. The quests/content should be relative to ownership such as guilds which do not own a tower site get quests for attacking other side towers and players within the vicinity of friendly towers or enemy towers—successful destruction of a tower and field, etc.
Planetary Siege Event
Infiltration by a small group to lower planetary defenses, or direct frontal [REDACTED] by a large fleet. (Space Fleet PvP battle for Operations or a Group Space PvE Campaign for a small team, failure would alert enemy players to the blockade running attempt.)

Either results in a landing pad base being taken which will remain accessible for double the duration of the current "hot" timer (this base cannot be captured and is defended).

After securing a landing platform the attacking side will gather quests to take key strategic points around the planet such as respawn points & speeder routes.

Some players will remain at each [REDACTED] to defend. These players will get quests to defend these [REDACTED] from the location in question.

The majority of a raid force will push on to the next objective until they reach the capital city/main base.

After successfully sieging the capital, the attackers will lower the shields to all resource towers on the planet.

The previous defenders will now spawn at the landing pad and have a chance to retake the capital based on the existence of their tower fields. Once all tower fields have been demolished the defenders lose access to the planet for 24 hours (Planet is now COLD).

During the 24 hour COLD timer, the victorious side will determine which guilds get to plant tower fields and harvest the resources from each site.

The next day the previous day's losing side can resiege the planet following the same rules within a 1 hour grace period. Each day thereafter, the window to win the space siege for access to the landing pad increases by 1 hour up to a maximum of 19 hours HOT, 6 hours COLD.

System Feedback of an Attack
I'll use an example from Anarchy Online which had a faction-wide "Tower Alert Message" that was broadcasted in the system channel with notifications that appeared such as:

"<NameOfPlayer> of the <Faction> guild <NameOfAttackerGuild> attacked the <Faction> guild <NameOfDefenderGuild> at their <Base#> in <ZoneName>."

which translated to:

"Xuan" of the Clan organization "Aethyr Knights" attacked the Omni organization "Mafia Din Romania" at 2x in Avalon."

A key note is that if multiple guilds attacked a tower, it would send an update for the first player attacking any tower in the field from a guild but no one else from that guild would be listed in the announcement. Also, they used the term "Organizations" instead of "Guilds". Razz

Then, it would update with a similar message but add "The attackers won" if the CT was successfully destroyed when it is destroyed.



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:56 pm; edited 1 time in total


on Sun Jun 24, 2012 12:22 pm

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VII. Environment Interaction, Social Activites & RP

    To live in a world, we must interact with the world. Don't just add something like elevator buttons that would seem like the only interactive thing about the environment around us. Don't add areas (like a Fleet Hub) with a bunch of chairs players cannot sit on. We must be able to gather friends, go to a hub/hangout area, sit at a table where we might even be able to play mini-games and bet the faction's currency.

    Allow us to activate more buttons in a place like a player's ship, like a viewport toggle, lights, training simulation, etc. Allow us to put waypoint on the map of a planet and establish a route for a player-created race event. Allow us to climb obstacles like in other games so we could actually go to places that are obviously possible to go to for a trained warrior instead of being blocked like if we were on a wheelchair.

    Allow swimming! Not having that in a modern game is an insult. Swimming may not make sense for soldiers such as Spartans, but adding swimming would make the game a whole lot more interactive. With the technology hundreds and hundreds of years ahead of us, many solutions exist: submersible armor, waterproof electronics, scuba gear, or simply remove armor to swim. In Star Wars, there are underwater worlds and homes. Lightsabers, weapons that normally wouldn't work underwater, had advanced to where they wouldn't burn out underwater. Battles have taken place underwater for control of planets in the saga, so be creative and you could have the UNSC expand by building more bases underwater on Earth. The Covenant can come down and Elites can take their Energy Swords and fight underwater with them.

    All in all, just don't make an environment with beautiful scenery that players cannot interact with. It'll make the game boring! Many players have fun and even like the little things in a game because it shows how in-depth you went with the game.



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:56 pm; edited 1 time in total


on Sun Jun 24, 2012 12:23 pm

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VIII. Exploration

    Please do not make exploration a hard thing to do. You want to go explore the coast on a planet you added? Chances are there may be a barrier added telling you to turn back or you're character will die, even if you are on land unaffected by extreme weather conditions. Don't fill areas with invisible lands and useless limitations. There should be just as many non-fighting zones as there are fighting zones. I'm pretty sure there were places on Earth during the Battle of Earth where fighting never occurred, but the war still affected the location.



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:57 pm; edited 1 time in total


on Sun Jun 24, 2012 12:23 pm

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IX. Classes and Subclasses/Advanced Classes

United Nations Space Command

Capital World: Earth
Fleet Base: Cairo Station

Class NameStarting PlanetSubclasses
MarineEarthMilitary Police
Trooper
ODSTEarthRecon
SpecOps
Spartan-IEridanus IIN/A
Spartan-IIReachVanguard
Commando
Spartan-IIIOnyxHeadhunter
Infiltrator


Covenant Empire

Capital World: High Charity
Fleet Base: Unyielding Hierophant or High Charity

Class NameStarting PlanetSubclasses
JackalEaynSniper
Scout
SangheiliSangheliosJuggernaut
Marauder
BruteDoisacRanger
Chieftain


Trying not to go too into the RPG aspect, but this would be a nice way to divide our classes and advanced classes. Classes and advanced classes define our character in which what we will and what we will not be able to do on the battlefield.

Classes are what we will choose to start out with when we first create our character. There are even starter planets that I have added for us to be able to start on. Once we have advanced enough in rank/level, we will be able to travel to the faction's Fleet and to other planets and choose our advanced class/subclass.

These tables are a nice way to organize our classes and subclasses, and what we name them and what each of them can do.

Have any other suggestions for this growing table? Post it here!



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:57 pm; edited 1 time in total


on Sun Jun 24, 2012 12:23 pm

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X. Closing Thoughts

    I've seen many kinds of endgame PvP system out there and nothing has had the long-term draw to it such as Notum Wars from Anarchy Online. People feel pride when their side controls the arsenal. Lowbies learn about war heroes that fought in long-war campaigns over resources. Will you rush to the aid of a guild that is always rude to you? Will you let your side be demolished?

    I believe more strongly than anything that if the suggestions I've brought forth were taken to heart and made it in to the game, the game would have a 100% awesome PvP structure for years and years to come.

    Thank you for reading through this extremely long and detailed post, and I welcome discussion relating to this proposal.



Last edited by Thel 'Vadam on Sun Jun 24, 2012 12:57 pm; edited 2 times in total


on Sun Jun 24, 2012 12:25 pm

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XI. THANK YOU, LH JUSTIN!!

    I'm just keeping this post here because I think I would have never had this thread if it wasn't for LH Justin. This goddamn thread took like 2 hours+ if I'm not mistaken when I posted this back in February, and it would have been such a shame to lose all of this.

    You will be missed, and I will never forget for helping me not lose on what I worked so hard on!

    Sincerely,
    SirCopperfield The Honorable



Last edited by SirCopperfield on Tue Dec 18, 2012 1:07 pm; edited 2 times in total


on Sun Jun 24, 2012 12:25 pm

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Jony wrote:Sorry! Lol, this is embarrassing! Moderator, delete this message....
You got way too excited, Jony xD



on Sun Jun 24, 2012 12:27 pm

Kusa 'Aezotee | 2700 Viva La Sovereign

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Thel 'Vadam wrote:
Jony wrote:Sorry! Lol, this is embarrassing! Moderator, delete this message....
You got way too excited, Jony xD
Don't worry, I enjoyed deleting your post. Razz
Cool to see this thread back!



on Sun Jun 24, 2012 12:51 pm

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Kusa 'Aezotee wrote:
Thel 'Vadam wrote:
Jony wrote:Sorry! Lol, this is embarrassing! Moderator, delete this message....
You got way too excited, Jony xD
Don't worry, I enjoyed deleting your post. Razz
Cool to see this thread back!
Thanks, mod! Haha, Kusa, it's kinda odd seing you as a mod now (a good kinda odd). Razz

I just wish I got some cheesecake for this thread I worked hard on back in February.

Also, did you see my signature? XD



on Sun Jun 24, 2012 12:54 pm

Kusa 'Aezotee | 2700 Viva La Sovereign

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Thel 'Vadam wrote:Thanks, mod! Haha, Kusa, it's kinda odd seing you as a mod now (a good kinda odd). Razz

I just wish I got some cheesecake for this thread I worked hard on back in February.

Also, did you see my signature? XD
I find it pretty odd to, and the fact that I keep clicking "edit" on peoples posts instead of "quote", isn't helping...

I give you permission to buy yourself a cheesecake. Your welcome!



on Sun Jun 24, 2012 1:56 pm

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Kusa 'Aezotee wrote:
Why thank you, Kusa! 8D

Also, you should check out my new thread in the Off-Topic forum about my new Confederacy. xD



on Sun Jun 24, 2012 2:01 pm

TheTacticalJoe | 4140 Member

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Ok, I'm just going to post some things to think about.

I.Grouping
Personally the idea of squads and fire teams is not needed. I'm sure most of the people reading this have an idea of 3 friends they want in a fire team but some wont. If its random you may not like the people in it and that could stop you from playing the game. You should just have guilds and if you find people in the guild you like than jump in a vent or teamspeak channel and do some quests. This brings me to the next point.
II.Guilds
I agree with most of this but I think guild leaders should be left to get a teamspeak server and make chat channels that may be just for leaders. of course there should be an in game guild channel but having loads of little ones for ranks doesn't seem needed.
III.Housing
while this is cool I look at it as more of a MMORPG thing. To this date most MMOFPSs have failed because the technology for one was not around. Now the day has came and the first successful MMOFPS seems to be right around the corner(planetside 2) I think we should look at that for a lot of inspiration.
IV.How life works.
Agree with you on this.
V.Fleet wars
PvP fleet battles sound cool. I'm not expecting PvE to be in the game so no comment on that.


I kinda got too lazy to read any more so ye. This is just my opinion on some of the stuff I read and when I said that we should look at planetside 2 for inspiration I really meant that and can't stress it enough.



on Sun Jun 24, 2012 2:06 pm

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TheTacticalJoe wrote:
Thank you for your input! Very Happy

Fireteams will totally be up to the player who wants to start a group. You will never be made to join a group unless you feel the need to create one to go up against another group. Squads are there if you want your Fireteam to expand. :3

Maybe some of the stuff I post in wasn't really needed, but better to be safe than sorry. I'm really looking forward for this game to expand.



on Sun Jun 24, 2012 2:16 pm

Jony | 4701 Admin My Ass

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Sorry XD Lol...



on Sun Jun 24, 2012 4:24 pm

cyberwhite94 | 3959 Member

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I have a important question to you guys in BVG studios.
How manny people has the Studio? I like the seen work of Halo GoC Very Happy



on Tue Jun 26, 2012 4:20 pm

001 Contrite Mediation | 4248 The Floaty Green Dude

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cyberwhite94 wrote:I have a important question to you guys in BVG studios.
How manny people has the Studio? I like the seen work of Halo GoC Very Happy
I'm not exactly sure what you're trying to say, but if I had to guess I think you're asking how many people work for BVG. I think 10-15 people are currently working for BVG, but I'm not sure.



on Tue Jun 26, 2012 4:30 pm

Jony | 4701 Admin My Ass

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cyberwhite94 wrote:I have a important question to you guys in BVG studios.
How manny people has the Studio? I like the seen work of Halo GoC Very Happy

They have 19, i'm quite a sure.



on Tue Jun 26, 2012 4:30 pm

Kusa 'Aezotee | 2700 Viva La Sovereign

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Jony wrote:
cyberwhite94 wrote:I have a important question to you guys in BVG studios.
How manny people has the Studio? I like the seen work of Halo GoC Very Happy

They have 19, i'm quite a sure.
Now how many of those are actively working...?



on Tue Jun 26, 2012 4:39 pm

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Kusa 'Aezotee wrote:
Jony wrote:
cyberwhite94 wrote:I have a important question to you guys in BVG studios.
How manny people has the Studio? I like the seen work of Halo GoC Very Happy

They have 19, i'm quite a sure.
Now how many of those are actively working...?
If there are 19, I'd like to say 10–12. Razz



on Tue Jun 26, 2012 5:11 pm

Jony | 4701 Admin My Ass

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I agree, we must have hub or private base/ship for chatting and relaxing, it's not RPG, but still, would be amazing. I support this ++++++++++++++++++



on Fri Jul 13, 2012 2:32 pm

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