[UI] New Games

Discussion in 'General Archive' started by STARLIGHTHUSTLE, Mar 5, 2016.

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  1. Most of the games I see are based on strength and teamwork
    I propose designing a new set of games which involve a players piloting skills.
    Maps , courses , or mazes would be designed in which you would have to navigate your ship safely through. Obstacles would be placed throughout the maps in varying degrees according to level of difficulty. Contact with walls through narrow passages would cause damage along with any other hazards . As the levels of difficulty increase , enemies could be added to increase difficulty. Getting destroyed before completion is obviously a bad thing. But rewards would be based on which players complete missions with the least amount of damage. Zero damage being the ultimate goal for best prizes. Since many stronger players have more shields and HP ,damage calculations would be based on damage received NOT what you have left at the end.
    This would tend to level the playing field for all players. A player could , in theory , run the map in a Phoenix if he or she is a good pilot . Allowance of special abilities use in these maps is up for debate. Would we allow a player to cloak in this map if we make it a critical need to get through a patch of enemies and would there be a de-cloaking field placed as an obstacle.
    Needless to say there are many avenues to pursue in the development of this type of game but if DO puts there minds to it I think they can make it a fun alternative to your typical battle game. TY in advance for your consideration. All feedback and replies are welcome
     
  2. chilninja

    chilninja User

    thats really not a bad idea.. but to really make the first part effective, they should add in a mini map disabler during the maze. that'd make it so people would have to go through the old school kind of way lol
     
    PSK~SUNDANCE likes this.
  3. Yes , thats one of the details I did not consider that would have to be addressed . Thats why I encourage feedback. So details like that could be exposed.
     
  4. Maybe the use of active distortions in certain areas that move around randomly.
     
  5. chilninja

    chilninja User

    haha procedurally generated (like minecraft map kind of map making) mazes would really mess people up. no cheat sheets on those
     
  6. I believe it was the 6th Birthday gate had a similar type of affect except it did not deal with damage for running into it. But the NPC's could fly thru the maze while we had to go around it (like the Pirate maps currently). I do like the idea of it being a damage causing maze but would not want to have NPC's during this stage of the mission (UFE kills faster than a Phoenix). But something that allows a NEW player to have a chance to be at the top of the rankings is definitely needed.
     
  7. FOLLOW UP- I also believe it would be up to DO developers to decide which , if any , special abilities would be allowed .
    Similar to those Nascar races , where all the cars are set up the same so it's the drivers who decide the outcome . A standard ship could be designed which all players would use in this Map , Gate , or Quest. This would guarantee that its the players skills being tested .
    It could even be set up as a prototype test program in which a particular ship design is being made available to any daring pilots willing to take the challenge of putting this new design to the test. All pilots would use the exact same ship.
    If the ship design is something they want to introduce into mainstream play , then the ship or ship design can be designated as one of the top prizes won . After which it could be outfitted as any other ship .
     
    -AdamantiumDragon- likes this.
  8. Pyro

    Pyro User

    Another really nice suggestion but the ultimate question is if Bigpoint will pick it up. I've seen awesome ideas to be posted just to die out eventually. This game could really use some proper new events. Not just reworks and the look-an-event-time-to-kill-noobs-trying-to-do-it kind of ones. We need stuff like this.
     
    OrbitGuru likes this.
  9. I like this idea. It is a lot like what you have to do in 5-1. Take maze or mine field, hmmm. After some practice, you are able to live through both without cloaking and with pirates on your tail. +1
     
  10. I would like to thank all who have responded . If enough players endorse an idea then DO developers will have to at least consider it.
    I just wish I knew how to write code so I could submit a working proposal for a game.
     
  11. If the (good) idea will be implanted, which I don't think, because it's...D O, the players should know e.g. the exact positions of the damage area.
    Beside there shouldn't be bugs and laggs, even the best skilled player is powerless against random appearing bugs/laggs.
     
    -AdamantiumDragon- likes this.
  12. This is a cool idea and not hard to code either ;). If they can make radzone dmg our ships coding a rock to do same thing but instantly wont be a challenge.
     
  13. DO was fun when you can do it solo. None of this team up stuff in TS which causes lag which many complain of. Could fight and run away if needed. Now it is just twitches reaction time that's all. # sec or ....
     
  14. While giving this idea more thought , I realized that the maps in the game may have to be randomized so that players can not memorize any particular tactic in order to beat the game . Any player knows how easy GG's have become 'cause we have done them so many times.
    The game needs to be consistently challenging yet not too hard to complete. Each and/or any level would have a task to complete or a goal i.e a destination point to reach on the map. However the placement of asteroid fields or other obstacles would not necessarily be in the same location. If anyone remembers the original Legend of Zelda game , the first map I envision having a limited field of view. I guess like exploring a large house with a flash light . A game box that lights up the rest of the map could be an initial goal in order to find the exit and advance . That would be considered the easy level one. Small bonus boxes could also be placed along the way for added incentive and enjoyment .
     
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