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Iron Wolf Saber
Den of Swords
16538
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Posted - 2014.09.23 19:04:00 -
[1] - Quote
I so wanted to do another 101 bullets during the lull in activity patiently waiting for the developers to do real work.
But this won out.
This series of Dust 2.0 I will explore what it means to be in an open explore world set in new eden and as an immortal clone soldier.
I hope this doesn't get kidnapped by a dev unlike last time. So please no direct tweeting to specific developers. (cough* Kagehoshi)
I am getting started and have little to show for it but you can track the beginnings of my thoughts behind it here
Dust 2.0 Opening the World Unspecified Subchapters will be needed to cover a variety of topics
My Previous Dust 514 2.0 series can be seen in a collection of links below here and you can read up on these while waiting for the latest series to start to get interesting.The previous series covered the NPE portion.
Dust 514 2.0 Movement Tutorial Dust 2.0 Combat Tutorial Dust 2.0 Death and Rebirth Dust 2.0 Living Space Dust 2.0 Academy Days [url=https://docs.google.com/document/d/12U3zUG5dkgiy_xRogwmUclFnA9xrmfJRMcdf8Hhh88w/edit#heading=h.qzqlzbvb25tt]Dust 2.0 NPE Wrap Up
Feel free to comment on anything; just note I cannot be arsed to edit the first series as I focus on the next one.
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Iron Wolf Saber
Den of Swords
16538
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Posted - 2014.09.23 19:19:00 -
[2] - Quote
Travis Stanush wrote:You Working on it right now? If you are I gotta admit seeing the thought processbieng put on paper is cool
Opening the world is currently being worked on right now just getting references together on how environments should look. This will be image heavy.
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Iron Wolf Saber
Den of Swords
16815
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Posted - 2014.09.27 11:26:00 -
[3] - Quote
going through and doing another pass on the planetary overview chapter its going to be big. I am going to get the text down and done first before getting pretty pictures in.
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Iron Wolf Saber
Den of Swords
16836
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Posted - 2014.09.27 20:53:00 -
[4] - Quote
Added Stations as a 'planet' Rearranging stats to be more layers and organized. Added Taiga picture.
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Iron Wolf Saber
Den of Swords
16845
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Posted - 2014.09.28 01:28:00 -
[5] - Quote
and done for the night got to think things further through again.
- Added a variety of locals to stations
- Added clarification about civilians not being present. We already slaughter quite a few to many these days anyways.
- More formatting and unification and clarification.
- Pass 2 Completed on Temperate Planets.
- Changed the Plasma Planet Trait to Ionized, new focus is to make the game more "SWAT" like. This makes operating on Plasma Planets far more dangerous as TTK is increased and sensors are blinded heavily and modules are much less effective complete with localized hazards.
- Added a cloud city as a local to gas planets.
- Added Strip Mine Mutator to Tigia Local.
- Added Volcanic Island and Reef mutators to Tropics Local.
- Contemplating a less lore written out list of modifiers in paragraph form vs bullet list. Will decide by tomorrow.
- Moved Seasons mutator to Temperate Planet level instead.
- Considering making a list of universal mutators (night and day will be one example) and wormhole effects.
- Beginnings of Chapter 2 "Planetary Construction" are coming together will begin on that Chapter 1 is a long haul project and wont be done anytime soon. This chapter will cover how a planet is laid out for open world using the parts and pieces from chapter 1.
- Chapter 3 will explore how you as a mercenary gets from his merc quarters to down on the surface in open world mode.
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Iron Wolf Saber
Den of Swords
16854
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Posted - 2014.09.28 08:25:00 -
[6] - Quote
BIGRED 4UALL wrote:I went through all of the work brother and it seems that you are on the right track, but this is for Legion right.
It is great stuff but pipe dreams and fairy tales are not what we are looking for.
to make it quite simple. There are two things that DUST 514 has going for it.
1) Unlike BF4 and COD and 2) A different game experience then most first perosn shooters out there.
But you guys are missing alot of thigns here.
Like for instance: TEAM DEPLOY. Like really. I agree that a six man squad is good and it keeps people tight, but come on.
We know that the only reason why DUST is still going is because of the PS community. We will play by ourselves for a bit but when it come to working as a team it is the mist exciting feeling and as close as you can get to the real thing there is.
Mann. Planetside 2 will make this game obsolete due to the fact that it has that element of putting massive amounts of people on the same map and everyone working together to complete an objective.
Now thats a game. DUST still can be good but certain elements such as team deploy and alllowing more then 16 guys on one map needs to be implemented in order for DUST to continue to be the game that people would like it to be.
If not. It will die just like MAG did.
****COMMS OUT****
This is not for Legion
This is for larger design aspects Dust 514 missed out on.
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Iron Wolf Saber
Den of Swords
16867
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Posted - 2014.09.28 15:17:00 -
[7] - Quote
Did a quick few things but need to restart computer.
- Incorporated a few comment suggestions - Thank you for commenting.
- Changed references of intraplanetary assets to interlocal instead. This is reference of support gained from nearby locals such as artillery strikes and drone launches.
- Added Target Range mutator the Taiga Local on Temperate Planets; this nullified orbital and interlocal bans Taiga normally enjoy.
- Added Flooded Farmlands mutator to Plains Local on Temperate Planets; inspired by a WW2 scenario.
- Clarified an Effect on combat in the Plains Local on Temperate Planets; declaring it an un ideal situation for aircraft due to near total lack of air cover.
- Gave Temperate Planet's 'Blue Skies' Terraforming Mutator.
- Further explained Temperate Planet's ability to just about host every other planet's local including stations.
- Added additional rules to the hierarchy of rule sets, typically it is System > Local > Planet in layering and cancellation unless Planet rule is listed as a terraformer.
- Added Temperate Local Exemption List, a List of locals that will not be found on Temperate Planets.
- Added Starbase and like structures to Station Locals
- Added Station Trait "In Space..." and the nuances of zero gravity combat.
- Making Ice Planets loreless list instead to see if its more favorable or not.
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Iron Wolf Saber
Den of Swords
16887
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Posted - 2014.09.29 02:32:00 -
[8] - Quote
Not much in this update.
Added pictures of 4 cities, one for each race.
Gave Barren Planet the "50 Shades of Grey' effect that alters soil conditions and color.
Added Caldari station interior picture
Added POCO local to station 'planet'
Deciding against loreless descriptions, creative juices doesn't flow as well. I tis better to longhand then bullet list later on.
Began working on Temperate Planet Local "Tropics" as a perfect source material to alter.
Added new mutators or Urban to include racial themes and omni themes and sub types such as a destroyed subvariant
Added Skyring to Barren planet Traits to help visually modify the planets skybox to help convey lower amounts or thinner atmosphere. Similar to being at the edge of space.
Began second pass on barren planets.
Will start chapter '2' tomorrow this will cover weather, its rules, and its effects. Please look forward to it.
[*[ Arranged more traits and effects into proper categories far to many to list.
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Iron Wolf Saber
Den of Swords
16902
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Posted - 2014.09.30 00:29:00 -
[9] - Quote
- All Weathers moved to the new chapter. https://docs.google.com/document/d/1L68aLQAg-rAfvIFZZ_LHaFAK1_2oeKB5p5ej0YpZXN0/edit
- Removed/Removing structures from all description as a trait. They will get their own chapter.
- All Weather Affinity removed from the Planetary Overview and shifted in the weather chapter.
- Added Omni-locals a collection of locals that can be featured anywhere and typically inherit the planet's traits instead.
- Moved some traits to the weather chapter, such as blue skies and sky ring as they're both skybox based weathers instead.
- Rerolled Ice planet's traits once more; Ice planet is now more of a swat infantry favored type game play with weakened defenses and lower module effects while damage increases from all weapons.
- Rerolled Plasma planet's traits once more; Plasma Planet is now Hardcore mode with no passive sensors and possible hud interference.
- Rerolled Storm planet's traits as an orbital free zone, no strikes, no drone launches, no intel map (you don't see other objects/players on it just layout of the land and sockets.) Vehicles and interlocal support is still possible but they must be ground based only.
- Rerolled Magma Planet's traits to be more highly favorable for ground vehicles. Added a specific locals to countermand trait allowing others to play in regular matched modes.
- Rerolled Gas Planet's traits to be most favorable for air vehicles. Added specific locals to countermand trait allowing others to play in regular matched modes.
- Rerolled Oceanic Planet's traits and locals to be most favorable to naval vehicles. Added specific locals to countermand trait allowing others to play in regular matched modes.
- Added locals to Ice planets and basic descriptors
- Added locals to Plasma Planets and basic descriptors
- Added locals to Storm Planets and basic descriptors
- Added locals to Magma Planets and basic descriptors
- Added locals to Gas Planets and basic descriptors
- Added an 'ocean' local to Barren Planets to allow naval vehicles called Salt Lakes
- Added Gallente station residential sector picture
- Began thoughts for chapter 3, which will begin to cover planetary setup and layout using elements from chapter 1 and 2.
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Iron Wolf Saber
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16911
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Posted - 2014.09.30 03:51:00 -
[10] - Quote
Ghosts Chance wrote:i have to say that this is the most work ive seen you put into anything for the game, its a shame it wont be used.
You don't know me very well
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Iron Wolf Saber
Den of Swords
16935
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Posted - 2014.09.30 12:07:00 -
[11] - Quote
Vell0cet wrote:The main issue with this is the shear size would make it feel very empty. If you have thousands of massive open world planets, 99.999% of the in game territory would be empty. If you look at EVE with its sizable player base, many constellations have only a handful of players in them. Think about how many dozens of planets are in those systems. Now imagine the pilots were mercs, and each of those planets had a massive amount of procedurally generated terrain. It would be a ghost town...everywhere. The only time you'd see other players is if you joined a match, grouped up with other players, had some sort of objective that drew people in, or if there were certain planets that became the de facto hangout for good fights.
This is a major reason I have doubts about an "open world" approach for Legion. Either the worlds are going to be tiny/contrived for each planet (like in Mass Effect where each deployable area was a tiny percent of the actual planet/moon), or they're going to have massive areas to play but only have a handful of planets to fight on. Neither solution is all that appealing.
I love the terrain types, and much of the vision though. I can't wait for diverse environments in New Eden. I'd love to fight on sockets from wrecked EVE ships/drones. I'd love to see explosions overhead from a battle in EVE, see debris enter the atmosphere as a bunch of meteorites and then have the racially styled debris violently crash onto the battlefield as you're playing. It would really help players appreciate the scale of EVE ships.
It would be cool though if you could build a base on the surface of a random planet after spending days hunting for just the right spot. Setup a shield, fill the bay with strontium, arrange turrets, Ewar turrets, a hanger with a fleet of defensive drones. Build some kind of resource collection facility and watch your drones (or slaves) laboring away. Go visit other player's surface bases. Blow up/capture others with friends.
I'd love to fight in wrecked stations with 0 gravity in dark corridors (similar to Deadspace) with a squad of friends and an EVE pilot assisting/coordinating from space fighting against drones in a PvE "Dungeon." I've got a detailed version of this in the thread linked in my sig.
I'd love to fight on a New Eden version of "cloud city," or on naval maps on ocean planets with surface platforms, surface and submarine vehicles, and submerged wrecks at the sea bottom. The possibilities really are incredible. CCP would need to radically alter their pace for creating content though. I don't know where the bottleneck is in their process, if they're just starved for artists/modelers, if the existing ones were totally incompetent, they were just so horribly managed that they weren't able to focus on one thing and ship it (e.g. Caldari production facility, Minmatar trade hub, taking 6 months for the CR/RR, OR NEARLY 12 for the missing heavy and scout suits) or what, but something would have to change in a massive way for the content to start churning out.
Well I know this is expansive but this idea is to be implemented over a range of updates/expansions and the methodology or plan of pace should be covered in construction.
Quickly in short, temperate will be the first planet out the door with two-3 locals at the start.
As every expansion comes out a new planet with two locals will be introduced with +1 local to the planet with the fewest number of them.
Zone borders open up on all previous PVE places as new locals are added.
Every New Local will have a finer tuned PVP matchmade map set to ship with it as well.
Weather can be shipped independently as they get done. Planetary effects will be the first ones brought in and should ship with the planet.
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Iron Wolf Saber
Den of Swords
16950
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Posted - 2014.09.30 14:42:00 -
[12] - Quote
I went with zone borders saves us the trouble of having to make planet sized maps; though you can still advertise in the distant land box where the zone border or transitioner would take you.
Zone borders in open world mode would be more of a yellow zone stay in it too long and you then automatically transition to the next zone though some maps may have choke pointed area.
Loading Screens will be hidden by animations luckily (You walk into your VAN and an RDV picks it up to transition it)
As for the lack of people option eve online space already suffers for that but also doesn't suffer for the following reasons. 1. Players give purpose. 2. A culmination of perfect conditions makes the place popular. 3. Lay of the land makes it strategically important.
Now relying on these three means that 'there will always be places that nobody ever visits' which is fine, some folks like to be left alone and do things without anyone screwing with them... hopefully. This also may create the condition of crowding in some of the more popular areas.
There are also other ways to make players visit the places often as well. One example is to make the Salvage Game Mode use the open world zones despite that you are going there through queues. Another possibility is making the PVP NPC matches also take place in open world zones (to facilitate this, the map will always have x number of players reserved for this function so that no matter how many third party folks are there the two teams can still duke it out with full members)
Pvping players may wind up in a neat zone and go; dude I want to go back. Dial in System Planet Zone and you're back in that area for open world and free to do whatever.
Another thing we can do is populate only few of the planets, not ever planet needs a zone yet or may not get one until conditions are met (lacks elevator for example) Some zones only open or close depending on condition (all Starbase and Station Zones for example only open when vulnerable) There are many many many tools and tricks to help the zones feel a bit more alive even if you are the only one there as well.
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Iron Wolf Saber
Den of Swords
16952
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Posted - 2014.09.30 14:52:00 -
[13] - Quote
Dkafamos wrote:Different planets = different types of enviroments and needs for adjustment on part of my fellow mercs and squads?
Yes, please, add depth to the battlefield, don't make squad leaders/platoon leaders like in planetside 2, where there is simply not a single relevance to it. During the hex period of the game, we had a lot more significance then today on these kind of lattice system.
Having different planetary conditions adds real depth to the game. DO IT!
Nice read.
There is the lazy and there is the not so lazy ways of countering the effects too so you can easily cut the difference between the elite or not. Your squad may just over specialize in a certain zone type and may even use that for advertisment.
Dka Famos' Frozen Forces!
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Iron Wolf Saber
Den of Swords
16952
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Posted - 2014.09.30 14:55:00 -
[14] - Quote
Vell0cet wrote:Iron Wolf Saber wrote:I went with zone borders saves us the trouble of having to make planet sized maps; though you can still advertise in the distant land box where the zone border or transitioner would take you.
Zone borders in open world mode would be more of a yellow zone stay in it too long and you then automatically transition to the next zone though some maps may have choke pointed area.
Loading Screens will be hidden by animations luckily (You walk into your VAN and an RDV picks it up to transition it)
As for the lack of people option eve online space already suffers for that but also doesn't suffer for the following reasons. 1. Players give purpose. 2. A culmination of perfect conditions makes the place popular. 3. Lay of the land makes it strategically important.
Now relying on these three means that 'there will always be places that nobody ever visits' which is fine, some folks like to be left alone and do things without anyone screwing with them... hopefully. This also may create the condition of crowding in some of the more popular areas.
But lets modify the 3 for our needs
1. Players give purpose - Purely Dust 514 alone this would mean setting up a corp HQ, building your base and changing the layout of your base, the function of your base, and now you have to run and maintain this base and keep it protected. You have now given this zone a purpose, its home, its your money maker, or its your safe haven vacation spot after a long day's of grueling mercenary work. This is also where Eve online has the MOST room to wedge itself into for future link.
Industrial player sets up a mission - Help my PI extractor work. mission could be randomized from simply fixing the damn thing, killing saboteurs, or heck nothing at all than to baby sit it.
Military minded players could set it up so that they can tap into the military equipment surface side or facilitate the installation of it.
2. This can be done by modifying NPC populations, Events, Security status, Planet numbers in system/constellation/region, or nearby market hub for the rarer materials or NPC services, or even better player services.
3. And finally strategic importance. Dust side it could be as simple as taking out an HAV factory that is making cheap tanks for your enemies.
With Eve Involved - Plasma Planets for example could be the only planet type that can host a System wide cyno-jammer, It is a plasma planet in a solar system perfectly placed that no other nearby star system allows jumping access into the defender's constellation; the heavens and earth will move to try to take this jammer out. Expect multiple invasions and orbital fights to bombard that structure into nothing or capture it with foot soldiers in the respites between bombardments.
There are also other ways to make players visit the places often as well. One example is to make the Salvage Game Mode use the open world zones despite that you are going there through queues. Another possibility is making the PVP NPC matches also take place in open world zones (to facilitate this, the map will always have x number of players reserved for this function so that no matter how many third party folks are there the two teams can still duke it out with full members)
Pvping players may wind up in a neat zone and go; dude I want to go back. Dial in System Planet Zone and you're back in that area for open world and free to do whatever.
Another thing we can do is populate only few of the planets, not ever planet needs a zone yet or may not get one until conditions are met (lacks elevator for example) Some zones only open or close depending on condition (all Starbase and Station Zones for example only open when vulnerable) There are many many many tools and tricks to help the zones feel a bit more alive even if you are the only one there as well. Those are some good ideas. How big do you picture each zone? How long could you fly in a fighter at top speed before hitting the yellow zone?
Same size as our two current maps (we only have 2 in reality) with no red zone but instead of a square shape penta/hexa/octal border shapes instead to help zoning.
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Iron Wolf Saber
Den of Swords
16953
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Posted - 2014.09.30 17:41:00 -
[15] - Quote
Okay short update before I start cooking dinner.
Chapter 1 Changes
- Added BUNCHES of Station pictures from official eve online art check it out.
- Replaced badly drawn picture of plains with Dust 514 art.
- Contemplating shifting all the mutators effects to weather chapter instead. Locals will keep theirs.
- Completed Mutator List for Urbanscapes Local on Temperate Planets
- Added Unique Local List
- Added Unique Local - Acurio Square
- Added Unique Local - Simulator - Arcurio Plateaus
- Added Unique Local - Seyllin I - Shattered Planet
- Added Unique Local - Polaris
Chapter 2 Changes
- Added Category I weather Day Cycles
- Added Category I weather Layers
- Added Category I weather Ambient
- Added Category I weather Hud
- Added Category I weather Sound
- Added Category I weather Music
Chapter 3 Changes
- Started Chapter 3.
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Iron Wolf Saber
Den of Swords
16970
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Posted - 2014.10.01 02:54:00 -
[16] - Quote
Vell0cet wrote:So on these planets where you're the only one on them, what do you expect players to do? I see you mentioned missioning, are there other activities? will these planets have fauna? If so how will that work? with thousands of different planets and dozens of different biomes, how do you handle creating a diverse wild population? Drones work everywhere of course, but shooting the same handful of enemy AI types will get old pretty fast. To build a massive volume of interesting/diverse creatures would be impossibly labor intensive. If we don't have these it might feel weird to walk around on planets with lush environments, completely devoid of animal life, or NPC human life, and equally weird to walk around on different planets across the far corners of New Eden all with the same species of animals.
Regarding missions, I think the best way to handle this is to crowdsource them. Ideally CCP could release a separate app with a mission designer tool in it. It would allow us to place enemy NPC's, create triggers, write dialogue, etc. The community could build missions and upload them to the test server. Every month we could vote on the best few and CCP would edit/approve them to be patched into the game. In this way, we could have a huge variety of missions that build up over time. It would take advantage of the creativity of the player base and offload much of the work from the Dev team. I think this should be done with EVE as well btw. If the engine was designed from the start with this in mind, it would make things a lot easier than trying to shoehorn it into existing code.
Please don't take any of my posts as being negative. I'm really passionate about this concept and I've thought a lot about it myself. I had a lot of hard questions to solve and I was curious how you solved them. Overall I really love your ideas.
I'm not considering your posts negative, you have a right to be curious as I haven't gotten to these things yet.
Missions To not lie or try to distort anything these are the highly repeatable quests when one gets bored or just needs the isk.
Inspired by Eve Online with a slight break having lvl 1-10 difficulty to encourage teamwork for the harder content.
Difficulty will be utilizing the following rules *NPC numbers *NPC varieties *NPC increased damage *NPC damage slice *NPC damage resistance slice *NPC AI behaviors. *Reduction in mission assistance *Reduced Wave Timers *Lower Nanite Pickups. *Lowered cover amount. *Restrictions on gear (generally size) *Lowered security areas. *Increased NPC Repair Rates *Bad Weather Conditions
Because we are a shooter utilizing NPC HP increases should NOT be used as a main factor in increasing difficulty. However NPC types can have higher HP (IE Guristas Greenhorn vs Guristas Rockthorn the Greenhorn will definitely have lower HP as he is a recruit) but if a Greenhorn should be used in a lvl 10 mission for some reason he'd have the same HP as the one on lvl 1 difficulty for example.
One of two types of missions are Picked up Missions requires standings with the corp to accept.
Uses standard quest types. That would work with a shooter. Which basically are plays on the following sadly all far to common mmo quest types.
Fetch Kill Go Here Protect Don't Die
Various modifiers such as surviving multiple waves, multiple locations, moving protection target, fetching something cumbersome, timed go heres, can be used to help mix up things and the basic types into more refined types.
Quests will be modular to be adapted and cross copied to multiple factions and difficulty levels even cutting down the need to custom tailor hundreds of quests that force players into game styles they want or dont want.
The second type of quests are dynamic quests.
Taking queue from recent mmo popular 'dynamic quests' Dust 2.0 will adopt it basically by this type of scenario.
You run across an incident, you need to use your eyes, your ears, your brains to figure out what is going on and pick a course of action. No quest text hints, you have some tools like your target intel scopes and you're not given any quest objectives if you run into the randomly spawned quests.
There are multiple fail and multiple win and multiple null output (essentially you do not lose nor gain anything) outputs.
For example of one of these mission types.
It's middle of a rain storm the noise is pretty loud, but you're minding your business on a way to a sensor ping for a resource node when you notice a pair of headlights piercing the rain then they shut off. You investigate. You see several armored men; the paint scheme being a generic black and multi faction, on the ground in front of them are several men dressed in other garbs bound on their knees and hands over heads. You cannot hear the conversation without getting closer but you risk getting detected. You also don't know how many of these men are there or you cannot id the vehicle that had its headlights on.
It is your move. Your gun is ready, Go.
Another factor is that every mission NEEDS TO ALLOW FOR FAILURE!!!
Then there are opportunities for players to generate missions as well. Simple courier contracts, fetch contracts, pvp contracts (usually matched for territory) pve contracts (lower infestation levels for example) and even more eve influences (orbital battle can cause a salvage rush map to pop or a player generated battle on the ground results in the same.)
As for the idea about crowdsourcing npc missions it should be considered, vetted, and utilized if there are good amount of rule sets to allow for it.
As for NPCs themselves we should start drones and people. Agents, Actors, and Hostiles whose behaviors are based on tank and weapon(s) along with Group AI (to help orchestrate them all into looking intelligent) Also NPCs can be allowed to cheat (3 weapons anyone?)
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Iron Wolf Saber
Den of Swords
16974
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Posted - 2014.10.01 03:00:00 -
[17] - Quote
As for life designs we should consider the route of
Design planets animals per planet type starting with plants as they're server wide ordeal where animals could be a client side only thing to help reduce server actor loads.
Then to increase variety change their colors based on the sun. Plants to the best absorbency, animals that food chain off of them a modified color. Change their size based on planet's 'gravity' so on and so on but in general this will keep the needed numbers low without resorting to 'No man's sky system' which would be the ultimate awesome part.
Another thing is that animals typically do not reveal themselves that often and I would like to see it more as a 'you're a good hunter/naturalist ' rather than "let me showcase you all the animals because I can" game.
i will not be covering animals for this Dust 2.0 series unless I just simply run out of things to do with it.
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