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        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:27:00 -
          [1] - Quote 
 So I've been playing the most recent DOOM game and while it has a fun single player campain, what really caught my eye was it's SnapMap level creator. What I didn't realize is the level of complexity the map generator offered, and after an afternoon of playing around with it I was able to create something along the lines of a class-based shooter.
 
 So, because like the rest of you, I have a sickness and decided well ****....I could make a DUST inspired game built off of the actual stats and classes of DUST. Now to begin with Im probably going to start with just pre-built fits rather than going for an actual fitting system...partially because I'm still learning all of the ins and outs of the builder tools, and partially because there are limitations to how much logic you can place in a level and I don't want to make the fitting system too complicated off the bat and then not have the resources left to actually build a level.
 
 So here's my plan so far:
 
 1-4 Player Co-Op PvE experience
 
 Upon entering the level, players are presented with the following choices in order
 
 Race
 
 
  Amarr
 Caldari
 Gallente
 Minmatar
 
 Dropsuit Type
 
 
  Assault
 Logistics
 Scout
 Commando (I might combine this with Assault, not sure yet)
 Sentinel
 
 Primary Weapon
 
 
  Sentinels also have access to Heavy Weapons
 Commandos will be able to pick 2 Primaries
 
 Secondary
 DOOM is lacking in the "secondary" type weapon, so it'll likely be a choice between a pistol or a melee weapon
 
 
  Logistics will not get a secondary weapon
 
 Equipment
 There are actually some pretty cool options here, I'll visit that later
 
 
  Sentinel will not get equipment (Though Grenades are considered Equipment, so I may just limit them to grenades only)
 Commandos similarly will likely be limited to non-grenade equipment
 Characters only get one equipment, so I'll likely give Logistics increased cooldown speed to compensate
 
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        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:27:00 -
          [2] - Quote 
 So why am I telling you all of this?
 
 I need fits.
 Specifically I want Protofits.com fits for all Races + Classes at Proto Level.
 
 Im going to use the final stats of those fits the develop the base stats of all of the classes for the first iteration of this project (Scaled to match Doom's values since 1-1 would basically make the player God-Mode).
 
 However while building these fits, there are a few things I can and can't do because of limitations in DOOM's system (at least with my current understanding)
 
 
 What I CANT Do
 
 No EWAR Modules - DOOM doesn't have scanning or anythign of the sort, so don't bother
 No Shield Regulators - I have not figured out how to do a shield recharge delay yet, so don't bother with those modules. Shields will recharge constantly and I'll likely scale them down taking the usual delay into account.
 (NOTE: While writing this...I MIGHT have thought of a way to make shield delay work, will have to experiment both ways so give me both options when you do fits)
 No Myofibs - Jump Height is not a variable I can control. There is the option to enable Double Jump but we will touch on that later
 No Codebreakers - DOOM doesnt have hacking or anything. I may be able to program this in later but it likely wont have anything to do with the suit itself.
 
 
 What I CAN Do
 
 Shield Extenders
 Shield Rechargers
 Shield Energizers
 Armor Plates
 Ferroscale Plates
 Reactive Plates
 Armor Repairers
 
 Movement Speed - This one is a little odd. There is no sprinting in DOOM, just walk speed but it is fairly quick. I may scale movement speed to the dropsuit's sprint speed so KinKats have a purpose in your fits. If the speeds get absurd, I may just scale it down by a small factor so its more reasonable. As far as I can tell, movement speed does not alter jump height in any way.
 
 Damage Mods - But this goes for ALL weapons the suit has, I can't make it specific to Heavy, Light, Sidearm, ect.
 
 WEAPONS
 Obviously I cant transplant weapons from DUST into DOOM so we'll be using the weapons native to DOOM. Aside from a few mods which add a secondary fire, there isn't much I can change about the weapons but that's OK because they're already balanced against the NPCs in the game. There are some rough equivalents (Like the HMG = Gatling Gun and Forge Gun = Gauss Cannon), so you wont feel completely alien.
 
 As for the fitting itself....I would just go with a weapon that would make sense for that role....we're not going to the nitty gritty yet so as long as the fit makes sense....(I dont want to see dual pistol sentinel fits guyz) We should be in good shape. I can adjust as needed once I scale everything into the game. As for sidearms, DOOM basically has what is effectively an Ion Pistol, or a chainsaw. I'm not entirely sure if the chainsaw will make sense for the style of game mode I'm going for (It instakills but has limited uses and requires fuel which is indepenent from typical ammo drops) but for the sake of argument, just fit a Pistol or something for your DUST fit and we'll see how things play out later.
 
 EQUIPMENT
 As mentioned before, equipment and grenades go in the same slot and you can only have one. So I guess for yoru fits, if you want to use equipment, pick something of reasonable cost. If you're Logistics, fit a full rack of reasonable grade equipment. Honestly use common sense and if we have to adjust it on DOOM's end later we will. Same thing goes for grenades...only fit them if you don't fit equipment and pick something of mid-range resource cost. I know this part is a little clunky so it may be a bit off at first. But there are Health-Steal Grenades and Shield Generators so.....there's that to look forward to.
 
 ADDITIONAL ABILITIES
 
 Two additional things I can enable or disable for dropsuits are
 
 1. Double Jump (It's nothing as absurd as Myfibs in Dust) which helps you navigate across rough terrain quicker.
 2. Ledge Grab - Allows you to grab onto ledges in front of/slightly above you and pull yourself up.
 
 I'll be taking feedback on what you guys think each role should have.
 
 DROPSUIT BONUSES
 So I have some limits to what I can do in terms of bonuses. I can't give weapon specific bonuses like the Assault of damage resist for the sentinels so here are some thoughts I have so far...please give feedback/ideas
 
 Some things I'm considering
 Increased Damage
 Increase Ammo Carry Capacity (This is huge because weapons don't reload....carry capacity is effectively magazine size)
 Increased Equipment Cooldown Speeds
 
 Feel free to suggest ideas and I'll see if I can figure out how to do it.
 
 
 MEDIAN DROPSUIT
 So basically Doom has a set armor/shield/speed thats "normal" and balanced against all of the enemies in the game. I plan to make all of the dropsuits either slightly higher or lower based on their relative armor/shield/speed but I need to determine what stats are the "most average" in DUST. Like....if you named the most median dropsuit in terms of speed and defense, what would it be?
 
 Right now if I look at just the BASE values for all dropsuits
 
 Average Shield HP = 223
 Average Armor HP = 270
 Average Speed = 6.47m/s
 
 https://docs.google.com/spreadsheets/d/1kSBHz8AAOCS49ITLbwJ81P1GM2GiunFfFfNbQ5CW0XE/edit?usp=sharing
 
 
 EVE: Phoenix - 'Rise Again' Trailer | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:31:00 -
          [3] - Quote 
 So I'd like to get some discussion going. I've been a bit ranty in the thread so forgive me...a lot of stuff going through my head. As I learn more I'll keep this updated as we progress but I'd really like a discussion going on this because I think it would be a lot of fun with actual playable result.
 
 So...feedback? Ideas? Lets get a little crazy and see what we can come up with!
 
 EVE: Phoenix - 'Rise Again' Trailer | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:32:00 -
          [4] - Quote 
 Reserved
 
 EVE: Phoenix - 'Rise Again' Trailer | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:34:00 -
          [5] - Quote 
 Reserved
 
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        |  deadpool lifetone
 D3ATH CARD
 RUST415
 
 258
 
 
      | Posted - 2016.08.31 07:35:00 -
          [6] - Quote 
 Protofits already has a huge database on player custom builds . Or am i wrong ?
 
 
 ( F U!!!! ) * ( Why Dead? ) ,
(n+Æn+Çn+¢´)GÇón++pâçGòÉS+ÇX - - - - n++(º Gûí º l|l)/ | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8463
 
 
      | Posted - 2016.08.31 07:37:00 -
          [7] - Quote 
 
 deadpool lifetone wrote:Protofits already has a huge database on player custom builds . Or am i wrong ? 
 True but
 1. Trying to give people on the forums something to discuss/work together on
 2. I'd have to sort through potentially a lot of really crappy fits, and even the good ones may not match the limitations of what I can actually do in the game.
 
 EVE: Phoenix - 'Rise Again' Trailer | 
      
      
        |  james selim brownstein
 NECROM0NGERS
 
 580
 
 
      | Posted - 2016.08.31 07:56:00 -
          [8] - Quote 
 I approve of 'Project Phoenix'
  
 n++Gòª¦¦¦¦-ç¦+¦+¦+¦+ WAITING FOR PROJECT NOVAGòñGöÇGöÇGöÇ
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ë | 
      
      
        |  deadpool lifetone
 D3ATH CARD
 RUST415
 
 259
 
 
      | Posted - 2016.08.31 08:02:00 -
          [9] - Quote 
 
 Pokey Dravon wrote:deadpool lifetone wrote:Protofits already has a huge database on player custom builds . Or am i wrong ? True but  1. Trying to give people on the forums something to discuss/work together on 2. I'd have to sort through potentially a lot of really crappy fits, and even the good ones may not match the limitations of what I can actually do in the game. .
 Should only take notes from veteran well accomplished players in Dust514 . Unless you plan on taking notes forever on here lol
 
 
 ( F U!!!! ) * ( Why Dead? ) ,
(n+Æn+Çn+¢´)GÇón++pâçGòÉS+ÇX - - - - n++(º Gûí º l|l)/ | 
      
      
        |  Lightning35 Delta514
 Federation Marines 62
 
 5014
 
 
      | Posted - 2016.08.31 11:15:00 -
          [10] - Quote 
 Quafe
 
 CEO of Federation Marines 62 - Bravo Company Gallente - Freedom - Quafe - Gk.0s/Gv.0s - 72m SP | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8475
 
 
      | Posted - 2016.08.31 14:31:00 -
          [11] - Quote 
 
 deadpool lifetone wrote:Pokey Dravon wrote:deadpool lifetone wrote:Protofits already has a huge database on player custom builds . Or am i wrong ? True but  1. Trying to give people on the forums something to discuss/work together on 2. I'd have to sort through potentially a lot of really crappy fits, and even the good ones may not match the limitations of what I can actually do in the game. . Should only take notes from veteran well accomplished players in Dust514 . Unless you plan on taking notes forever on here lol  
 I survived the HAV rework. All I got was a crappy tank, but at least I know how to spot good feedback vs bad
  
 
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        |  shaman oga
 Nexus Balusa Horizon
 
 5373
 
 
      | Posted - 2016.08.31 18:32:00 -
          [12] - Quote 
 Nice things.
 A coop shooter based on dust would be awesome. I have also other idea for spin-off games.
 Lately i've been playing a board game called "dust tactics". I think that a strategic game similar to that, but with dust 514 would be awesome (board or video either)
 
 Regressed to blueberry level =ƒÿ» #PortDaPort on Consoles PSN: ogamega | 
      
      
        |  Pokey Dravon
 OSG Planetary Operations
 
 8540
 
 
      | Posted - 2016.09.24 19:16:00 -
          [13] - Quote 
 Update time!
 
 So i've been pretty busy but have managed to work some more on this. Here is the current plan/status.
 
 ROLES AND RACES
 
 4 Races
 
 
  Amarr
 Caldari
 Gallente
 Minmatar
 
 4 Roles
 
 
  Assault - Medium Frame
 Support - Medium Frame
 Recon - Light Frame
 Sentinel - Heavy Frame
 Vanguard - Heavy Frame
 
 BASE STATS
 
 
 The combination of Race + Role will dictate the following base stats (generally inspired by the actual stats from DUST514)
 
 
 
  Base Armor HP
 Base Armor Regen
 Base Shield HP
 Base Shield Regen
 Base Shield Regen Delay
 Base Damage Bonus
 Base Ammo Capacity
 Base Equipment Cooldown Rate
 Base Active Equipment Cooldown Rate
 Base Movement Speed
 # of High Slots
 # of Low Slots
 
 
 FITTING
 
 This is subject to change as time goes on
 
 HIGH SLOTS
 
 
  Shield Extender
 Shield Recharger
 Damage Modifier
 Active Equipment Cooldown Amplifier (Increased Active Equipment CD Rate)
 Kinetic Catalyzer
 
 LOW SLOTS
 
 
  Armor Plate
 Armor Repairer
 Ammo Cache (Increases Max Ammo Capacity)
 Equpment Cooldown Amplifier (Increases Equipment CD Rate)
 Shield Regulator
 
 WEAPONS
 
 LIGHT WEAPONS
 "Lore" names to be added at a later date. Please note I tried to pick a spread of weapons that were unique and matched the races both in function and aesthetic. It's not perfect, but Im working within the limitations I have.
 
 Amarr
 -Hellshot: Semi Auto Marksman Rifle
 ---Secondary Fire: Burst of energy that causes a Damage of Time effect on hit
 
 Gallente
 -Static Rifle: Charged Marksman Rifle (Charge increases while moving, encourages constant forward attacking)
 ---Secondary Fire: None
 
 -Plasma Rifle: Full Auto Carbine
 ---Secondary Fire: Small Plasma Cannon-like attack that leaves a burning AoE on the ground.
 
 Caldari
 -Combat Shotgun: Short-Mid Range Shotgun
 ---Secondary Fire: Charge for 3-shot burst
 
 -Vortex Rifle: Charge Sniper Rifle
 ---Secondary Fire: None
 
 Minmatar
 -Super Shotgun: Short range Double Barrel Shotgun (Extremely high damage)
 ---Secondary Fire: None
 
 -Heavy Assault Rifle: Full Auto Assault Rifle
 ---Secondary Fire: 6 Micro Missile Salvo
 
 
 HEAVY WEAPONS
 
 Amarr
 -Gauss Cannon: High Damage Semi Auto Cannon (It is effectively a Laser Forge Gun)
 ---Secondary Fire: Zoom + Charge Shot
 
 -Lightning Gun: Fires a stream of electricity that does high short range damage
 ---Secondary Fire: Stream will now hit multiple targets after striking a surface or enemy (Chain Lightning)
 
 Minmatar
 -Chain Gun: Full Auto Gatling Gun (Traditional spin up to max fire rate)
 ---Secondary Fire: Spin Up
 
 Caldari
 -Rocket Launcher: Semi Auto Dummy-Fire Rocket Launcher
 ---Secondary Fire: Air Burst
 
 SIDARMS
 
 Gallente
 -Mark V Pistol: Semi Auto Pistol
 ---Secondary Fire: Charge Shot
 
 EQUIPMENT
 
 Unfortunately Grenades and Equipment share the same slot, so players will have to pick between one or the other. Some roles like Sentinels will be restricted to only grenades, and Vanguard to only Non-Grenade Equipment. Additionally characters can only carry one equipment type
 
 Grenade
 -Fragmentation Grenade
 
 Siphon Grenade
 -Steals Armor from Target and Returns to User
 
 Tesla Rocket (Grenade)
 -Flies in a stright line and slows down to do AoE damage to nearby targets
 
 Control Grenade
 -Temporarily disrupts enemies to become friendly to the players
 
 Shield Wall
 -Puts up a protective barrier to block off enemy movement and attacks
 
 Armor Pack
 -Drops a consumable pack to restore the armor of whoever picks it up
 
 Ammo Pack
 -Drops a consumable pack to restore the ammo of whoever picks it up
 
 
 ROLES AND ACTIVE EQUIPMENT
 
 Every roll has a passive bonus as well as unique Active Equipment which provides an effect over time unique to that role and requires a cooldown after each use. At this time due to system limitations there is only 1 Active Equipment per role regardless of race
 
 ASSAULT
 Passive: Increased Base Damage
 Active: Kinetic Catalyst Overdrive - Increased Movement Speed for 10 Seconds. Hit fast and hard!
 
 SUPPORT
 Passive: Increased Equipment Cooldown Rate
 Active: Nanite Cloud - Removes Shield Recharge Delay and Increase Shield and Armor Regen Rates of entire team significantly for 10 seconds. Reps Plz!
 
 RECON
 Passive: Double Jump
 Active: ECM Burst - Has a high change to disrupt all enemy tracking and pacify them for 5-10 seconds. Dealing damage has a chance to cause the target to become aggressive again. Use it to gain the upper hand! (Honestly to make this work I kind of had to glitch the game a bit so I may run into trouble later and have to change it)
 
 VANGUARD
 Passive: Able to carry another Primary Weapon in place of Sidearm
 Active: Nanite Recharge - Provides significant personal ammo regeneration for 10 seconds. Hold that trigger down!
 
 SENTINEL
 Passive: Able to carry Heavy Weapon in place of Primary Weapon
 Active: Siege Mode - Gain a moderate increase to Damage, some moderate ammo regeneration, and significant Shield/Armor Regeneration for 10 seconds at the cost of 90% of movement speed. Stand your ground!
 
 
 
 
 
 That's all for now, I have a lot of work ahead of me but I'd like your feedback thus far if this sort of thing interests you. Also if you dont own DOOM but are considering it, the game is only like $32 on Amazon, or $42 for the collectors edition (normally $120) on Amazon. I highly recommend it.
 
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