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Topic: Rumour mongering: a real MMOFPS? (Read 11540 times)
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damijin
Terracotta Army
Posts: 448
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In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,
Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, plantsides style and pace is good to me ( or QW:ET). Having ( mandatory) to stop to shoot is lame. I'm a TF2 player, and a big fan of Quake/Unreal -- so it's fair to say that I prefer faster games. My point was more so that MMOFPS games face unique technical limitations, and if you aren't in the mood to try and break down huge barriers, it's a whole lot easier to design a slow paced game where players are more often stationary than moving. You could go faster than that and probably have 'not bad' warping, but I think you can make a fun game based more on long range stationary combat than close range moving combat, and avoid a lot of lag issues as a result.
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qedetc
Terracotta Army
Posts: 41
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In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,
Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, planetsides style and pace is good to me ( or QW:ET). Having ( mandatory) to stop to shoot is lame. I agree, this is exactly why I refuse to participate in real-life combat as well until they implement recoilless and auto-balancing weaponry.
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Comstar
Terracotta Army
Posts: 1954
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I want something more like: A model somewhere between WW2Online (Large world, Front lines, supply chains), planetside (Personalized avatars, Outfits, squads and equipment spawns {tanks and shitt}, Cert system, looting, shooting style), and COD4 (Graphics/setting/look and shooting style/Tech level).
You can pick two. Large World or COD Graphics. I don't believe you can do both personally. Don't forget, Large World needs Large groups of players. Eve does it by having any combat bigger than 2 people meaning you zoom out so far all you see is 2 Crosshairs and a target list to auto fire at.
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Defending the Galaxy, from the Scum of the Universe, with nothing but a flashlight and a tshirt. We need tanks Boo, lots of tanks!
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Venkman
Terracotta Army
Posts: 11536
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Large world to me doesn't mean zoneless. Link together a bunch of maps and control the number of people allowable in each to some degree. Most other MMO do this already anyway (or just crash the zone/region/world/game when the cap is met).
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Mrbloodworth
Terracotta Army
Posts: 15148
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^ Like planetside.
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Venkman
Terracotta Army
Posts: 11536
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Like creating a quilt of COD4 maps. PS was fine for its time, but whatever it takes to play it (re: previous pages), it's not enough FPS for me.
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Mrbloodworth
Terracotta Army
Posts: 15148
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In general, you should try to have players crouching/going prone in order to return fire so that no one is moving while shooting,
Negative. I wont play that game. Then again, i am NOT advocating Unreal/Quake type movement. Honestly, planetsides style and pace is good to me ( or QW:ET). Having ( mandatory) to stop to shoot is lame. I agree, this is exactly why I refuse to participate in real-life combat as well until they implement recoilless and auto-balancing weaponry. I said nothing of the like.
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eldaec
Terracotta Army
Posts: 11844
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Eve does it by having any combat bigger than 2 people meaning you zoom out so far all you see is 2 Crosshairs and a target list to auto fire at.
Also, EVE has *considerably* less grass, trees, junk to hide behind, walls, windows, and similar shit.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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