An idea for a multiplayer subtype.

Post » Sat Oct 16, 2010 3:03 pm

Here is the idea. Limited visibility. There will be one map specific for this type of game, but it could potentially be put into the maps already there. (Ship Yard/ Container City and whatever else)

There will be a flare in the center of the map and as you get farther away from the flare it gets darker. The flash of firing guns and grenades will still light up a small local area. Gun fire will be dependent on the gun maybe, larger gun larger light radius, but it should never be more than 10-15 feet from the player. Explosives would be a slightly large radius. The max area you can see when you are in the dark will be about 5 feet. Or 2 meters for my EU peps. It could be played as a Free for All or a team based game I suppose. Or you could even have it where the objective would be to restart/fix a generator so the power will come back on.

The map specific to this will be a large enclosed rectangle, probably a gym. It will have lots of low level obstacles to SMART over, a few mediums, and maybe a large/ tall place that is hollow, where two players are like "Oh crap!" and have to react quickly to each other. And it would probably strictly be a FFA arena or a smaller team based map.

I realize that this might have problems with the medic and engineer.

The medic needs to get to people to heal them so maybe a read icon with the medic cross on it pops up? Maybe seen through cover? OR maybe we keep it really hard and they have to use their ears? Or something else? Also the medics health packs have been spiked with a night vision drug/ a new syringe altogether. It provides limited night vision to about 10-15 feet (3- 4.5 meters EU) that wears off in about 30 seconds. Medic has limited supply of course.

Engineer's turret can only see into areas with light maybe, or that they have a much smaller range. (10 feet? Or 3 meters for EU?) Maybe EMP knocked out the lights and it affected the turrets targeting too? And the turret would probably let off a glowing "sheet" of light from its targeting beam. Also maybe the engi could attach the turret to a power cable that would increase the range by 10-15 feet, but at the cost of the turret taking damage to the internal wiring of the turret. (5-10 hp a second) The Engi will be able to repair lights/ generator maybe? His mines will also have the secondary effect of a blast of light (phosphorus) that would cause spots on the vision of night vision wearers or a 3 to 5 second blindness.

The Operative. I think we could give him a small flare with limit ammo of course. They would stay alight for 10-15 seconds. And maybe limited night vision goggles. They would last around 5-10 seconds and would be more for locating an enemy to kill then moving in the dark toward they enemy. They would have a 20-30 second recharge time, and there range would be quite far if not infinite. He will get splotchy vision if bright lights flash inside 10 feet. Gun fire flashes would cause a heavy haze on that section of the screen for 5 seconds, and explosions cause even more visual damage with a black circle on your vision where your retina fried. This will last for 15 seconds.

The soldier I can only think of a few things. The soldier will be able to give out tracer rounds. When you fire your gun with tracer rounds where ever the bullet goes it lights up, in a sphere around the bullet, a "corridor" of soft light. IT will not effect night scopes. It will reach out about 5-10 feet. Useful for showing up your enemy a little. It wont be very bright, a little lighter than a dim light bulb. You wouldn't get too many of them maybe 10 rounds. But they would be dispersed with your regular ammo, every fifth round being a tracer. Or it could be used as a secondary ability by the player, with a alt fire button launching a tracer. I think the soldier would be able to carry 3 tracer mags maybe 4. I'm not sure if the tracers would cause extra damage. I they do it wouldn't be too much. Maybe 5 extra damage?

The purpose of this mod/DLC is to add an extra layer on the game, the interaction with light. All the values I have spoken of are completely variable, and there are many options. Maybe the lights come in in 10 second intervals. Maybe instead of a Central Flare it will be a light hanging from the ceiling, a hole letting in a ray of sun that lights up a whole stretch of the level.

Your comments are all appreciated.
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SUck MYdIck
 
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Post » Sat Oct 16, 2010 12:58 pm

As long as there are no Zombies in it, it got my "ok". In fact, I quite like the idea. But there have to be flashlights.


Oh, and to add some concern to it as well: The consoles would probably go "wtfbbqargh", because their graphics couldn't handle the insane amount of different lightsources and shadows.
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Darren Chandler
 
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Post » Sat Oct 16, 2010 7:00 pm

No zombies, and flash lights will have to run out to keep the the darkness in play, maybe 30 seconds to a minute. Engi might be able to recharge.
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Dina Boudreau
 
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Post » Sat Oct 16, 2010 10:15 pm

Yeah, flashlights similar to Half Life.
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Jamie Moysey
 
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Post » Sat Oct 16, 2010 8:11 pm

As long as there are no Zombies in it, it got my "ok". In fact, I quite like the idea. But there have to be flashlights.


Oh, and to add some concern to it as well: The consoles would probably go "wtfbbqargh", because their graphics couldn't handle the insane amount of different lightsources and shadows.


Indeed,my ps3 does not like wtfbbqargh



I like cheese and such.....
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Sierra Ritsuka
 
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Post » Sat Oct 16, 2010 6:27 pm

Yeah, flashlights similar to Half Life.



This man knows truth. Maybe a little longer recharge time and a narrower beam, and it would work quite well.
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Katy Hogben
 
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Post » Sat Oct 16, 2010 2:31 pm

Interesting but the game will already have night maps.
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mishionary
 
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Post » Sat Oct 16, 2010 2:00 pm

Interesting but the game will already have night maps.



The night in video games usually means a blue filter and a full moon. Im not talking about the night im talking about DARKNESS!

See the difference?
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Emilie Joseph
 
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Post » Sat Oct 16, 2010 2:21 pm

The night in video games usually means a blue filter and a full moon. Im not talking about the night im talking about DARKNESS!

See the difference?


Yes but its a bit late to start adding stuff and its the next best thing since its already in the game.
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Danel
 
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Post » Sat Oct 16, 2010 9:18 pm

Yes but its a bit late to start adding stuff and its the next best thing since its already in the game.

I said DLC/mod and it isn't in the game. I have yet to hear of a night map like this.
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Bee Baby
 
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Post » Sat Oct 16, 2010 3:36 pm

I said DLC/mod and it isn't in the game. I have yet to hear of a night map like this.

http://www.splashdamage.com/forums/showthread.php?t=21998

Someone hasn't read the Compendium.

-The storyline in Brink spread over about a week and a half, and during that time, there'll be day time and night time missions. but you're never on any one mission long enough for the sun to set or rise...So yes, day and night missions are in, but not real-time transitions.
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maya papps
 
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Post » Sat Oct 16, 2010 7:36 pm

http://www.splashdamage.com/forums/showthread.php?t=21998

Someone hasn't read the Compendium.

-The storyline in Brink spread over about a week and a half, and during that time, there'll be day time and night time missions. but you're never on any one mission long enough for the sun to set or rise...So yes, day and night missions are in, but not real-time transitions.


Yes. They have night missions. But I know that visibility will be fine. At least from the screen shots you can clearly see the difference between shadows and light up areas... at night. Which is not what im talking about.

Im talking pitch black were you can see anything at all.
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Je suis
 
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Post » Sat Oct 16, 2010 2:04 pm

There was actually a game mode like this in a Rididk game for the 360, but more like juggernaut because one person is riddik and scares the hell out of everyone. it was the most popular game mode, and one hell of a good time. it was suprisingly scary sometimes, even if everyone stayed togeather someone would always end up saying "what the hell was that?" then two seconds later riddik would appear and tear your freinds to shreads.

by the way sorry if i spelt riddik wrong
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Leanne Molloy
 
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Post » Sat Oct 16, 2010 9:21 pm

There was actually a game mode like this in a Rididk game for the 360, but more like juggernaut because one person is riddik and scares the hell out of everyone. it was the most popular game mode, and one hell of a good time. it was suprisingly scary sometimes, even if everyone stayed togeather someone would always end up saying "what the hell was that?" then two seconds later riddik would appear and tear your freinds to shreads.

by the way sorry if i spelt riddik wrong


Om nom nom riddike
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Manuel rivera
 
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Post » Sat Oct 16, 2010 10:15 pm

There was actually a game mode like this in a Rididk game for the 360, but more like juggernaut because one person is riddik and scares the hell out of everyone. it was the most popular game mode, and one hell of a good time. it was suprisingly scary sometimes, even if everyone stayed togeather someone would always end up saying "what the hell was that?" then two seconds later riddik would appear and tear your freinds to shreads.

by the way sorry if i spelt riddik wrong

Sounds like "The Hidden", with shadows instead of invisibility.
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BRIANNA
 
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Post » Sat Oct 16, 2010 10:28 pm

That actually sounds pretty sweet, but wont heavys be at a big disadvantage, being the non-stealthy ones?
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Bigze Stacks
 
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Post » Sat Oct 16, 2010 7:23 pm

That actually sounds pretty sweet, but wont heavys be at a big disadvantage, being the non-stealthy ones?

They have sh'tloads of health and firepower to compensate that.
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scorpion972
 
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