Sequel and DLC Ideas

Post » Tue Mar 15, 2011 3:29 am

It's probably a bit late to suggest anything for the release.

Here's some ideas to start up conversations about DLC and sequels though:

Almost the entire Ark as a single, seamless, MASSIVELY multiplayer map/civil war

Built-in pickup game/clan/scrim finder.

Automatic "clan colours" system, (may have been tried already but then discontinued due to time constraints)

Project Dove: A flying version of what the Ark could have been, more spatious, but ruled over by a merciless, ruthless computer, inhabitants inspired by revolution on The Ark to rebel, and split by whether to risk helping them with their conflicts or to stay secret

Old Rusty: A submarine commandeered just before the flood, even more corners, twists and turns. Very violent and anarchic, no strong leadership, inhabitants "debating" whether to raid The Ark or leave them alone to sort their conflict first.

I'm interested to hear you guys' opinions, and your own ideas.
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Jah Allen
 
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Post » Mon Mar 14, 2011 5:59 pm

I like the Old Rusty Idea.....you should expand on it. I can't really think of anything for a sequel since it's still unknown how the game ends.
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john page
 
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Post » Mon Mar 14, 2011 11:33 pm

Can't think of what I'd like because the game isn't even out yet :/ so don't know what might need more of or less etc. I just hope theres a good variety of maps! I hate games that release then 5 days later release map pack that you have to pay for.
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Eve(G)
 
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Post » Tue Mar 15, 2011 3:00 am

''You're not welcome here''

Either as: Ark Security, or the Resistance

Out on the sea battles, repelling armed ''visitors'' looking for resources and land, on rafts and boats, or whatever you can come up with! A whale?!
_________________________________________________________________________________________________________________________________________

My guess on DLC is probably just maps, that is all.
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Lisha Boo
 
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Post » Mon Mar 14, 2011 7:22 pm

The Ark is based mostly in reality. Most of the technologies that are put into it exist today in some form.

The problem with most of these ideas is that they ditch Brink's sense of realism.

Wandering the pacific ocean and finding a floating chunk of metal is not based in reality. If you were on the pacific ocean, there wouldn't be anything to eat, since the sea floor would be several miles down and marine life doesn't stay in open water that far from shore. Take a look at Megellan's journey around the world, he stocked his ships to the brim with food and water, and almost didn't make it on a straight path across the ocean, what hope does anyone have wandering?

The flying city is even less real. The only way i could think of making it happen without having to consume insane amounts of fuel would be to either tether it to an even more massive orbiting satellite or to have it just be one massive nuclear reactor. Neither seems too practical.

On the other hand, the submarine idea is quite clever, and a submarine that was modern at the time of the disaster could have the instruments needed to find the Ark. This is my favorite of the proposed ideas so far.
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lucy chadwick
 
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Post » Mon Mar 14, 2011 5:08 pm

Shadowcat, have you ever seen Bioshock Infinite? It's a city in the air, and it's set in the 1940s! If they could do it back then, why can't they now, with even better technology?!

I'm joking, but please, check out Bioshock Infinite :)
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Ice Fire
 
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Post » Tue Mar 15, 2011 3:46 am

Shadowcat, have you ever seen Bioshock Infinite? It's a city in the air, and it's set in the 1940s! If they could do it back then, why can't they now, with even better technology?!

I'm joking, but please, check out Bioshock Infinite :)

Guess I didn't consider buoyancy, and hydrogen is the most common element in the universe....still doesn't seem too practical.
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Katy Hogben
 
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Post » Mon Mar 14, 2011 5:33 pm

I don't think Dove Project is realistic, even if you consider zero point energy (think The Incredibles and HL2, used to make stuff float) as realistic, I still think it's kinda cool though, especially if the Totalitarian AI and inhabitants develop a load of new technology.

I haven't really thought much about Dove and Rusty, their just like a sort of devolopment on the hightech oppresion of the security, and the apocalyptic anarchy of the resistance respectively, also notice one's above, and the other's underneath, opposite sides, visually prophecising what the Ark could become depending on whether the Resistance or Security win.

Alternatively the visitors from both places could come invading the Ark, and against the advanced weapons and technology of the invaders from the sky, and the savagery, speed, and desperation of the pirates from the deep, the Arks' dwellers would have to band together in order to survive.

nice to have a reaction so soon.
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Fanny Rouyé
 
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Post » Tue Mar 15, 2011 3:36 am

The Ark is based mostly in reality. Most of the technologies that are put into it exist today in some form.

The problem with most of these ideas is that they ditch Brink's sense of realism.

Wandering the pacific ocean and finding a floating chunk of metal is not based in reality. If you were on the pacific ocean, there wouldn't be anything to eat, since the sea floor would be several miles down and marine life doesn't stay in open water that far from shore. Take a look at Megellan's journey around the world, he stocked his ships to the brim with food and water, and almost didn't make it on a straight path across the ocean, what hope does anyone have wandering?

The flying city is even less real. The only way i could think of making it happen without having to consume insane amounts of fuel would be to either tether it to an even more massive orbiting satellite or to have it just be one massive nuclear reactor. Neither seems too practical.

On the other hand, the submarine idea is quite clever, and a submarine that was modern at the time of the disaster could have the instruments needed to find the Ark. This is my favorite of the proposed ideas so far.

How is finding submarine in the pacific ocean not based on reality? What's so unrealistic about it? The people fighting over it don't have to necessarily live there....therefore they can enough food for as long as the battle lasts.
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Christina Trayler
 
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Post » Tue Mar 15, 2011 12:05 am

How is finding submarine in the pacific ocean not based on reality? What's so unrealistic about it? The people fighting over it don't have to necessarily live there....therefore they can enough food for as long as the battle lasts. If you ask me, that's more realistic than a floating Ark.

As I said at the end of my last post, the submarine seemed the most realistic. Another possible take on it would be that it is a group of military men who were on a mission when the disaster happened, and have stayed on the sub since then.

The wandering that I was talking about was mostly in response to Schwarzeis's idea and others I have seen around the forums, mostly revolving around defending against raiders that find the Ark.

The pacific ocean covers 1/3 of the planet, unless you know how to find the Ark, chances are that you wont. By the numbers of the refugees that found the ark, I think you can assume millions wandered to their own grave. Sure, certain ships could hold enough food to take a trip straight across the ocean, but if they can afford to take the hundreds of expeditions required to find the ark, then why do they need to find it in the first place? they obviously have food to spare.
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Quick Draw III
 
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Post » Mon Mar 14, 2011 2:48 pm

If the sub (being military) had access to photography sattelites, it might be able to find the Ark, it'd take a while though, as there'd be some trial and error due to time lag of signal between sub and Ark, and the fact that the Ark is moving (can't remember where I read that it was unfortunately)

It might be possible that after the worlds countries flood, its submarines fleets would have no higher command (which would have drowned) and simply go rouge, possibly scuba-raiding sunken supermarkets short term, and farming seaweed and coral on their hulls long term.

If discipline deteriorated over the years, the inhabitants could start overbreeding, this would mean more space is required, so they might sink other submarines, (in shallow waters over resource-rich ex-land) than weld the two together for extra space, seaweed growing surface, and power, this could be repeated creating a sort of mega submarine town.

However, as these submarine combos get bigger, their surface-area-to-volume ratio is reduced, so there would be less seaweed growing space relative to living space and crew, hence The Ark needs to be found and raided.

such a raid would also deal with surplus population considering lack of commercial fire-arms.

(note diabolical italics)

If Dove Project found the submarine thingy, experimental, unstable militant prosthetics and and bioshockish genetic mods could be combined with some of the large, desperate, disposable population of the sub-ish place to make some awesome raiders, with a very cool mutant-cyborg look, but that's too far out, it would spoil the feel, setting, and immediacy of Brink.

I realise now that the Dove Project idea is flawed as an addon for Brink, as narratively, the fancy, high tech stuff of the Ark isn't for being impressive, it's to show that the Ark has deteriorated from being a hope and sanctuary, rather than being a home made by resourceful survivors, (think Megaton in fallout 3) , a difference between Megaton and The Ark, is that Megaton was meant to present hope and sanctury, while the Ark is meant to present a dilemma to solve. (Hence the rusty stuff being grown onto the clean, white, technorganic remnant).

Whew, massive idea rush there, it seems I do all my dreaming while I'm awake.
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Dan Scott
 
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Post » Mon Mar 14, 2011 3:55 pm

I honestly don't see a point in discussing DLC. DLC should not be discussed until a good bit of months into game since we haven't seen the entire game, just glimpse. Also, you don't know if they plan to put anything in major upgrades.
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phil walsh
 
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Post » Mon Mar 14, 2011 6:33 pm

Nothing wrong with speculating and tossing out ideas. DLC can be discussed whenever anyone pleases to.
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Marcin Tomkow
 
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Post » Mon Mar 14, 2011 10:11 pm

I honestly don't see a point in discussing DLC. DLC should not be discussed until a good bit of months into game since we haven't seen the entire game, just glimpse. Also, you don't know if they plan to put anything in major upgrades.

Well, well ... http://www.gamesas.com/index.php?/topic/1145204-dlc-ideas/ is our DLC-thread from November '09.
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Marion Geneste
 
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Post » Mon Mar 14, 2011 5:59 pm

Nothing wrong with speculating and tossing out ideas. DLC can be discussed whenever anyone pleases to.

But still, we don't know if any of the content is even in the game yet.
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phillip crookes
 
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Post » Mon Mar 14, 2011 10:05 pm

zombieesssssssss
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mollypop
 
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Post » Tue Mar 15, 2011 1:38 am

I want a map that looks like one of the Time Trials maps from Mirrors Edge: http://www.youtube.com/watch?v=Jo2NAQ7-DFc
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Ron
 
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Post » Tue Mar 15, 2011 4:06 am

It's probably a bit late to suggest anything for the release.

Here's some ideas to start up conversations about DLC and sequels though:

Almost the entire Ark as a single, seamless, MASSIVELY multiplayer map/civil war

Project Dove: A flying version of what the Ark could have been, more spatious, but ruled over by a merciless, ruthless computer, inhabitants inspired by revolution on The Ark to rebel, and split by whether to risk helping them with their conflicts or to stay secret

Old Rusty: A submarine commandeered just before the flood, even more corners, twists and turns. Very violent and anarchic, no strong leadership, inhabitants "debating" whether to raid The Ark or leave them alone to sort their conflict first.

I'm interested to hear you guys' opinions, and your own ideas.


The first idea could work in theory, but it would ultimately be pretty hard to do. 8v8 was really the magic number for Brink, and I like the idea but I don't think we should touch that.

The second idea is ok, but it seems like it would be a little one sided. It was a main focus of Brink that both factions are correct in their own way, but your idea could be workshopped into a somewhat larger co-op vs ai sort of mini campaign.

The last idea, as stated before, is somewhat one sided again. You could have "this side wants to do it for survival, that side doesn't want to do it for moral reasons", but ultimately would need to expanding.

I like how your trying to put foward ideas for sequels or dlc, but I think we should wait for the first one to come out first ;].
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Melly Angelic
 
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Post » Mon Mar 14, 2011 8:39 pm

Yeah... I think you'd need to see the ultimate outcome of the game before you go coming up with any ideas.
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Calum Campbell
 
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Post » Mon Mar 14, 2011 7:21 pm

The first idea could work in theory, but it would ultimately be pretty hard to do. 8v8 was really the magic number for Brink, and I like the idea but I don't think we should touch that.

It could still be 8v8 games, but with an ever-changing map. Think of it like the game Risk, except instead of the world, the map is the Ark, cut up into different sections. Every time a team wins a mission, they win control of that section, but it could also be won back from the opposing team. The idea is to have Either Resistance or Security maintain 100% control of the Ark.

You could also add things like, whatever side owns control of a section, they get bonuses, like added defenses or faster spawn times on that location the next time a game is played there.Perhaps winning a map in general would grant global bonuses to everyone on playing on the winning faction. Also, you could not switch teams in this mode. Whatever faction you choose to fight for, you are stuck on that side. If you want to fight for the other team, you need to play a different character.
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Jordan Fletcher
 
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Post » Mon Mar 14, 2011 3:32 pm

It could still be 8v8 games, but with an ever-changing map. Think of it like the game Risk, except instead of the world, the map is the Ark, cut up into different sections. Every time a team wins a mission, they win control of that section, but it could also be won back from the opposing team. The idea is to have Either Resistance or Security maintain 100% control of the Ark.

You could also add things like, whatever side owns control of a section, they get bonuses, like added defenses or faster spawn times on that location the next time a game is played there.Perhaps winning a map in general would grant global bonuses to everyone on playing on the winning faction. Also, you could not switch teams in this mode. Whatever faction you choose to fight for, you are stuck on that side. If you want to fight for the other team, you need to play a different character.


I like the idea in theory, would be fun for league play. But global bonuses would turn into a steamroll effect. If one team is good enough to win a few times in a row, it will just get more and more unbalanced as they gain more and more bonuses.
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Louise
 
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Post » Tue Mar 15, 2011 1:10 am

I like the idea in theory, would be fun for league play. But global bonuses would turn into a steamroll effect. If one team is good enough to win a few times in a row, it will just get more and more unbalanced as they gain more and more bonuses.

That's why only certain locations would give bonuses. Most games would just give xp and control over the location, but there would be key locations that grant bonuses.
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katie TWAVA
 
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Post » Mon Mar 14, 2011 10:47 pm

lately most dlc's are ideas for the game that didn't really fit the main theme. sometimes they're expansions but alot are just cool stuff that couldn't be justified adding to the game as it didn't quite fit.

so expect first run dlc to be uncompleted map ideas from developement that were cut for time or cohesion.

brink is almost too perfect a setting for a zombie apocolypse. wouldn't mind seeing some enemy of my enemy...16 player vs zombie invasion gameplay. with dead teammates rising again as zombies. objectives to complete while "escaping" some nice achievemnts for surviving the horde to escape etc.

minor dlc packs for new customisation options too.

the ark is a big place and most dlc will be areas not yet exposed to us.
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Hope Greenhaw
 
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Post » Tue Mar 15, 2011 12:33 am

Much like the dove and rusty ideas, zombies is probably bit ott for Brink, one reason I like Brink is because the plot is plausible, making it more immersive.

The point of my mega Ark map idea is that it takes advantage of customization and the objective wheel to go for an RPG-ish experience, just without the boring stuff such as stopping for a chat with annoying NPCs, endless scavenger hunts, and hiking through bleak (even with good graphics) wilderneses, and built on a decent (well, awesome in this case), smooth, epic action engine

(remember how clunky fallout 3 felt due to time spent on making big world)

As well as class + equipment changing control points being captured, the big spawn points/safe houses/mobile base trucks etc. (where you can change and modify characters and weapon loadouts), could be captured by completing a normal match amount of objectives.

A remake like that could also have a system where experienced players can set up xp bonuses for certain objectives, allowing them to direct strategy,
on smaller scales (get health pack to this player, set up turret here etc.) at a high level,
and larger scale (help capture this spawn point) at epic semipro level.

Even without a command system, (which might get abused and is risky), it would need a map interface, showing players what's happening, and allowing them to quicktravel between spawnpoints.
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Amysaurusrex
 
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Post » Mon Mar 14, 2011 9:35 pm

Much like the dove and rusty ideas, zombies is probably bit ott for Brink, one reason I like Brink is because the plot is plausible, making it more immersive.

The point of my mega Ark map idea is that it takes advantage of customization and the objective wheel to go for an RPG-ish experience, just without the boring stuff such as stopping for a chat with annoying NPCs, endless scavenger hunts, and hiking through bleak (even with good graphics) wilderneses, and built on a decent (well, awesome in this case), smooth, epic action engine

(remember how clunky fallout 3 felt due to time spent on making big world)

As well as class + equipment changing control points being captured, the big spawn points/safe houses/mobile base trucks etc. (where you can change and modify characters and weapon loadouts), could be captured by completing a normal match amount of objectives.

A remake like that could also have a system where experienced players can set up xp bonuses for certain objectives, allowing them to direct strategy,
on smaller scales (get health pack to this player, set up turret here etc.) at a high level,
and larger scale (help capture this spawn point) at epic semipro level.

Even without a command system, (which might get abused and is risky), it would need a map interface, showing players what's happening, and allowing them to quicktravel between spawnpoints.


Something else you could do for a mode like this would be to make it so it's kind of independent from the rest of the game. What I mean is, players that choose to play this mode, will not be able to take a lvl'd up character into it. They will have to start a character from scratch, and will only be able to use that character in this mode.
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Alina loves Alexandra
 
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