Arethusa
Jan 13 2005, 12:11 AM
You are right that it would require a large number of players (and an abandonment of traditional MMORPG server structure, which is your real problem), but I don't see reaching that sort of population critical mass impossible. But, again, I see it as a very large hurdle, and one that has not been considered anywhere near fully.
SpasticTeapot
Jan 13 2005, 12:26 AM
QUOTE (noneuklid) |
I agree that it's unlikely, but like Kage, I really hope it succeeds. Since the whole premise of this project is to pitch a complete idea to Microsoft and then have them code and market the game, it seems like the two hardest elements are coming up with a design that enough of the community agrees on to have enough people supporting the project that MS is interested in the potential revenue.
Having a squad-based game probably wouldn't work for a persistant MMO, although it would function just fine if the characters were persistant but the 'world' was created on an on-demand basis. |
I was thinking more along the lines of a turn-based system that could'nt be paused; sort of like playing Knights of the Old Republic without a spacebar. Characters would be able to make an action, show a movement animation, make another action, wait for animation to play out, etc. A round would take about three seconds (as said in the books), and initiative would affect play speed of the animations and start some people slightly before others. This sounds tricky (and it is!) but it's already been done, so it's possible to do it again, and it would be a good bit easier than doing things in real-time; plus, you could line up actions (like "throw grenade" and then "run away"), which would make playing an insanely fast character much easier. As an added bonus, people could start attacking at any time in the turn; it's up to the software to synch them in with the rest of combat.
One thing you might want to look at is asking Microsoft to do an open-contribution RPG. Essentially, anyone who wants to can contribute bits of code or 3d models, but Microsoft/Bungie/Whoever can assemble it and make sure it works. All coders and designers would also have the oppritunity to be beta testers, and those who are most appropriate could be GM's. Although having many people contribute code could be a problem, the fact that hundreds of people are all doing small, seperate parts might actually make it more difficult to hack.
An open-contribution system has one other advantage: characters can model their own vehicles. If Riggers were able to use the "make-your-own-vehicle" rules, they could submit a 3d model which a GM would have to look over in order to make sure it's appropriate. (For example, characters cannot make an invisible vehicle in a similar manner as to what has happened in Tribes III.) The same thing could be done with weapons, etc; and if a design works out particularly well, the character could start manufacturing it and make lots and lots of money.
Stumps
Jan 13 2005, 12:53 AM
QUOTE |
but the average Joe that an MMO has to sell to |
The thing is, that's a good thing, because the most important character type to have in surplus IS the runner. Having a game where everyone wants to be something like a Mr. Johnson would be a bad thing for SR.
Kagetenshi
Jan 13 2005, 01:40 AM
Only true out to a certain proportion, and I don't think it'd stop at that proportion.
~J
Stumps
Jan 13 2005, 02:10 AM
Here's the thing.
It's doesn't matter.
They're all stupid gun-bunny freaks with cyber out the yin-yang.
Woopy. That's how it is now, except for the long term players who are actual devote fans of SR.
Well, that's what will happen in the MMORPG.
And the other options will simply help the game in areas that they specialize in.
But the game pretty much does have to center around Shodowruners....obviously.
And no...it's not a problem.
It really friggen isn't.
Stumps
Jan 13 2005, 02:22 AM
QUOTE ("paul_HArkonen") |
I don't know, Stumps's idea has merits, but only if we were to slow down a combat turn, like if instead of 3 seconds it was 30 seconds. I could track the movement, a Sam could get his X number of actions off, and the mage could spend the full 30 taking his. I don't know how well it would work, but that's my suggestion. |
Sure, whatever.
The time amount isn't really an issue actually because they won't be looking at it so anally like it is in the pnp. That is of course, unless they suck and have nothing better to do than run a stop watch to see if the moves line up with the pnp version of the movements and time. But those people need to be killed for waisting air and polluting the genepool, and their parents need to be killed so they can't just have another kid to replace that one.
QUOTE ("Kage") |
Stumps: in addition to Paul's point, you need a huge userbase to make that kind of thing self-sustaining. |
Already in place if you're running an MMORPG.
If you're talking about the stuff I was quoting from GuildWars, it's already been acomplished.
If you're talking about the combat control I was throwing around, that's not a real big feat my friend.
Go play SWG and play with the MACRO system. You can make that MACRO system pull of tasks in 1 second that require you to take about 30 seconds manually. So systems are not as clunky as you might think they are.
A database is really quite able to handle combos being thrown at it via user input.
Hell, an online Mysql database website can do that in a mere second...actually, they practically do when you play games online like Kings of Chaos and say that you want to take certain amounts of certain units with certain weapons and attack a certain player with a certain type of attack style.
And that thing is a rather mundane server.
QUOTE ("SpasticTeapot") |
I was thinking more along the lines of a turn-based system that could'nt be paused |
Might be interesting, but it does cause problems when a 5 meter area of the game is running on a different time than the rest of the virtualworld, and I think that's what GreyPawn is getting at. It may make things easier for YOU the player, but it complicates things for the whole system.
Stumps
Jan 13 2005, 02:27 AM
Oh...and watching a tunr-based fight from a 3rd person stand point (I mean, a passing player who is NOT in the fight, I don't mean the perspective), is really gay looking.
Just imagine walking by a fight in the allyway and you see 8 people frozen in time, and suddenly one of them moves and then freezes again.
Looks gay.
Kagetenshi
Jan 13 2005, 03:06 AM
So you're taking as an assumption an upper-four-digit playerbase right off the bat?
And I'm so glad that turn-based fights look either happy or homosexual. I never knew a fight could have a sexual preference, or appear to.
~J
Adam
Jan 13 2005, 03:31 AM
Well, I know I'm gay about the turn of quality in this discourse.
Arethusa
Jan 13 2005, 04:39 AM
Pack of fags, mate?
Cynic project
Jan 13 2005, 05:35 AM
You can do turn based games that have limits to how long turns can be..IE if you are in a turn..You have X amount of time to do anything,and if you don't do anything..you don't do anything.
GreyPawn
Jan 13 2005, 06:05 AM
QUOTE |
Having a game where everyone wants to be something like a Mr. Johnson would be a bad thing for SR. |
Precisely. It is the divine right of balancing and quality assurance to insure that just that thing does not happen. The world of Shadowrun, both the tabletop and the MMO cannot be comprised solely of runners. Runners do not make the world go round, they just make things more interesting.
Ideally, the MMO will include the basic sweeping genres of character types, broken down into skills. Players will be able to be Runners, Johnsons, CEO's, Tailors, Gunsmiths, Architects, Fashion Designers, etc. All manner of myriad adventuring and crafting "schools" to choose from and hone, and each no greater and no lesser important than any other skill.
QUOTE |
So you're taking as an assumption an upper-four-digit playerbase right off the bat? |
The ideal playerbase for a Shadowrun MMORPG is 100,000+ subscribers. Only at that level would the MMO be able to be self-sustaining and capable of affording the publisher a respectable profit margin while supporting a live content staff big enough to populate the lore and execute in-game events in the main story arc.
--GreyPawn
--Shadowrun-Online.com
Kagetenshi
Jan 13 2005, 06:44 AM
You do realize that each of Everquest's servers only host 1,000 to 3,000 people at a time, right? Having 100,000+ people on a single server would be quite the feat. Furthermore, while the ideal final playerbase is 100,000+, you still need to start somewhere; if the game isn't fun in the beta while you're building that playerbase, well, it won't get built.
~J
Stumps
Jan 13 2005, 11:35 AM
QUOTE (Kage) |
So you're taking as an assumption an upper-four-digit playerbase right off the bat? |
Well, I think it would be a grave mistake to make MASSIVELY multiplayer online rpg with the idea for anything less than an audiance found on any popular Forum. (around 5,000 members on average).
If you make it for less people, you are actually asking the system to break when it hits that level.
And 5,000 players isn't all that hard to come by.
SWG averages about 600 people at any given time to be online at the same time on the same server, with a population of a few thousand residing on almost each server.
And considering that it's Shadowrun...yeah. I'd suggest that the audiance would be fairly large considering that there is about 5,000 members registered here and a percent of, at least, this population would play the game and then you have your other fan bases of SR outside of DSF, as well as the incomming audiance do to adverstising and marketing.
But really, I don't see how anything that I've suggested requires a number of players over 4 players.
QUOTE ("Kage") |
And I'm so glad that turn-based fights look either happy or homosexual. I never knew a fight could have a sexual preference, or appear to. |
Cute.
The term, as you obviously are aware of, refers to looking silly and awkward.
Sorry if I offended anyone.
[edit]From where I grew up, the term "gay" had a sister meaning to the word queer when defined as "Deviating from the expected or normal; strange". So saying something was gay, meant that it looked odd, and had nothing to do with sex or happiness. Sorry for the confusion.[/edit]
QUOTE ("Cynic project") |
You can do turn based games that have limits to how long turns can be..IE if you are in a turn..You have X amount of time to do anything,and if you don't do anything..you don't do anything. |
That's what SpasticTeapot was saying.
The same problem still exists. Whether or not, YOU are pausing anything, TIME is being paused. The only thing that this idea alters is that the time is only paused for a CERTAIN amount of time.
That still throws things off in that little area of the vitualverse from the rest of the virtualverse.
And seriously, turn-based just cannot look right as a passerby.
The only way anyone could possibly make that look decent is if the characters in combat never stopped animating their fighting, eventhough they weren't actually performing an action. While solving the time linkup issue with the virtualverse and the issue of asthetics, it presents the problem of awkward control and presentation to the players who are actually in the combat.
Real time combat is the only real way to go, but obviously, something like turn-based is needed for SR since it rests on the mixture of free, simple, and complex actions in sequential turns for it's combat system.
This is why I suggested the idea of combo set-up and assigned keys.
It allows the players to make choices similar to those found in SR turn-based combat inside of a realtime combat atmosphere at a pretty fast pace.
Cynic project
Jan 13 2005, 12:09 PM
You can look at COH and see that is real time,and yet has actions that could be called,simple,free or complex. SOme actions take more time than others.
And here is a news flash, watching other people fighting bad guys in COH isn't fun. It is as you put,rather gay. But from your posts, I do not think you will take a middle ground on this topic. I think you want your paradox, it gives you something to whine and be depressed about. But for the fun of it. No, you can't eat your cake and have it too.
Stumps
Jan 13 2005, 02:23 PM
Actually, I'll embrase middle ground. I don't know what you are talking about.
The idea I'm throwing out there is based on middle ground.
It's not the best idea, and I realize that openly.
It's a root idea to push the concept of actually meeting up on middle ground between turn-based and real time.
The balance between the two would be the ideal spot for an SRMMORPG in my opinion.
bitrunner
Jan 13 2005, 03:18 PM
QUOTE |
Ideally, the MMO will include the basic sweeping genres of character types, broken down into skills. Players will be able to be Runners, Johnsons, CEO's, Tailors, Gunsmiths, Architects, Fashion Designers, etc. All manner of myriad adventuring and crafting "schools" to choose from and hone, and each no greater and no lesser important than any other skill. |
ugh, crafting....i hate crafting...personally, i think this is the wrong way to go - Shadowrun is not about having a day job, it's about shadowrunning...sure, if you have a B/R skill you can have the character repair damage points to a gun, etc, but i don't think there should be the capability to actually build a gun, or set up an economy where a character just sits around and builds guns all day to sell to other characters...that's not Shadowrun...i could see having a mission at some point where the character/team has to collect various systems of a device and assemble it to perform a final mission, but that should be the extent of it...
FrostyNSO
Jan 13 2005, 05:49 PM
Something nobody has brought up yet.
There needs to be some way to prevent the massive inflation of prices that occurs in these games.
I don't want to pay
![nuyen.gif](http://forums.dumpshock.com/html/emoticons/nuyen.gif)
2,892,543 for an Ares Predator.
Kagetenshi
Jan 13 2005, 06:59 PM
Why does that inflation occur?
And again, Stumps, while the game will optimally include thousands of people at any given time, it still has to be fun for the beta testers.
~J
GreyPawn
Jan 13 2005, 07:15 PM
Kagetenshi and FrostyNSO
I wrote the following for the SRO site awhile back-
MMO Virtual EconomiesThat should give you some idea as to the various types of MMO economies and how they function. Inflation prevention in an MMO is simple. You just expand and increase the intensity of the output source while keeping the input the same.
--GreyPawn
--Shadowrun-Online.com
Kagetenshi
Jan 13 2005, 07:30 PM
It will, of course, be slightly tiered (more difficult jobs will pay more, while less experienced runners won't be able to take them on).
Any ideas how you're going to keep runs from becoming a numbers game?
~J
Stumps
Jan 13 2005, 07:57 PM
QUOTE ("Kage") |
more difficult jobs will pay more, while less experienced runners won't be able to take them on |
I like the philosophy that Guild Wars kind of gets at.
You can take the big number jobs right off if you want to.
There is no restraint in the system to say "No, you can't try."
OTOH, being a newbie runner on day one, and trying to do a Aztec run solo will most likely result in you dying. (and of course, respawing)
whiiiiiich brings me to the next thing I've been thinking about.
With no PD's, as GreyPawn has said he will not, under any circumstance, pitch to Microsoft, being in the game, there should at least be a system that says that you get zipola Karma if you died during the mission.
That way, newbies can't take rediculous missions over their head just to get uber Karma for the attempt.
That's a quick brainfart, and may not bare any need, but it's what I was thinking.
I haven't read through the economy layout yet, though I do intend to at some point, I'll just note that the best MMORPG economy I've seen so far was in Star Wars Galaxies. We actually plotted out how we could set up a player made bank and broker system and pretty much start a stock market trade system in that game and then go buy out other Guilds slowly over time with the money.
We figured out that you need 3 Doctors healing people for about a week straight and then you have enough money from players to start everything up.
Really fricken cool system.
Wish I had the time to actually go do that.
Kagetenshi
Jan 13 2005, 08:15 PM
I misphrased, apparently. By "won't be able to take them on" I didn't mean "won't have them offered or be able to accept them", I mean "will fail at best, die at worst if they try".
~J
noneuklid
Jan 13 2005, 08:27 PM
The massive costs occur in games like EVE online. You can probably get rid of it by charging players upkeep costs; SOTA (keep it scaled back- it doesn't make sense that all of the sudden a gun does less damage if you don't buy the latest propellant for your rounds- but if you've got a bladeboy with .2 Essence and straight delta, he's gonna need to keep his drivers up to date), lifestyle (you don't eat, you collapse from fatigue in the middle of a run), maintinence, etc.
And I'm still pushing the idea of PD, as long as the account karma bit is kept in; if you don't pay your DocWagon contract after the free trial period goes up, you should get what you pay for.
EDIT: One of the big concerns in modern MMOs is xp:time. So there's no real reason you only have to award karma on success; just make it that if you die badly enough, it takes DocWagon a long time to get to you and an even longer time to resseccitate. If you make the players watch this really long animation of themselves lying around and being rushed to a hospital and doctors coming and going for 10 minutes, they're going to be more careful about dying in the future. Even though they get partial karma, the amount of time it cost them for screwing up detracts from the amount of karma they COULD be earning.
Stumps
Jan 13 2005, 09:05 PM
SR characters are high level characters at character creation, by comparison to many other RPG's out there.
There is no real crunching for hours to get enough exp to get something in SR.
You have so many skills in the beginning that you will normally be good to go and satisfingly so, for a while.
There is no need to remove that for some reason and make player crunch hours after hours to get exp to get skills up, when they could be replacing that time doing what SR was designed around.
Playing ACTIVELY.
Stumps
Jan 13 2005, 09:13 PM
QUOTE (Kage) |
Any ideas how you're going to keep runs from becoming a numbers game? |
You can't.
Simply because you can't keep it from being that in real life.
Any smart group out there knows that they aren't going to take a lesser paying job over a higher paying job with less supply cost for the job.
The actual way to curve it, is much like reality.
Players who are Mr. Johnsons will make competing offers to players, and the good and bad ones will gain reputations accordingly and word of mouth will spread in a certain area of the virtualverse about that Mr. Johnson.
The other curve, is one potential from the Corporate side of the house.
Corps can offer runs without a Mr. Johnson if they want to, and that can be done by the players who are playing as Corporate Employees and have gained a certain status of job in the Corp high enough to pull things off like that.
Players can also place bounties on other players and/or NPC's that have rewards for the players who accompish the task.
Treasure hunts can also be posted by players who need an item stolen from Aztec, for say, for their little project, but can't get it themselves.
All of these variables make it increasingly harder, but not impossible, to calculate the numbers, and it get's even harder as these jobs compete for "employees".
Sketchy
Jan 13 2005, 09:21 PM
Here is an idea: Your monthly Subscription fee is your doc wagon contract... Play for free all you want, but if the char dies, that's it! Time to reroll!
FrostyNSO
Jan 13 2005, 09:43 PM
I like your idea! Never happen, but I like your idea
That's my other beef with MMO's. I understand why you have to pay every month, but it just seems lame to buy a game and then pay every month to play it. There should be a single-player mode of some sort.
paul_HArkonen
Jan 13 2005, 09:45 PM
actually the problem with PC Johnsons just occured to me. Why? why is a johnson offering the job? Because he, or his employer wants it done. Most Johnsons, at least in my SR world, spend the vast majority of their time just sitting at work doing whatever it is they do. When the company runs into trouble, they go hire a runner. You'd have a hard time getting a PC to really accept that as their lot, at least I think you would. You would always have to have situations for the PCs to be earning money off of for them to be effective Johsons.
Unless you do all the Johnsons as freelancers, in which case you still need a bank of corporate, randomly created, runs for them to hire out.
Kagetenshi
Jan 13 2005, 10:33 PM
QUOTE (Stumps) |
QUOTE (Kage) | Any ideas how you're going to keep runs from becoming a numbers game? |
You can't. Simply because you can't keep it from being that in real life. Any smart group out there knows that they aren't going to take a lesser paying job over a higher paying job with less supply cost for the job.
The actual way to curve it, is much like reality. Players who are Mr. Johnsons will make competing offers to players, and the good and bad ones will gain reputations accordingly and word of mouth will spread in a certain area of the virtualverse about that Mr. Johnson.
The other curve, is one potential from the Corporate side of the house. Corps can offer runs without a Mr. Johnson if they want to, and that can be done by the players who are playing as Corporate Employees and have gained a certain status of job in the Corp high enough to pull things off like that.
Players can also place bounties on other players and/or NPC's that have rewards for the players who accompish the task.
Treasure hunts can also be posted by players who need an item stolen from Aztec, for say, for their little project, but can't get it themselves.
All of these variables make it increasingly harder, but not impossible, to calculate the numbers, and it get's even harder as these jobs compete for "employees".
|
Not that kind of numbers game. The kind of numbers game where whether you succeed or fail depends more on your character's stats than how you approach the problem.
For instance, in Quake, it's primarily about the player's skill and aim and soforth. In Quest for Glory 1, there's a few small tactical decisions but mostly combat is about knowing that you can beat your opponent and then hammering combinations of attack buttons. How do you keep it from being "oh, I've got Stealth 8 and Pistols 6 with a silencer, I'll beat this mission without thinking"?
~J
noneuklid
Jan 13 2005, 10:48 PM
I tend to agree that having the johnsons be automated or largely automated would be a better idea. While there could still be some PC Johnsons working for corps, it's hard to convince a player to play a character whose sole purpose is to sound mysterious and sit in a chair with goons nearby. Gets boring.
<push>Now, if the player of the Johnson was awarded account karma for doing so...</push>
Stumps
Jan 14 2005, 12:03 AM
PC Johnsons are not difficult.
They won't get bored because they won't be just sitting around.
Shadowrunners just sit around and wait for the job as far as their world really goes, but most groups chose to "fast forward" to the active parts.
PC Johnsons won't be bored because they will be freelancing as well as working for corps.
There are basically those two types of MJ's: Corp backed, and Freelanced.
Freelancers will be actively sticking their nose around and haggling for jobs the best that they can or gathering info about things the best that they can so that they can turn around and hire Runners.
Corp ones are pretty easy to understand. They get told to go get Runners to do something and they do.
Basically, MJ's are middlemen. They always have been.
In normal MMORPG's it goes, mission -> adventurer.
In SR it goes, mission -> Mr. Johnson -> Runner
So, an SRMMORPG should do the same.
And the payment goes: mission -> Mr. Johnson -> Runner
Where as delivery of completion basically goes: Runner -> Mr. Johnson -> mission
Mr. Johnson's would be VERY needed because when you want to know something, there is no other player style out there who's going to know more about where things are and what's hot right now than them because they will be seeing tons of missions everyday pass by.
The motivation to play such a role is much like the motivation to play Political classes in other MMORPG's, which players do. The thing is, the bulk of players won't play these kinds of roles, which is a great thing, because you want the bulk of your players to be Runners, not Mr. Johnsons.
But players will want to because Mr. Johnson's will make more money than most Runners because of the percentage earning, and they also create jobs for at least 2 other players who will be paid by the MJ as bodygaurds, then he might want a PC driver. Who knows.
The thing is, they are rather a ritzy character once they get going, and might be in the social upper circle in organizations set-up by players.
And of course the MJ would get Karma from the mission being completed.
It's a job well done if he chooses the right people and get the job done.
Besides, he can even make an extra buck if he doesn't tell them what the total pay for the mission is and just tells them how much he's paying them.
![wink.gif](http://forums.dumpshock.com/html/emoticons/wink.gif)
Now, a smart group will have a MJ in it as part of their regular crew.
Stumps
Jan 14 2005, 12:09 AM
QUOTE (Kage) |
How do you keep it from being "oh, I've got Stealth 8 and Pistols 6 with a silencer, I'll beat this mission without thinking"? |
Simple. In SR it's done with Dice.
In SRMMORPG it would be done with formulas in the programming.
The chance of not succeeding is something that you can always calculate with skill based games, but your actual ability will so augmented with TN modifiers in realtime battles that it would boggle the mind to even try and run those formulas to figure out your exact chances of succeeding.
You can, however, say, "sounds simple, should be no problem." because you've done things like it in the past as a player and see no reason for this to be different.
SpasticTeapot
Jan 14 2005, 12:44 AM
EDIT: GreyPawn, tell me what you think of this method of keeping everything non-chaotic but allowing characters to mo
QUOTE (FrostyNSO @ Jan 13 2005, 04:43 PM) |
I like your idea! Never happen, but I like your idea
That's my other beef with MMO's. I understand why you have to pay every month, but it just seems lame to buy a game and then pay every month to play it. There should be a single-player mode of some sort. |
I would think that a "free" MMO like Eve Online (eve-online.com) would make some sense. You pay 5$ plus 15$ to cover your first month of service, and you're ready to go. Plus, this eliminates the need for a distributor; simply let people download it over Bittorrent and get a single rented server for use as a seed, and you're ready to go.
QUOTE (Kagetenshi @ Jan 13 2005, 04:43 PM) |
For instance, in Quake, it's primarily about the player's skill and aim and soforth. In Quest for Glory 1, there's a few small tactical decisions but mostly combat is about knowing that you can beat your opponent and then hammering combinations of attack buttons. How do you keep it from being "oh, I've got Stealth 8 and Pistols 6 with a silencer, I'll beat this mission without thinking"? |
Simple. As I was saying earlier, a real-time game based around a 3-second combat turn would work just fine. Skill would make it easier to get good shots in (and give some small bonuses) but actually hitting the person in the first place would require the use of a first-person perspective with an aiming reticle. If you can't hit the person (or miss the all-important headshot) you're in a great deal of trouble.
EDIT: I just wanted to clear up how the whole thing could work.
The entire world operates on 1-second combat turns. If you're not in combat, you're still running through combat turns anyway. This makes it easy to synchronize the game, and puts a cap on the advantages of super-fast characters; you can't shoot faster than you can aim the shots. This is also an easy way to regulate the amount of time it takes to use skills, and would keep the "delay" factor of waiting for the turn to actually start in combat to a minimum, while giving players a short chance to look about before actual combat begins.
Characters would be able to make melee attacks automatically, with no aiming required. This is a MMORPG, not Soul Calibur: Futuristic Online Edition. (Holds, surprise KO's, and judo-style throws may be options for martial artists, though.) Ranged attacks, however, would be made using an aiming reticle, perhaps with a 1st-person perspective. Skill would give the traditional damage enhancement, but the player must actually hit the opponent to do damage. Certian areas would have damage bonuses; a headshot might to 25% more damage than usual. Recoil would make the gun vibrate a LOT, and scopes....are pretty much self-explanatory.
I personally think that guns should be available for well-connected fixers at all times. Of course, they would need to buy them in bulk, and they might have to go on a small adventure to arrange for the proper documentation. They may then sell the weapons to shadowrunners. Many weapons, however, would be obtained via the killing of opponents; you can take their weapons and armor, if used. Buying and selling these weapons could also be highly lucrative.
One thing I was also thinking of is allowing people to create their own weapons, vehicles and color schemes. By running the end product's design (Gmax file, Gmax is 3d software freeware made by Discreet) by a GM, they could make vehicles that looked nothing short of bizzare. Remember, anyone with the right parts and a knowledge of car mechanics can take a land-rover engine and aftermarket chassis and end up with a psychadellic 1970's VW minibus. The same goes with weapons; using a nifty interface that lets you pick from a large number of barrels, chambers, firing mechanisims, stocks, and other things, characters can make custom weapons (providing they have appropriate B/R weapons skills). Characters can also start gun-repair and gun-cleaning services for those who lack the skills themselves.
-SpasticTeapot.
paul_HArkonen
Jan 14 2005, 01:48 AM
QUOTE |
puts a cap on the advantages of super-fast characters; you can't shoot faster than you can aim the shots. |
The problem is we're trying to avoid that. We want, sorry I say we I guess I should stick to I, I want it to be that if my personal character has a MW-4 system, and he's so fluid and fast that a normal human (me the player) could never even come close to tracing his movements, let alone mimicing them, can play him. I don't want a cap on max speed, other than what the game has already. I don't want to limit speed, I want to enhance a players ability to use that speed.
Stumps
Jan 14 2005, 05:10 AM
I hate to beat a dead horse or ring a loud bell over and over, but paul...that idea that you want and desire, is exactly what I'm theoretically suggesting is possible with combo assigned keys.
I don't know if it would work exactly, but I think it would be faster because you can have entire phases summed up into one button, which allows you to be able to move much quicker.
As to the aiming bit, I really think that first person is a bad idea.
It may seem cool, but it's WAY to slow for any good to come of it for cyber junkies, and aiming with crazy speed mouse movements is not ideal because you're aim will suck even though your character stats say that you don't.
The way to go is to simply have two modes, in my opinion.
The way I was talking about before is just an optional mode available for the uber fast guys to take advantage of (anyone can use it, but it's made with them in mind...though it could be useful to riggers, and deckers too. Auto systems are handy for those guys). Anyways...
The main system would be one where, if you hold a firearm capable of different firing modes, you will press the appropriate button(s) to switch firing modes and your targeting retical aims automatically in porportion to your stats mixed with chance (like the dice) at your opponent and you attack.
The controls will basically be like those in shooters, but in a 3rd person percpective slightly from behind, yet rotatable, style of view, common to MMORPG's.
The mages will be the only characters that will probably want macros, to fling spells out quickly, by default.
Riggers, and Deckers won't really need them, but they can benefit from them.
Cybers won't always need them right off the bat, but they will most likely end up needing them.
Regular Combat can be done by simply cliking on the oponent you wish to attack and then clicking the attack you wish to use, or using the assinged key that you wish to use that has an attack, spell, program, combo, or action assigned to it.
For the first phase of action in real time everyone just simply clicks. After that, the players can choose to click and press buttons for their actions faster than their characters can preform them and have their actions stack up onto eachother.
They could also cancel all actions comming up and redo it, in case things didn't go as planned.
SWG did something like this and it worked out pretty well in that area.
I first saw this style of combat in SpellForce and I haven't seen much better systems, in my opnion, since.
Combat went smooth, eventhough you were controlling both a roleplaying character fully as well as small armies similar to those found in warcraft.
This concept of clicking the enemy and then clicking the attack, or pressing the attack is far faster than the typicaly reversed order.
Especially when the system automatically lists what possible actions you have, or what more probable actions you have for the opponent that you have clicked on.
Granted, that list, in SR, could take too long in some cases, while working well in others.
It would work well for the Mages, while the cyber guys still might prefer to combo quick key it up to take more advantage of their speed.
Mixing the two would create powerful options for Deckers and Riggers as the clicking options could be a whole new set of actions that are different from their quick key actions and therefore offering them two very fast menus of options to choose from.
paul_HArkonen
Jan 15 2005, 12:56 AM
actually Stumps I was agreeing with you. My comment was towards SpasticTeapot who said "puts a cap on the advantages of super-fast characters; you can't shoot faster than you can aim the shots. " I wasn't referncing your stuff at all. So far what you've said makes sense, and I'm willing to say, "it isn't perfect, but it's better than what I've got to offer so I'm willing to support it."
SpasticTeapot
Jan 15 2005, 01:13 AM
QUOTE (paul_HArkonen) |
QUOTE | puts a cap on the advantages of super-fast characters; you can't shoot faster than you can aim the shots. |
The problem is we're trying to avoid that. We want, sorry I say we I guess I should stick to I, I want it to be that if my personal character has a MW-4 system, and he's so fluid and fast that a normal human (me the player) could never even come close to tracing his movements, let alone mimicing them, can play him. I don't want a cap on max speed, other than what the game has already. I don't want to limit speed, I want to enhance a players ability to use that speed.
|
I guess I see your point. However, some range penalties and LOS-penalties would have to be enforced in order to keep things from becoming a simple matter of pulling out your MMG and mowing down anyone dumb enough to get in your way. LOS modifiers would have to be enforced; there's no advantage to occasionally ducking around the corner of a building to chuck a grenade if the player can pick you off without any effort. The same goes for sniping; there's just no point in actually running up and engaging someone in melee combat if all you have to do is click to make someone die. The first-person shooter thing might be a bit of a problem, but I've yet to see a better idea.
The "hotkey" system is a good idea, though; players could set favorite combinations of actions to assorted keys and actually take advantage of MBW systems.
FrostyNSO
Jan 15 2005, 01:22 AM
We need to see varying degrees of cover as well.
By this I mean the fact that a trashcan is not going to stop assault rifle bullets outright. This is important, and would place more emphasis on tactics in the gunfights.
Stumps
Jan 15 2005, 06:16 AM
QUOTE |
some range penalties and LOS-penalties would have to be enforced in order to keep things from becoming a simple matter of pulling out your MMG and mowing down anyone dumb enough to get in your way. |
As far as I was concerned, ALL SR LOS rules were to be adapted into the game.
I never once ran a concideration about an SR game without them.
That would be just plain suicide!
paul_HArkonen
Jan 16 2005, 12:33 AM
or a masacer (sp) if the AI didn't use it
Sabosect
Jan 16 2005, 02:26 AM
I have an idea for how to deal with players that get out of hand.
Remember that the Corporate Court has a few special squads to keep corporations under control. Well, let's just say I stated up a squad that serves that function and sometimes also goes after individual threats that pop up. We're talking the best equipment and armor money can buy, and even a few items developped just for them that no one else has. They even have a few pieces of equipment the runners can never afford to buy.
So if a group gets too roudy and causes too many problems, sick that group on them and program it so that group causes PD when they kill someone, even if you don't have PD otherwise. You can use that group to deal with hackers and other problems.
If you wish, I can post the stats and equipment of these people.
KarmaInferno
Jan 16 2005, 08:21 AM
QUOTE (FrostyNSO) |
I like your idea! Never happen, but I like your idea
That's my other beef with MMO's. I understand why you have to pay every month, but it just seems lame to buy a game and then pay every month to play it. There should be a single-player mode of some sort. |
There's only one MMOG that tried to make a single-player offline version, and that was Uru:Ages Beyond Myst. Which was cancelled. The publishers of that game actually used the single-player mode as an excuse not to go ahead with the online game - "We made some money on the single player mode already, and the online version will take upwards of two years to see a return on the investment, so we are cutting the project short."
As for the monthly cost, ideally, you would be paying for an evolving, changing world. If it helps, think of it this way. You aren't paying 12-15 bucks a month to play the same game - you are paying 36-45 bucks every three months for sequels.
Which is actually how Guild Wars is being marketed. You pay to buy the initial game, and the service is free. However, if you want updated content, you have to buy the new expansion every few months.
Ultimately, it'll be not much different than the standard MMOG cost structure, cos you're still paying money over time.
-karma
Starfurie
Jan 16 2005, 01:58 PM
I'm not interested in a SR MMORPG. It will leave out the most important player in the game, the GM. Without him, you might was well be playing Dawn of Atlantis.
GreyPawn
Jan 16 2005, 10:35 PM
QUOTE |
I would think that a "free" MMO like Eve Online (eve-online.com) would make some sense. You pay 5$ plus 15$ to cover your first month of service, and you're ready to go. |
I'm afraid not. The type of game SRO will be will command a constant inflow of sustaining capital. Probably your typical $39.99 for the box and software with a $12.95 -$14.95 a month fee. What this pays for is bandwidth, overhead, publisher fees and more importantly, the heavy Live Content team which would be employed.
QUOTE |
I'm not interested in a SR MMORPG. It will leave out the most important player in the game, the GM. |
Not at all. The "GM" will be in the form of the Live Content team, a corps of former Shadowrunners and Shadowrun GMs with exceptional talents and experience in the MMO genre. These individuals will be employed and given God powers to fashion "quests" with a human touch, to humanize the NPC Johnson randomization process and to incite events and execute the prime story arc.
QUOTE |
The same goes for sniping; there's just no point in actually running up and engaging someone in melee combat if all you have to do is click to make someone die. |
Cardinal rule of MMO design- Thou shalt not allow one-hit kills in PvP.
Kagetenshi
Jan 16 2005, 10:58 PM
Which is a bad rule. Of course, there's nothing better…
Incidentally, where are you going to get that many exceptionally-talented Shadowrun players with experience in the MMO business?
~J
Fortune
Jan 16 2005, 11:09 PM
Maybe it's just me, but I don't see any way that Microsoft is going to let you make money off this. I can see them possibly turning a blind eye if it were free, but once any kind of financial transaction is involved, I envision legal action will ensue.
Kagetenshi
Jan 16 2005, 11:13 PM
His idea (as I see it) is that he'll put together a solid proposal and submit it to Microsoft in hopes that they'll pick it up.
Which will probably kill getting any decent number of Shadowrun players in on dev/content development, but so it goes.
~J
FrostyNSO
Jan 17 2005, 12:53 AM
I think Greypawn has more of an image of what he wants this thing to look like than he admits. He asks for input and opinion from the GM's and Players of SR and then discounts it, and proceeds to explain 'how it will be' in this game.
I for one hope Microsoft doesn't swing at this particular pitch.
Fortune
Jan 17 2005, 04:02 AM
QUOTE (Kagetenshi) |
His idea (as I see it) is that he'll put together a solid proposal and submit it to Microsoft in hopes that they'll pick it up. |
I'm just thinking that if they turned down a very solid offer from Bioware, a MMO isn't going to sway them much.