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Everything overpowered idea, and how to test it? (Forums : Ideas & Concepts : Everything overpowered idea, and how to test it?) Locked
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Oct 10 2012, 3:14pm Anchor

One idea I had for a FPS involves a change to upgrades/loadouts. Whereas most FPS games they do stuff like +10% health, +5% to accuracy or other bearly noticeable upgrades, my idea was to have everything be stupidly overpowered, but limiting what you can take. (the game would be co-op or single player I should mention) So, you can have either x2 health, or x10 ammo capacity, but not both. Likewise, you could choose a personal teleporter, or a deployable auto turret, but not both at once. You get the idea.

The problem is, building an entire FPS single handedly just to test out an idea doesn't seem practical, but I'm not sure it would work as map for Sven Co-op or something. At present, making a little 2D game seems to be the way to go, but I'm not sure.

I have a similar idea for a single player strategy game, again, all the upgrades are crazy, but you have to pick one or the other, and often come with crushing weaknesses. I was wondering what you thought, and if such an idea could work.

Oct 11 2012, 12:25am Anchor

The thing that is convenient about small bonuses is that they add enough to change the game but not too much to do away with any sort of balance. When implementing new features into a game you should take into account not only the advantage of said feature but also the DISadvantage. Everything should have some sort of advantage, but also have a disadvantage that something else can exploit. So, for example, you could implement a 2x health, but maybe your speed drops by 25%.

Do I think it could work? I guess, but I don't think you could get very far with it. There's a reason games like Dota have been in development for so long...balancing everything out takes a lot of work. Dota is popular because the game makes sense with how everything works -- because it's all balanced. Compare how many games you know utilize a very particular and balanced system vs. games that are absolutely crazy with no real regard to balance.

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Oct 11 2012, 6:55am Anchor

it shall be fully valid to make a simple 2d top-down game to test the idea, it's just about the game mechianics, so it doesn't need to be pretty either.
I think Kangaroux has a good point about balance, it either means you start in a world where you're not able to kill anything, so once you upgrade, you'll be able to kill or you start as usually, but once you upgrade, you just smash everything there is. and if you'd somehow upgrade enemies just like the player (oh well, oblivion had that smart idea), then the 'upgrade' is not really an upgrade, imo.
I like the basic idea of big upgrades, just can't think of how that might cope with the rest of a game. do you have ideas to solve that issue @ SabreXT ?

TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Oct 11 2012, 9:41am Anchor

So in other words, make Bulletstorm but with upgrades that mean more than ammo count tweaks? I'm interested.

Oct 11 2012, 11:05am Anchor

It's kind of already been done. Check out Chaos or Mr. Pants Excessive Overkill. Both take weapons and make them super-powerful, Chaos gives you great powerups/specials too. there's also Weapons of Destruction & a bunch of others (TF for Q1 might qualify too, it's more unblanced then the Valve versions)

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TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Oct 11 2012, 11:57am Anchor
TheHappyFriar wrote:It's kind of already been done. Check out Chaos or Mr. Pants Excessive Overkill. Both take weapons and make them super-powerful, Chaos gives you great powerups/specials too. there's also Weapons of Destruction & a bunch of others (TF for Q1 might qualify too, it's more unblanced then the Valve versions)

There's also Painkiller. Doesn't mean there's a quota for over-powered gameplay. Just need something more to go along with that, something some games try to ignore.

Oct 12 2012, 2:25pm Anchor

Some good replies here.

On the point about DotA, is that I don't want the game to be DotA. One of the reasons I thought of this idea is because I'm disappointed with games, particularly RTS, that all think they will be the next big Korean e-sport and end up as bland, not good versions of Starcraft/DotA.

The competitive multiplayer aspect, as well as not being my thing, might be an issue for the reasons you mention. So I imagine that single player or co-op would be what's needed as the focus, as the game could get harder not through scalling enemies (though that is an option) but also more of them.

TheUnabridgedGamer
TheUnabridgedGamer It's been a long time...
Oct 12 2012, 2:59pm Anchor
SabreXT wrote:Some good replies here.

On the point about DotA, is that I don't want the game to be DotA. One of the reasons I thought of this idea is because I'm disappointed with games, particularly RTS, that all think they will be the next big Korean e-sport and end up as bland, not good versions of Starcraft/DotA.

The competitive multiplayer aspect, as well as not being my thing, might be an issue for the reasons you mention. So I imagine that single player or co-op would be what's needed as the focus, as the game could get harder not through scalling enemies (though that is an option) but also more of them.


SabreXT, I think I know what you mean when you're talking about co-op. As crazy as this may sound, Syndicate may be good reference material. It starts you off fairly average but I'm at max rank (took about 10-15 hours) and I can now play most missions on Normal without any trouble. It's all about using super cybernetic abilities to hack opponents and using advanced upgrades on weaponry. I advise looking it up. There is a singleplayer... but lets pretend that just didn't happen.

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