SuperDuper DMSP Quake More fun than a barrel of exploding monkey gibs! by Bondo

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What do you all think?...................... ............................

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The "RPG" lite style? How does everyone feel about earning weaps through kills and such? Or is picking up weaps better? ......................... ................................................ ................. ............................ ...................................... ................ ..................... ............................... ..........................v

Comments
marco1975
marco1975

Definitely good idea to award upgrades for kills, although in its present state the game awards upgrades too quickly. I think it should work like this:

1. Player has 7 weapon slots
melee - shotgun - rapid guns - grenades - rockets - energy - turret.

2. As the player uses a weapon of a given type to kill enemies, that weapon slot gets upgraded. Only the upgraded weapon is available. Once you earn the Destructor chaingun, you can't switch back to the Shredder. This prevents the player's inventory from getting choked with inferior weapons.

The player can only carry 6 weapons at a time, or use a vehicle or be in god mode. This keeps weapon selection manageable.

The rank for each slot is different, for instance:

slot 2 - shotgun
elephant gun... kill 5 enemies to get:
dual shotguns... kill 10 enemies to get:
doom rifle... kill 15 enemies etc.

slot 3 - rapid fire
shredder
super shredder

slot 5
rocket launcher... kill 5 enemies to get:
devastator... kill 12 enemies to get:
destructor... (correct name? the yellow, off-center one that looks like a real life nailgun)

3. Weapon balancing: Enemies with slot 4 - the grenade launcher is more difficult, but ultimately rewards with OP weapons like the vortex and black hole.
More powerful weapons use more ammo, but ammo capacity increases too. Ammo packs should respawn slowly, to force the player to use different slots, and move around the stage to get more.

4. Each map should spawn about 6 - 7 different enemy types, and 1 or 2 boss types that spawn once the wave is reduced below a certain number. This keeps playing through the maps interesting, as the player doesn't see all the different ememies on the first map.

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hondobondo Author
hondobondo

yeah that last patch was for testing. there's a fix in the comments. yeah there are a lot of weapons. cutting down the weaps might be a good idea. the idea is boss monsters spawn when the player has achieved a certain number of kills.

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