Yo Quiero Weapons!
Posted: 11 September 2008 04:29 PM   [ Ignore ]
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Understandably so, Plain Sight uses a primary weapon: swords. HOWEVER, I believe once or twice on the banner, I’ve seen a robot with what looked like a staff or cudgel on his back? Are we going to be able to change and choose our melee weapons?! Can we get a preview clip of the selection matrix?!?! ‘Fess up, Beatnik!!! tongue.png

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Posted: 12 September 2008 11:13 AM   [ Ignore ]   [ # 1 ]
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Weapons

Yes, good question. There may be different weapons available but they won’t have different strengths. If they did then it will introduce a new level of character balancing that our packed schedule has very little room for.
Cheers
Hin

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Posted: 07 October 2008 03:51 PM   [ Ignore ]   [ # 2 ]
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I want to beat people up

I want to beat people up with a large cod!

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Posted: 13 October 2008 11:55 AM   [ Ignore ]   [ # 3 ]
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Honour

Yeh, some sort of projectile attack could be something we look at in the future, but the robots would lose their blade wielding honour if they were forced to shoot guns! Let them master their swordsmanship first, and maybe new abilities might pop up in time. Don’t worry, any that do will have lots of flashy colour accompanying them. We enjoy flashy colour.

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Posted: 28 October 2008 03:02 AM   [ Ignore ]   [ # 4 ]
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Weapons with equal strengths

Weapons with equal strengths is fine with me, I’m all for looks and skill.

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Posted: 29 October 2008 08:06 PM   [ Ignore ]   [ # 5 ]
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Oh, great. Now I’m totally

Oh, great. Now I’m totally imagining a robot with a scythe. Which would be awesome.
And of course, why limit it to just one kind of sword? I’m definitely looking forward to what you guys will do with this.
Weapons all having the same strengths if fine. It’s all about how cool you look when killing someone n.n
However, as a serious fan of complexity, if it were possible to make different weapons affect gameplay differently, differing ranges, ability to block, speed of attacks, how they affect your movement…
Projectile attack, and maybe even weapon-based specials based off of how many points you have with a cooldown and perhaps even a point cost might all be really cool, but, yeah, it would be a ton of work and would create a lot of balancing issues. n.n

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Posted: 03 November 2008 03:33 PM   [ Ignore ]   [ # 6 ]
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Might work for a different game-type

Having a distance or more powerful attack could work in a One vs All game mode.
A Ninjahunt game-type could give all but one of the players a rocket launcher (slow projectile, long reload) which automatically fires at the sword-wielding ninja player, leading the target so that the ninja must evade. Only the ninja can score, kill the ninja to be the ninja. - This game-type will force both the hunters and the hunted to use the terrain to stalk and to evade. Jumping up high may give you a better shot with the RL but without the dash ability and the long reload the ninja just has to wait for you to fall close to him. Likewise a ninja who who double jumps and dashes needs to make sure they’re not left hanging out in the open.
Or you could switch the odds and have all but one as ninjas and give one guy a machine gun. High rate of fire, auto-targeting the nearest ninja, fast (but not too fast) projectiles, no dash. The MG will not re-target until the button is released. Ninjas can block the bullets but it will knock them back. - In this mode the MG player wants to be in the open, whilst the ninjas need to use cover and attack in groups. Might work better with teams of two, each trying to kill two MGs, kill both and your team gets the gig. Share the kills with another team and you settle matters in the traditional manner, a 2v2 face-off.

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Posted: 14 December 2008 10:10 AM   [ Ignore ]   [ # 7 ]
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too complex

@LadyAurin
The problem I see with that is that it could possible make the mechanics to complex for such a simple game from my perspective.  By simple I do not mean dull and horribly thought out, but simply that the game looks to be easy to play.  By adding special bonuses from different items you get it would almost make the game less hectic (which is what I think beatnik wants) because players will be thinking about ok this guy has a fast weapon but I have the reach so if I time it right . . . This could create to much thinking (almost) and create too many different styles of play imo. 
What I am trying to get at is that the game from my perspective looks simple, easy, and fun to play and that there should be different weapon models.  By adding to many aspects to it, it could create a frustrating experience.
~Jonathan (mauler)

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Posted: 24 December 2008 10:55 PM   [ Ignore ]   [ # 8 ]
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A different direction

Lets just fess up, we all want kick ass guns to be shooting while flying around the level.  Thing is, that’s not what this game is about and to suggest(demand is too harsh word) that guns be brought out before the beta is even fully fleshed out is a reach.
So, if the developers have time and want to implement a “gun esque thingy” without completely wrecking the experience they could go the route of distraction.  Just code a gun that shoots colour and is used more as a distraction weapon.  If you made a “hit” paint the opponent in a different colour you have found yourself a game people could play on servers separate from any rules or mechanics imposed.  Zero damage inflicted and no change in gameplay except with the addition of more lines of colour arching throughout the gamespace.
I don’t know if that would wreck the sweet balance you guys have struck but that’s the solution that popped up in my head.

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Posted: 25 December 2008 10:32 AM   [ Ignore ]   [ # 9 ]
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there are a few arguments

there are a few arguments against including guns in this game:
1) we’re already using a fair number of buttons and we’d need to add at least one more for a gun (firing, targetting, switching targets) which could just become too much bother
2) it would indeed massively disrupt the balance of the game unless, as you say, it was a non-damaging weapon, but then why bother? It would almost certainly be many times easier to create an entirely different mechanic for, say distractions, without needing to include a gun.
3) it just goes against the whole aesthetic that we’ve built up of it being an uncomplicated game about robots with swords. There is such a thing as ‘overworking’ an idea.

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