1 Reply Latest reply: Dec 30, 2011 11:30 AM by rpatto92 RSS

My Design Philosophy and Game Concept idea's

rpatto92

These are just some Ideas of my own which are still in development and everything is likely to change at some point and nothing is really set in stone.

If you would like to share some of your own ideas or thoughts on mine ideas, then leave me a comment or send me a Private message.


Design Philosophy and Game Concept


Everything in the game should be offset by itself and even by other options available there should be no exceptions to this rule. No part of the game should be entirely unrestricted and should require play input any exception shouldn’t affect players. Nothing is free or without consequence.


Acts/tactics which are deemed to be fair will benefit players and unfair acts are punished to both deter and encourage the player and help them improve.


Players should have a karma rating that’s influenced by player’s judgment of your play style, players ratings are shielded from direct player to player influences as they’re limited by the system, other influences are determined by the players use of in game items/perks. The difference between good and bad items/perks is set by what player’s think of them “overpowered and handicapped” Play styles are listed, created and rated by players as good or bad though the game website the most common styles are given as. The system that prevents direct votes of player’s karma is set up by comparing the player’s judgment to their last game and a percentage is given for the accuracy of a player’s judgment. In other words judgment of other only counts if they true, so players can’t spam or miss use the system repeatedly judging other badly will affect your own karma rating.


Karma rating will carry over into actual game play, through handicapping or boosting items/perks which are under/overpowered. Adjustment will be made by lowering or rising of the time between player operation and actions this will have limited effect but should increase based on players rating or moderator’s actions.

Introducing this system into the game would be difficult to get right so in order to prevent mishaps a beta trial should be run in different game modes on the pervious and existing titles this should move from mode to mode to limit its impact until this system is fully certified.


 

 

Ranking up System


Before entering online you will take part in three spec ops missions against other players in spec ops or entering multiplayer, the outcome of these missions will determine your combat training assistance and your game handicap; putting you in lobbies of players at your level your first game will give you a taste of everything to offer in multiplayer with quick fire game modes and a gun and perk run through.


Player will have several choices to make before entering multiplayer as part of their prestige agreement; which will be revised after every willing prestige. Option one, Force Prestige; will forces you to prestige after reaching max rank but you’ll be able to keep your weapon unlocks, but unlocking items will slow your progression to the next rank, although your current rank will never decrease. Option two Old School; allows you to rank up in the traditional way accept you can keep all of the titles emblems and gun challenges you earn. Option three doubles your XP for the whole prestige but items will cost double the price, you can also decide to buy all of your titles, emblems camo’s. All option will force you to prestige eventually but option two and three allows you to stay at your max rank for as long as you have items to buy, once you’re sold out you’ll only have until your XP reaches the limiter.


XP is still required to rank up and prestige. Unlocking items requires you to spend experience points you have earned in game, although spending points will not slow your progress or de-rank you. Items are scaled by their cost; using certain classes of items will decrease the cost of the items within that class. Unlocking perks and proficiency will be a lot different than usual; as your first three perks and first proficiency will be unlocked based on your play style while progressing to create a class, every perk and proficiency will then be unlocked through a series of related challenges designed to teach the player all he needs to know about the game, such as performing certain skills without the use of a perk. Perk and proficiency scaling will be achieved by the magnitude of each challenge and the players play style.


 

 

Idea for game mode

 

 

Pro’s Vs. Joe’s and Handicap

 

DESCRIPTION: These game modes don’t rely on its own set of rules as such, it’s more of a playlist which has an over reaching theme that applies to all other modes within the playlist.


 

Pro’s Vs. Joe’s or J.I Pro’s

This game mode will automatically handicap the best players and put them into equally shared teams of Joe’s and Pro’s. Players are split by putting the best Pro against the worsted Joe, Pro on A team, Joe on B team and the second best Pro against the second worst Joe, Joe on A team Pro on B team alternating an so on, parties are also split up. Microphones are activated on opposing teams; so you can choose to speak to your enemy’s.


OTHER INFO: Games can have 6 to 18 players, teams count is based on how many players are in the lobby at the beginning of each game, matches set and lock teams in the game count down at: teams of 3, 4, 6, 8, 12, and 18. Once the match begins players are locked in unable to leave until the game ends, shutting down mid game, or quitting will forfeit you a loss and damage your all time score. This is to keep the teams balanced and set at an amount. Game time/score is set based on the game mode and amount of players in each match.


 

Handicap

This game mode will automatically handicap the best players and put them into random shared teams of Joe’s and Pro’s. Players are not split up and parties can join, individuals are simply listed as a Pro or as a Joe; the effects of this determine how the players are rewarded. Microphones are activated on opposing teams; so you can choose to speak to your enemy’s.


OTHER INFO: Games can have 6 to 18 players, teams count is based on how many players are in the lobby at the beginning of each game, matches set and lock teams in the game count down at: teams of 12, 16 and 18. Players will not be locked into these matches but leaving will cause them to fall forfeit. Game time/score is set based on the game mode and amount of players in each match.


 

Game Settings (includes both); Pro’s will automatically receive double experience  points and attaining your average streak will give players a score multiplier doubling upon each kill, Pro’s interaction with objectives will be decreased by a percentage of their success rate; capture times are lengthened, plant times, defuse times etc. Times are determined by how often Pro’s play the objective in regular matches; the better you play the more as a Pro’s you’re handicapped. Joe’s will receive more point for being team players; taking objective will give them extra point based on the difference between them and their static rival, these point will also count towards their game effort. If killed by players statically higher than you your death will not count and your streaks will not end. If killed by a player statically lower than you, deaths will count streaks will end and the points they earn will be taken from you. Players will receive less XP for killing players statically lower than them and more for players statically higher than them. Work directly with a player on your team who’s statically lower than you will earn you extra points.

 

 

Perks and Proficiency Multipliers

 

 

The place of Perks of Proficiency Multiplier in my design concept is that all P/PM’s aid or enhance players pre-existing abilities or give the player new abilities which either depend on players inputs or are limited by variables within the game including a players fatigue.

 


 

Perk categories

Circumstantial Constant: Hidden, Infiltrate, Blast Shield, Tactician (requires opportunity or circumstance)

Player Activated: Hardline, Bandolier, Recon, Bomb Tec, Marksman (requires outside influence)

Proficiency Multiplier: Sleight of Hand, Quick Draw, Steady Aim, Stalker, Dead Silence and Extreme Conditioning (multiplies your inputs)


Keeping things fair: anything deemed unfair, unjust by the community or strikes without consequence or a chance taking control out of the hands of the players should have no negative effects on the player on the receiving end.

 


Gear

Choose from an extra primary weapon, extra attachments or weapon balance.  (Choosing extra weapons or attachment will affect fatigue)        

Over-Kill: Allows player to select an additional primary weapon. You may select two attachments and specific weapons types can be held akimbo when using either a butt stock or shoulder strap on both weapons.

 

Additional Attachments: Allows up to four selections overall. Attachments may not conflict and each selection made counts towards the player overall weight and will partly determine their movement speed and fatigue.

 

Slot 1: scopes/sights (Up to two attachments dependent upon gun and conflictions)

Slot 2: under-mounted/barrel/fore grip/ bi pod (Limited to one)

Slot 3: clips/cartridges/magazines (Up to two attachments dependent upon gun and conflictions)

Slot 4: holsters, straps and gun stocks. (Up to two attachments dependent upon gun and conflictions)


 

Ammunition Types

(Note Ammunition types are specific to weapons and one selection per class)

 

Full Metal Jacket: available for all guns

(Increases bullet damage to outer limbs; legs, arms and head with one less bullet to kill)

 

Armour Piercing: available for all guns

(Bullets loses 20% less effectiveness through surfaces)

 

Tracer: available for Assault Rifles, LMG’s, Sniper Rifles

(Leaves a trace of each bullet, can set environment on fire which can cause damage for 10sec at 10% damage)

 

Incendiary: LMG’s, Shotguns, Sniper Rifles

(Causes fire damage to target after being hit 0.10 of a second)

 

Explosive: Shotguns

(Causes splash damage 360`around impact at 5% has a minimum destination range)

 

Blended Metal: Sub Machine Guns, Shotguns

(Gives each bullet minimal spread damage to players directly behind a target at 10%)

 

Hollow Point: Sniper Rifles, LMG’s, Assault Rifles

(Causes wounds to last 5% longer or target takes 5% longer to recover)

 

Rapid: Sub Machine Guns

(Increases the rate of fire)

 

Grenade Launcher

Ammunition

(Minimum 14 meter arming range)

 

Standard round:

(Standard blast radius)

 

Air Burst:

(Detonates above nearest target)

 

Penetration:

(Projects through targets with 5% damage impact but haves a smaller blast radius)

 

Smoke:

(Large 8 meter radius coverage)

 

Flare:

(Lights area bellow and is almost blinding on ground)

 

Night Flare:

(Raise light levels significantly when wearing night vision goggles, using inferred light)

 

Eagle Eye Camera:

(Gives overhead view of map for 30 seconds and directional targets on min map but only in Camera’s coverage)


 

 

Proficiency Multiplier

 

Proficiency Multiplier: Sleight of Hand, Quick Draw, Steady Aim, Stalker, Dead Silence and Extreme Conditioning (multiplies your inputs)

 

Players can select up two three Proficiency Multipliers: Sleight of Hand, Quick Draw, Steady Aim, Stalker, Control, Close Combat, Target and Extreme Conditioning. (All Proficiency Multiplier are affected by fatigue and or by player input)


 

Sleight of Hand: cock, reload and retrieve weapons faster

 

Quick Draw: ADS, recover and toss grenades faster

 

Steady Aim: increased hip fire accuracy and reduced weapon sway whilst ADS

 

Stalker: move and turn faster whilst ADS

 

Hardened: maintain stability whilst taking fire and reduced weapon kick

 

Close Combat: recover from knife usage automatically and use gun butt when ADS which gives you greater reach

 

Target: gives weapon extra range and allows you to hold your breath whilst ADS to stop weapon sway

 

Dead Silence: significantly reduces all player movement and turn off all player callouts

 

Extreme Conditioning: sprint for longer, climb faster and feel the effects of fatigue less


Perks

 

Player can choose one perk from each tier.

Circumstantial Constant: Hidden, Infiltrate, Blast Shield, Tactician (requires opportunity or circumstance)

 

Player Activated: Hard-line, Bandolier, Recon, Bomb Tec, Marksman (requires outside influence)


 

Tier 1:

 

Hidden: Hides you from enemy automatous streaks

Pro: invulnerable to counter UAV, EMP and jammer

 

Bandolier: pick up and carry extra ammunition

Pro: start with one additional piece of equipment

 

Recon: Paints enemy targets on the mini map and H.U.D when hit with explosive damage

Pro: Targets hit with bullet damage appear on the mini map

 

 

Tier 2:

 

Hard-line: one less kill to achieve next streak

Pro: reroll air drops, 20second extra for A.I streaks or deploy one extra flare for player controlled streaks

 

Blast Shield: increased explosive tolerance

Pro: reset the fuse on any lethal grenade, delays trip mines, and higher tolerance to fire damage

 

Marksman: enemy ID tags appear from a greater distance

Pro: Reveal enemy’s using Infiltrate on your H.U.D or player controlled streak

 

 

Tier 3:

 

Infiltrate: changes enemy cross heirs and player controlled streaks to friendly

Pro: Invisible to UAV and hand held radar (running and shooting will cancel out effect)

 

Bomb Tec: detect enemy equipment

Pro: steal enemy equipment and switch traps

 

Tactician: drop damage is significantly decreased

Pro: maintain the use of your weapon on the hip whilst placing one handed pieces of equipment, calling in streaks and throwing grenades

 

 

Unlocking System

Perks and Proficiency Multipliers


Each Perk/Proficiency Multiplier or P/PM will have its own level of proficiency; gaining 100% proficiency will unlock that P/PM. All P/PM’s will be scaled to unlock based on your rank, although this will not fully determine when you unlock each one.  Each P/PM will have an unlock level that at level one will be seemingly impossible, the effort taken to unlock each P/PM will be scaled according to the rank it’s intended to be unlocked at, as the player nears closer to the intended unlock level the effort required to reach 100% proficiency will reduce dramatically; so in other words you can unlock P/PM’s early but the effort required to do so will be much greater in order to prevent anyone from being able to have everything unlocked by rank 10.

 

Plus once players have reached the intended unlock level the amount of effort required to unlock the P/PM will decrease from its intended level until it reaches zero, at which point the P/PM will automatically be unlocked just shortly after passing the intended level; so to clarify you won’t be able to ignore the unlocking of P/PM’s as they will eventually unlock without the players input, idea of this being so players can focus on the things they want to unlock first, help them to understand  how certain game mechanics work/how best to use them and also to avoid putting the players in a situation where they have to play catch up in order to unlock all P/PM’s.

 

 

Proficiency Multiplier

 

Proficiency Multiplier: Sleight of Hand, Quick Draw, Steady Aim, Stalker, Dead Silence and Extreme Conditioning (multiplies your inputs)

 

Players will unlock their first Proficiency Multiplier based on how they played in the introduction to multiplayer; so keeping on top of your reloads will unlock Sleight of Hand, aiming whilst moving, reacting quickly, being accurate, kill whilst taking fire, melee, holding your breath, moving silently and just running about  will all determine which Proficiency you first unlock.


 

 

Sleight of Hand: Picking up weapons, reloading regularly and using the systems to reload faster will determine unlock

 

Quick Draw: The quicker you react and lock on to targets or the more grenades you toss will determine unlock

 

Steady Aim: How accurate you are and how often you use hip fire will determine unlock

 

Stalker: Turning to assault enemy’s or walking whilst aiming will determine unlock

 

Hardened: getting kills whilst taking fire and controlling your weapons fire will determine unlock

 

Close Combat: Using your knife in the right situation and switch from gun to knife and back will determine unlock

 

Target: Hitting long shots and holding your breath when necessary will determine unlock

 

Dead Silence: Using crouch walk and sneaking around the enemy held potions will determine unlock

 

Extreme Conditioning: Using sprint to your advantage and controlling your level of fatigue will determine unlock


 

 

Perks

 

Circumstantial Constant: Hidden, Infiltrate, Blast Shield, Tactician (requires opportunity or circumstance)

 

Player Activated: Hard-line, Bandolier, Recon, Bomb Tec, Marksman (requires outside influence)

 

Players will unlock their first three perks based on how they played in the introduction to multiplayer.


 

 

Hidden: Avoid being killed by streaks and or shoot down enemy streaks

Pro: Destroy or shoot down enemy Counter UAV, EMP and jammer and or counter there affects

 

Bandolier: pick up enemy weapons and or collect ammo

Pro: Make the most of your equipment; by detonating it in other ways and scoring kills or hit marks or use it in taking out other pieces of equipment or streaks

 

Recon: Enter building or dangerous area’s leading with a grenade or tactical grenade; score hit marks or kill inside buildings, near objectives or conflict areas

Pro: Apply covering fire over friendly positions or into objectives; firing near to objectives or passed friendlies towards the enemy

 

Hard-line: Achieve multiple kill feeds and earn streak within quick succession

Pro: Share air drops with friendlies, shoot enemy players whilst they attempt to destroy friendly air support last as long as possible to in player controlled streaks

 

Blast Shield: survive or avoid lethal explosions

Pro: pick up and discard enemy equipment and escape or survive tripping enemy equipment

 

Marksman: identify enemy’s targets by aiming down sights at them

Pro: identify or kill enemy targets using Infiltrate

 

Infiltrate: Get close or kill enemy’s whilst near other enemy’s and infiltrate and stay close to enemy objectives

Pro: Stay motionless inside building or shot down enemy UAV’s or advanced UAV’s

 

Bomb Tec: Destroy or set off enemy equipment without getting killed

Pro: Sabotage enemy equipment or care packages; hold square or X and press the direction pad

 

Tactician: Drop from dangerous heights crouching before hitting the ground to prevent death 

Pro: Use triangle or Y to cancel animations in order to achieve kills and stay alive