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Hail, Patrians and C&G alike.
In wake of the recent activity slump in UAF, I have been working on a certain popular base and redoing it for the 3rd time in secret. To keep this thread from going into TL;DR material, I have a few questions for the community.
1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
2. Do you enjoy having variety in the weapons at a base?
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
4. How important are visuals to a base's experience?
In addition to these questions, it'd be fantastic if you could leave a few miscellaneous ideas.
As a final note, this project does not mean the RPG world in UAF is going away. Rather, an alternative is being made for people who do not enjoy raiding under those circumstances, like at Stonecarve.
Pro Patria!
~ThePhoenixDev "Tiber Vanderall" |
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
Small and fast paced with a variety of ways to help defend or raid the base (I.E. hotspots that aren't the terminal room that help in defending it)
2. Do you enjoy having variety in the weapons at a base?
Only if they're uniquely different and actually have separate purposes. I don't like seeing bland SMG #4 that has slightly less damage and slightly less fire rate than SMG #3
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
Free, though having a choice of them is usually the best
4. How important are visuals to a base's experience?
Don't care, as long as it doesn't lag me. |
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iiCarviarJoin Date: 2014-05-11 Post Count: 1255 |
I agree with legosonic, but is there anyway like you cant let anyone zoom out and see where the people are etc?
ᏞᎬᎶᎬᏁᎠ ᎥᎥᏟᎪᏒᏉᎥᎪᏒ |
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iiCarviarJoin Date: 2014-05-11 Post Count: 1255 |
Great
ᏞᎬᎶᎬᏁᎠ ᎥᎥᏟᎪᏒᏉᎥᎪᏒ |
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
I enjoy raiding bases where the weapons are fair (i.e. division weapons are meticulously balanced to prevent making defenses one sided) the choke points are reserved for the very last area of the base (i.e. the hallway leading to Kopervich's terminal), and it's possible to use terrain well enough to win with even numbers.
2. Do you enjoy having variety in the weapons at a base?
Absolutely. Division and high rank weapons, different types of guns, and free weapon pickups with the better weapons being closer to the terminal.
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
A free camera is fine.
4. How important are visuals to a base's experience?
Visuals are necessary in making a base enticing from the thumbnail— details mean little when you're more focused on the enemy. |
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hazimoJoin Date: 2008-09-03 Post Count: 1457 |
1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
small and fast paced. not too big, constant fighting.
2. Do you enjoy having variety in the weapons at a base?
no, keep it simple
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
free
4. How important are visuals to a base's experience?
on a scale 1-10, 3
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
tabula rasa
2. Do you enjoy having variety in the weapons at a base?
no. swords only
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
FPS
4. How important are visuals to a base's experience?
10 |
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
small fast paced
2. Do you enjoy having variety in the weapons at a base?
yes
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
fps
4. How important are visuals to a base's experience?
not very
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RW3eJoin Date: 2012-07-18 Post Count: 1516 |
1) Fairly large, but not to the point where it's laggy for the average player. Not everyone has a beast of a computer. It should also be reasonably fast paced, but not break-neck.
2) Yes.
3) Third-person, but zoomed out a fair bit. Free or OTS are fine.
4) Highly, but if lots of detail makes it lag, you've gone too far.
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
Small and multi dimensional combat
2. Do you enjoy having variety in the weapons at a base?
Yes, but there is only so much one can do to vary in weapon choice
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
Over-the-shoulder tbh
4. How important are visuals to a base's experience?
Not the most important but I'd rather raid a decently built fort as opposed to a 2011 fort
In addition to these questions, it'd be fantastic if you could leave a few miscellaneous ideas. |
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as long as it isnt laggy like red sandstorm im fine with it lol
dang girl, where you learn to wobby woo? |
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Kling2296Join Date: 2011-02-03 Post Count: 818 |
So Kopervich again? Can't create anything original? Not that Kopervich is bad, but it seems going back in time will only let you stay there.
Each breath could be your last. |
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
- Medium Scale and Objective Based. Like a bomb or domination system.
2. Do you enjoy having variety in the weapons at a base?
- There shouldn't be variety of weapons in a game, there should be only one gun with a sword.
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
- Free.
4. How important are visuals to a base's experience?
- It needs to be a fair looking base with advantages for raiders and defenders. Drop the RPG, no one likes it.
In addition to these questions, it'd be fantastic if you could leave a few miscellaneous ideas.
Remove the RPG idea, that is why we are dead. Bring back something like Kopervich. There shouldn't be a RPG fort, if you want that, make a RPG genre.
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Just make a smaller Red Sandstorm and I'll love you forever |
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1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
Small or medium sized, and a point capture system like at CSP's Straits or TCD's bases.
2. Do you enjoy having variety in the weapons at a base?
Depending on what the weapons are, sometimes. If they are selected in a class (Example being an Assault Rifle, Pistol, and Sword) it would work. But most bases usually just have one weapon and a sword.
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
Free aim.
4. How important are visuals to a base's experience?
They technically aren't that important but sometimes they can attract people to raid (Example being FEAR's Fort Alianor II).
In addition to these questions, it'd be fantastic if you could leave a few miscellaneous ideas.
An RPG base isn't the way to go. |
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5ancuJoin Date: 2015-12-31 Post Count: 6771 |
1. What constitutes a fun base to raid? Small and fast paced, large and "epic"?
Small and fast paced bases like Indigo II were a success just because of those characteristics. However, I don't believe we should be aiming for a base as small as Indigo II. The size of Kopervich was nice, perhaps even having it a bit longer. The terminal area of Kopervich was small, and it probably needs to be made bigger (not in height, in width and length).
2. Do you enjoy having variety in the weapons at a base?
Yes and no.
Yes; the weapons are very balanced, each of them have their own advantages. For example, you may have one assault rifle with a low fire rate, high damage output and average accuracy and another assault rifle with average fire rate, high damage output and low accuracy. In that way, you have different weapons but they all come out on the same level.
No; the weapons are unbalanced, similar to how the progressive weapon system has been at many previous TRA forts (specifically Rana and its predecessors).
It's self-explanatory, granting users the ability to feel an element of progression that takes them towards getting new, different guns, a wider variety of weapon classes perhaps, is the way to go. I would advise a system similar to Indigo II (in terms of unlocking the weapons, not the actual guns themselves). Perhaps even disregarding in-game server kills to unlock the guns.
3. What is your preferred camera angle? Free, FPS, over-the-shoulder, etc.?
Preferred camera angle? Changable, none of them should be forced. If I can change (freely) between Free, FPS and over-the-shoulder, I can adjust to whichever is best for certain situations.
4. How important are visuals to a base's experience?
Major importance, but the goal visually is to develop a style that, although not necessarily incredibly detailed (this does by no means mean a spam of flat surfaces, get those out of here, please), represents the clan, such as you might find with WIJ (Sable Industries only accepts applicants who can adapt to the "WIJ style").
Now, I know that throughout all of these points I have been referencing WIJ a lot, but it's because WIJ did all of these things right, which was why you saw their fort (well, technically outpost) on the front page for weeks after release, as well as remaining one of the most popular raid targets among clans for months.
"In addition to these questions, it'd be fantastic if you could leave a few miscellaneous ideas."
It depends on the fort you're going for. If you're going for a modern (urban, ofc.) city-esque fort, ### might want to make the beginning of the fort, where raiders spawn, a place where you have crashed, burning vehicles (cars, jeeps, tanks, perhaps even an odd plane or two), whereas longer into the city you have a barrier of barricades set-up, some with mounted machine guns.
For general miscellaneous, crates are always popular, but you might also want to think propaganda, flags with the UAF logo hanging off walls at an angle, etc. The ideas are limitless (although for a clan like UAF, you might want to remain within the realm of reality). |
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GqmblerJoin Date: 2010-07-29 Post Count: 10747 |
No rpg |
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