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Wed 01 Jul 2009, 04:14
s3rius wrote:
Edit: I took 4 digits per saved item. If you consider the possible signs (a..z,A..Z,0..9) we got 62 of them. If we got a max. of 61 possible items we'd only need a single digit. With 2 digits we could already save one out of 3843 different items. With 4 that'd be.. 16777215 ^^
ONLY 16777215. Then I'm gonna need AT LEAST 12digits per item. Then I can at least have 3226266762397899821056 different items. Which might prove to be enough.
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Wed 01 Jul 2009, 11:56
s3rius wrote:-armorload fT34gt This code just contains a shotgun (and required information to make the save code save)
-armorload fT34gt-aHrZ We add our Sniper Rifle..
-armorload fT34gt-aHrZ-1337 .. and the pricey hand bag.

Edit: I took 4 digits per saved item. If you consider the possible signs (a..z,A..Z,0..9) we got 62 of them. If we got a max. of 61 possible items we'd only need a single digit. With 2 digits we could already save one out of 3843 different items. With 4 that'd be.. 16777215 ^^

thats right, however i think each player should be limited to like 2 or 3 armoury loads per game cause then noone maxes out the inventory straight away with weapons and armor and has to ditch something mid game if they find something better.

also if you implement a weapon upgrade system that when the player holds 2 items in the inventory and they combine into one weapon, that weapon is still only 1 code and gives you all the benefits of the upgrades, not like 5 different load codes for items that take up all of your inventory.
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Wed 01 Jul 2009, 12:10
Yea, I guessed that you'd need somewhat around 3226266762397899821056 items. How stupid of me to think something else.


Well, I thought IOTD might have more than 6 inventory slots per hero. There's a number of great inventory systems out there. Maybe having a bag to store items in.
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Wed 01 Jul 2009, 16:26
You find a bag in game it gives +6 inventory because everyone can always use extra inventory. Also you might put armouries in game one for each player and when they load their code all the items that they have are plopped into their armory this way it let's the player really see what they have. Rolling Eyes All Weapons have biometric ID Tags so that other players can't use your weapon so there will be no item trading/spamming etc
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Wed 01 Jul 2009, 22:46
Yea, loaded items can not be used by other players or you could simply dublicate them..(Biometric ID sounds pretty cool for that).

Btw, I thought of my "armory" as some sort of extra inventory. You'd have all your loaded items in there no matter if you can use them or not. Then you can drag 'n drop some of these items into your hero's inventory. So even if you got a load code with 3226266762397899821056 (that would be one item of each type xD ) you can still chose which item you want to give to your hero.
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Wed 01 Jul 2009, 22:49
Like a text menu? or just a "unit" that has all your equipment that follows you or is stationary... say you load and there is a "shop" with all your loaded stuff?
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Wed 01 Jul 2009, 23:12
More like a unit. Like this:
[IOTD] Suggestions - Page 2 Spells11

You could even make the inventory display on-screen.
Sorta like this:
[IOTD] Suggestions - Page 2 Spells10
(but that's quite a bit of work Razz)
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Wed 01 Jul 2009, 23:22
Ah yes ok I see what your talking now. yea good system
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Sat 04 Jul 2009, 03:24
ok i know sh* all about how to make codes, but if the weapons you could save then had upgrades that made them all the better, wouldnt you need to like triple or quadruple the amount of numbers you needed for the load code lol?
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Sat 04 Jul 2009, 04:04
Big_Red wrote:ok i know sh* all about how to make codes, but if the weapons you could save then had upgrades that made them all the better, wouldnt you need to like triple or quadruple the amount of numbers you needed for the load code lol?

Well as s3rius mentioned earlier that 4 digits per item would result in at least >9000 different items that would be no problem as I don't plan to have >9000 different items on my map.
So lets say if you have an MP5 that you mod in your favorite flavors.
  1. MP5: Silenced
  2. MP5: Scoped
  3. MP5: Extended Magazine
  4. MP5: Scoped Silenced
  5. MP5: Extended Magazine Silenced
  6. MP5: Scoped Extended Magazine
  7. MP5: Silenced Extended Magazine

Sure that are a lot of different combinations.
But let say that there are in the final version 25 different weapons and 7 different versions of them it would only result in 175 different items.
Sure, sounds a lot on paper but in the end if you take some simple math and takes >9000 -175 you'll end up with still >9000.

Unless you'd actually get the result of the calculation to -168 that would be a whole different deal.
and if you don't get that joke you probably never will. And I won't explain it as it is inappropriate for this place.
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Sun 05 Jul 2009, 04:04
ok but you are more likely to have a figure of around 8 - 10 different variations for each weapon (i can definately think of things other than just scope and silencer) so you would average more around the 250 - 300 mark i think.

and this is just considering weapons etc.

since you have much space left to manuvere with item wise, then you might want to look into passive - items themselves, stuff that gives you a more personal edge over the battle.

like weapons increase everything atacking wise, but passive items that would increase health, armor, regen, mana and all that.

ALSO, if you are going to implement this weapon loading system and such, is there going to be a limit the amount of weapons and/or special items that you can use in one game? is true that combining all your upgrades into one weapon would mean you only have to have 1 inventory slot in use, but looking at the other weapons that could be used if you dont implement a limit on the weapons that can be used at one time by the player, you will end up with a loaded inventory and no space left to pick up items in the game.

*EDIT*

also, take into account the possibility of different types of a single item, like an ACOG scope as opposed to a DOT scope, you could have either a DOT scope or ACOG scope for the same weapon with each item doing different things.

NOTE: dont you dare call it a silencer in-game lol call it a suppressor fgs, sounds so much cooler lol

(also if you are looiking to implement savable weapons/items, it would be nice to get up a list of each weapon and possible upgrades to it so you can get an idea of how many things you would need and people could offer ideas or reprimands to the list)
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Sun 05 Jul 2009, 13:08
Yea, there's a lot of variation you can have:

[IOTD] Suggestions - Page 2 F410

Just to name a few of them.
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Mon 06 Jul 2009, 03:09
haha yeah but you obviously wouldnt have individual parts for individual weapons, you would have rather global items.

just for the sake of it, off the top of my head i came up with a list of possible WEAPON upgrade items:
- DOT Scope - *NOT SNIPER RIFLE* small range increase, small - med LOS vision increase
- ACOG Scope - *NOT SNIPER RIFLE* med range increase, small LOS vision increase
- SWSFA Rifle Scope - *SNIPER RIFLE ONLY* high range increase, med vision increase, med chance to crit
- Muzzle Suppressor - small range reduction, small damage increase
- Laser Sight Atachment - small damage increase, med chance to crit
- Fore-grip - *NOT SNIPER RIFLE* - small range increase, small damage increase, small chance to crit
- Retractable Rifle Stand - *SNIPER RIFLE ONLY* small damage increase, small chance to crit
- Flashlight Atachment - med LOS vision increase
- M203 Grenade Launcher Atachment - *NOT SNIPER RIFLE* underbarrel grenade launcher to blow the f* outa the zombies with a grenade ofc
- U-B Match-Lock Atachment - underbarrel Shotgun to kill with more care (MAYBE MAKE AN ALLOWANCE FOR SNIPER RIFLE HERE)
- Extended Magazine - increases clip size (relative to class)

and thats what 11 upgrades and not all of them are applicable to all classes which makes it like 7 upgrades sniper rifle compatible and 9 upgrades for other weapons. also adding the unbarrel shotgun and grenade launchers removes the need for savable shotguns and GL's etc (unless one of the classes has a base weapon of a shotgun lol)

And then you could have some saveable items too more for the other non-combat classes to make them more interesting and fun (medics engieers etc):
- Surgical Kit - *MEDIC ONLY* restores a large amount of health over time, cures fractures and bleeding (doesnt cure infection), unlimited use but has large cd (target cannot move while under its effect)
- MI-Tac PDA - *MEDIC ONLY* Tactical Medi-com Interface, displays on the screen all players with health/ailments/movement speed/pings location (click to use)
- CODEC Com-Link - *ENGINEER ONLY* CODEC Comunications Network, periodically pings on the minimap where allies are (OR) give each player sight of one another (you could reduce the LOS visiblility around the other players so that you would only see just their character not their surroundings)
- Riot Armor (Low Rank required) - Average military combat suit, small armor increase
- Bio-Boosted Armor (Med Rank required) - *NOT SCOUT/SNIPER* Customised military combat Suit, med armor increase, small chance to dodge
- Full Body Combat Suit (Officer Rank required) - *NOT SCOUT/SNIPER* Advanced military officer's combat suit designed by SOCOM Ops, large armor increase, med chance to dodge, reflects 10% damage
- Sneaking Suit (Med Rank required) - *SCOUT/SNIPER ONLY* Specilised body suit for military ops, small armor increase, small movement speed increase
- Octo-Camo Suit (Officer Rank Required) - *SCOUT/SNIPER ONLY* Advanced officer's sneaking suit designed by FOX Ops that mimicks it surroundings to avoid detection, med armor increase, med movement speed increase, "Mimick" ability that gives complete immobile camoflage, but can be seen by certain unit types (just use shadowmeld and rename it lol)

i thought of adding another item in there to be used only by the radio-man/observer equivalent (if there is one) that calls in artillery/airstrike support, but where would it come from lol? perhaps the boat has some shelling capabilities that could be used in this case??

yeah thats what 8 items, and some of them you could use as the class' abilities and would have less items, but i think it would make the game more interesting for the classes like engineer and medic if you had some special items for them to look out for.
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Mon 06 Jul 2009, 04:13
Big_Red wrote:haha yeah but you obviously wouldnt have individual parts for individual weapons, you would have rather global items.
and thats what 11 upgrades and not all of them are applicable to all classes which makes it like 7 upgrades sniper rifle compatible and 9 upgrades for other weapons. also adding the unbarrel shotgun and grenade launchers removes the need for savable shotguns and GL's etc (unless one of the classes has a base weapon of a shotgun lol)
First of, 9 different addons for each weapon (not counting sniper) will need me to make 730(Unless my math is fucked up,(It wouldn't surprise me if it is since I turn of my brain during summer vacation)) different items for each weapon. That would take ages to make and would add a huge amount of size to the map.
So that's a NO. And also, I think you should play the map once before you come with more ideas. (I don't mean that they are bad or anything, Just that you don't know what is actually going on in it.)
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Mon 06 Jul 2009, 07:30
you used ALL purchaseable weapons in your calculation mate.
as i understand it the reason you have to purchase guns at the start is cause you cant atack anything without them + ammo and you complete mission that give you gold etc to buy more guns and more ammo etc. (if thats wrong then let me know lol)

my idea of saveable items (as i mentioned beffore) is based around the idea of certain hard to find, extremely valuable items known as Uniques. these unique items consist of 4 - 5 unique weapons, a number of atachments and upgrades to these weapons and a number of saveable unique items such as armor. the weapons themselves DONT allow you to atack anything as such, but rather give you stat bonuses such as damage, range, LOS vision and critical hits etc.

ok i sat down and calculated it on excel lol just using my atachment ideas as the basis for this;
4 - 5 unique weapons (lets go 5 and say, 2 Different Assault Rifles, 1 Machine Gun, 1 Sniper Rifle and 1 Shotgun for the hell of it lol)
Assault Rifle - i calculated 59 combinations for 1 assault rifle so that makes it 118 for 2
Machine Gun - i calculated 23 combinations
Sniper Rifle - i calculated 29 combinations
SHotgun - i calculated 33 combinations
all up thats only 203 items you would have to make for 5 weapons.
then add the armor i suggested
203 + 5 armors is 208 items and then add the other items is only 211 items to make all up.

211 is alot smaller than 730 lol and probs leaves room to add more too.

and im watching the forums closely so that i can jump in the next chance i get lol
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Mon 06 Jul 2009, 18:45
Big_Red wrote:you used ALL purchaseable weapons in your calculation mate.
as i understand it the reason you have to purchase guns at the start is cause you cant atack anything without them + ammo and you complete mission that give you gold etc to buy more guns and more ammo etc. (if thats wrong then let me know lol)

my idea of saveable items (as i mentioned beffore) is based around the idea of certain hard to find, extremely valuable items known as Uniques. these unique items consist of 4 - 5 unique weapons, a number of atachments and upgrades to these weapons and a number of saveable unique items such as armor. the weapons themselves DONT allow you to atack anything as such, but rather give you stat bonuses such as damage, range, LOS vision and critical hits etc.

ok i sat down and calculated it on excel lol just using my atachment ideas as the basis for this;
4 - 5 unique weapons (lets go 5 and say, 2 Different Assault Rifles, 1 Machine Gun, 1 Sniper Rifle and 1 Shotgun for the hell of it lol)
Assault Rifle - i calculated 59 combinations for 1 assault rifle so that makes it 118 for 2
Machine Gun - i calculated 23 combinations
Sniper Rifle - i calculated 29 combinations
SHotgun - i calculated 33 combinations
all up thats only 203 items you would have to make for 5 weapons.
then add the armor i suggested
203 + 5 armors is 208 items and then add the other items is only 211 items to make all up.

211 is alot smaller than 730 lol and probs leaves room to add more too.
and im watching the forums closely so that i can jump in the next chance i get lol

Alright, sure 211 is a lot smaller than 730. But still a lot. but still, doable. So I got this awesome idea. Since you're so much into my map. Would you like to actually help out making the map? Even if you have little or no experience I can make the core items for these and you'll just copy them and modify them enough for each modification.

s3rius: I took the freedom to remove your double post which consisted of nothing but the above quote.
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