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General Discussion / Trench Warfare 3.0 Development
« on: September 29, 2012, 05:16:08 PM »
The Trench Warfare server I host is probably the first with lava. It's also by far the longest-running server I've ever had. However, it's dying. So I've decided to breathe new life into it with a much-needed design overhaul. However, I don't want this to be a closed update like so many before, because perhaps you have some ideas about how to make it better than before.
So here's a list of the features planned to be included by the time I have the open beta for the server.
Regeneration (Player)
Undoubtedly, frequent players to the previous iterations will have noticed an "irritating white flash". This signifies a slow regeneration of the player's health. This was and will be an important design feature, as it allows you to recover from hundreds of wounds which could easily kill you cumulatively, as long as you lay down and rest every so often. The flashing is gone but the regeneration remains.
How it works: High health = faster regeneration. Low health = slower regeneration. This is to motivate you to take some time out after hard fighting.
Health Levelling (Client)
In 3.0, all players start with 80 hit points, as opposed to the default 100. However, if you take a certain amount of damage without dying, you can increase your HP max, up to a cap of 350. (That's 11 gun bullets/3 sniper shots without dying.)
However, without regenerating between fights, you can only get up to the default 100. This is quite deliberate.
Shop (Client)
While in their home base, players can buy weapons, gadgets, and ammunition for score points (one kill is five points.) Weapons and gadgets are permanently owned but must be equipped, while ammunition is expendable but far cheaper. Grenades count as expendable ammunition.
Battery (Client)
The battery powers certain types of gadgets, such as jet boots (which also require fuel and drain stamina like a bitch) and radar (yes, I did just say radar.) It's also required for speaking. You can spam the chat as much as you like for a (short) time, but then your battery will be dead, baby, dead.
Stamina (Player)
Players can now only go so far before having to stop. While stamina regenerates (in the same manner as health), running and jumping too much can leave you a sitting duck on the battlefield. Try dodging side-to-side instead of vertically. (Stamina can be restored far more quickly while sleeping on a bed.)
Fatigue (Client)
Even if you stop to let your stamina regenerate for a bit, you can only go so far. Fatigue slowly fills up the stamina bar, depriving you of precious stamina. The only way to get rid of fatigue is to sleep on a bed. However, it takes several complete regenerations of the stamina bar for this effect to become signifigant. There is a fatigue maximum of 90, leaving you with just 10 stamina. You can get from the spawnpoint to a bed on that much but not a whole lot further.
Fuel / Ore (Client)
Fuel powers things like the jet boots or the superjump. It must be converted from Ore to be useful. However, converting Ore to Fuel requires a slight battery charge, which can be signifigant if you also have large amounts of battle gear running. Ore must be mined from the Underworld.
Mana / Energy (Client)
Mana allows you to cast both helpful spells on you and your allies as well as harmful spells on your foes. Like Fuel, Mana must be converted from Energy. The difference is that it doesn't require battery to convert, or any other of your stats. Mana-powered flight is possible but cannot last as long as jet boots unless you put signifigant effort into it.
Suggestions? Comments? Concerns?
Post here or PM me.
I'd definitely like suggestions for weapons, store items, and magical skills.
If any pixel artists are willing to work with me on this I'd definitely appreciate your skills.
EDIT: Using cyan for the Mana / Energy title makes it nearly unreadable.
So here's a list of the features planned to be included by the time I have the open beta for the server.
Regeneration (Player)
Undoubtedly, frequent players to the previous iterations will have noticed an "irritating white flash". This signifies a slow regeneration of the player's health. This was and will be an important design feature, as it allows you to recover from hundreds of wounds which could easily kill you cumulatively, as long as you lay down and rest every so often. The flashing is gone but the regeneration remains.
How it works: High health = faster regeneration. Low health = slower regeneration. This is to motivate you to take some time out after hard fighting.
Health Levelling (Client)
In 3.0, all players start with 80 hit points, as opposed to the default 100. However, if you take a certain amount of damage without dying, you can increase your HP max, up to a cap of 350. (That's 11 gun bullets/3 sniper shots without dying.)
However, without regenerating between fights, you can only get up to the default 100. This is quite deliberate.
Shop (Client)
While in their home base, players can buy weapons, gadgets, and ammunition for score points (one kill is five points.) Weapons and gadgets are permanently owned but must be equipped, while ammunition is expendable but far cheaper. Grenades count as expendable ammunition.
Battery (Client)
The battery powers certain types of gadgets, such as jet boots (which also require fuel and drain stamina like a bitch) and radar (yes, I did just say radar.) It's also required for speaking. You can spam the chat as much as you like for a (short) time, but then your battery will be dead, baby, dead.
Stamina (Player)
Players can now only go so far before having to stop. While stamina regenerates (in the same manner as health), running and jumping too much can leave you a sitting duck on the battlefield. Try dodging side-to-side instead of vertically. (Stamina can be restored far more quickly while sleeping on a bed.)
Fatigue (Client)
Even if you stop to let your stamina regenerate for a bit, you can only go so far. Fatigue slowly fills up the stamina bar, depriving you of precious stamina. The only way to get rid of fatigue is to sleep on a bed. However, it takes several complete regenerations of the stamina bar for this effect to become signifigant. There is a fatigue maximum of 90, leaving you with just 10 stamina. You can get from the spawnpoint to a bed on that much but not a whole lot further.
Fuel / Ore (Client)
Fuel powers things like the jet boots or the superjump. It must be converted from Ore to be useful. However, converting Ore to Fuel requires a slight battery charge, which can be signifigant if you also have large amounts of battle gear running. Ore must be mined from the Underworld.
Mana / Energy (Client)
Mana allows you to cast both helpful spells on you and your allies as well as harmful spells on your foes. Like Fuel, Mana must be converted from Energy. The difference is that it doesn't require battery to convert, or any other of your stats. Mana-powered flight is possible but cannot last as long as jet boots unless you put signifigant effort into it.
Suggestions? Comments? Concerns?
Post here or PM me.
I'd definitely like suggestions for weapons, store items, and magical skills.
If any pixel artists are willing to work with me on this I'd definitely appreciate your skills.
EDIT: Using cyan for the Mana / Energy title makes it nearly unreadable.