AgentNZ
02-10-2015, 01:33 AM
Now I'm going to start off by saying this will be sort of a lengthy post, or few posts. I want to fully address many reasons why I think my idea could help improve the amazing game WoR already is and help it grow in it's already well created state. I again just want to say all of this is coming from someone who has been following WoR for about a year now and only hopes to see this game come out as the best it can when released, I just now decided to make an account and try to help out in the community. Also again if this topic was brought up before in a field report or post and I didn't catch it I'm truly sorry; I was under the impression this topic was not brought up.
I my-self have always loved strategic games; I'd say it started when I was about six or seven when I played my fathers command and conquer games. I also have always loved first person shooters and can say I clearly remember playing golden eye for countless hours as a kid. As I grew up I found I had a passion for another genre and area in gaming with that being RPG's. Now I know what you must be thinking; just another random person who likes a lot of games, but I can say you are very wrong. This goes much beyond a simple love for a pass time.
Now that we got that short introduction done I can now go over what I think can help WoR set its self apart from any other online FPS created. WoR is honestly in my own opinion a one of a kind unique game. Other then standalone single player games and mods there is currently not a massive market, if any, for online Civil War Era FPS's but it's because of that that it can help rocket WoR in popularity.
The one thing I think is most important when creating an FPS is re-playability and honestly to me the biggest factor when creating one, amateur opinion of course. When people play online FPS's the highest goal just about any player sets for themselves is simply to get better. Be it practicing over and over again on certain maps or studying your gun inside and out like it was a semester final they simply want to always find ways to get better. Also believe it or not when many people play FPS's they are acting out a persona, an imagine of themselves they cannot create in real life so they fictionally make up in other ways, or filling in the shoes of a person they are acting out to be. This is one of the biggest factors that I have seen almost no FPS try and touch upon and honestly to me it's one of the major factors in making re-playability even more apparent in a game.
When a person is playing an FPS they at times feel very connected to their online persona. After hundreds of hours and countless days spent playing on this one character they feel as if it's someone they have seen every day for the past year and grow to become attached to that game because of this connection between the gamer and the game. When I imagine WoR I imagine it being played out like many other FPS's similar in design in that it tries to create an authentic, enjoyable and AAA title which can not only draw more players into this genre but also attract thousands and thousands of players who already love this type of genre WoR fills, but there is one thing I have yet to see be addressed in any field report or news post with that being how characters proficiency's and skills in battle increase after each fight.
Now if you don't understand what I'm talking about let me give you a simple example. Lets say a new player enters a match and is totally green and doesn't know his front from his back. Now this player will almost have no previous knowledge how to handle his gear or weapon; for instance how to aim correctly or even reload. Lets say because of all of this the player has a 0/100 knowledge base for how to fire and reload correctly, both of them separate scores. Now again lets say this player somehow manages not to die in the first thirty seconds of battle and has managed to fire and reload a total of five times and luckily he hit one player and killed him. Now because this player shot five times and reloaded five times lets say he now has a total of 5/100 knowledge base for both reloading and firing, but oh wait he killed someone as well? Well lets say that every time you reload and fire your gun you gain a 1/100 knowledge base regarding both of these skills, again both separate, and because he killed someone as well he gets an additional +1 on top of his firing ability. Now he has a total of 6/100 for firing and a 5/100 for reloading. Again lets say this guy somehow manages to live battle after battle and kill dozens of players and ran around and used his weapon so much he now has filled the bar at 100/100 by filling this bar what it would do is passively let the player have more control while firing as well as slightly faster reloading times. Now I'm not saying make the reload time half a second, that's stupid, but I'm just proposing that due to the fact this man has reloaded and fired so many times he has begun over time to understand how all these processes work and how to do them more efficiently and effectively thus making them slightly faster. It only makes more sense that a veteran would have more skill and knowledge how to do things on the battle field then someone who is completely green.
This is all a very crude and simple design I'm trying to propose for how passive and accumulated skills obtained in battle should be put in WoR and surly could be explained in much better detail. Like I said before you must understand that one of the biggest factors in creating an FPS is making sure there is a large and massive amount of re-playability for the players to run into when playing a game like this. By giving this sort of design for skills it would only inspire players to keep on playing harder and harder and would only offer players more and more to work for and keep drawing them into this game.
Now don't forget this idea cannot be limited to just those two areas I brought up, firing and reloading. For instance if you practice running day and night it would increase your fitness skill and help you not only run longer while crossing deadly battle fields but also help you with longer and more controlled aiming due to your increased body fitness and lung strength. Also this could go heavily for artillery due to the fact it takes a massive amount of skill and time to properly learn and control how to fire and aim with large artillery pieces.
This again is all an idea just created by a simple amateur but I honestly think that if WoR were to offer a complex system such as this it would not only set it's self aside from mainstream FPS's but help bring in a new more complex character system used in FPS's. I have many other ideas in which I think can help this game and I would love to share them but I rather not go and rant all day long.
Please feel free to comment and explain why this would either be horrible or if you think a system like this would be good.
I my-self have always loved strategic games; I'd say it started when I was about six or seven when I played my fathers command and conquer games. I also have always loved first person shooters and can say I clearly remember playing golden eye for countless hours as a kid. As I grew up I found I had a passion for another genre and area in gaming with that being RPG's. Now I know what you must be thinking; just another random person who likes a lot of games, but I can say you are very wrong. This goes much beyond a simple love for a pass time.
Now that we got that short introduction done I can now go over what I think can help WoR set its self apart from any other online FPS created. WoR is honestly in my own opinion a one of a kind unique game. Other then standalone single player games and mods there is currently not a massive market, if any, for online Civil War Era FPS's but it's because of that that it can help rocket WoR in popularity.
The one thing I think is most important when creating an FPS is re-playability and honestly to me the biggest factor when creating one, amateur opinion of course. When people play online FPS's the highest goal just about any player sets for themselves is simply to get better. Be it practicing over and over again on certain maps or studying your gun inside and out like it was a semester final they simply want to always find ways to get better. Also believe it or not when many people play FPS's they are acting out a persona, an imagine of themselves they cannot create in real life so they fictionally make up in other ways, or filling in the shoes of a person they are acting out to be. This is one of the biggest factors that I have seen almost no FPS try and touch upon and honestly to me it's one of the major factors in making re-playability even more apparent in a game.
When a person is playing an FPS they at times feel very connected to their online persona. After hundreds of hours and countless days spent playing on this one character they feel as if it's someone they have seen every day for the past year and grow to become attached to that game because of this connection between the gamer and the game. When I imagine WoR I imagine it being played out like many other FPS's similar in design in that it tries to create an authentic, enjoyable and AAA title which can not only draw more players into this genre but also attract thousands and thousands of players who already love this type of genre WoR fills, but there is one thing I have yet to see be addressed in any field report or news post with that being how characters proficiency's and skills in battle increase after each fight.
Now if you don't understand what I'm talking about let me give you a simple example. Lets say a new player enters a match and is totally green and doesn't know his front from his back. Now this player will almost have no previous knowledge how to handle his gear or weapon; for instance how to aim correctly or even reload. Lets say because of all of this the player has a 0/100 knowledge base for how to fire and reload correctly, both of them separate scores. Now again lets say this player somehow manages not to die in the first thirty seconds of battle and has managed to fire and reload a total of five times and luckily he hit one player and killed him. Now because this player shot five times and reloaded five times lets say he now has a total of 5/100 knowledge base for both reloading and firing, but oh wait he killed someone as well? Well lets say that every time you reload and fire your gun you gain a 1/100 knowledge base regarding both of these skills, again both separate, and because he killed someone as well he gets an additional +1 on top of his firing ability. Now he has a total of 6/100 for firing and a 5/100 for reloading. Again lets say this guy somehow manages to live battle after battle and kill dozens of players and ran around and used his weapon so much he now has filled the bar at 100/100 by filling this bar what it would do is passively let the player have more control while firing as well as slightly faster reloading times. Now I'm not saying make the reload time half a second, that's stupid, but I'm just proposing that due to the fact this man has reloaded and fired so many times he has begun over time to understand how all these processes work and how to do them more efficiently and effectively thus making them slightly faster. It only makes more sense that a veteran would have more skill and knowledge how to do things on the battle field then someone who is completely green.
This is all a very crude and simple design I'm trying to propose for how passive and accumulated skills obtained in battle should be put in WoR and surly could be explained in much better detail. Like I said before you must understand that one of the biggest factors in creating an FPS is making sure there is a large and massive amount of re-playability for the players to run into when playing a game like this. By giving this sort of design for skills it would only inspire players to keep on playing harder and harder and would only offer players more and more to work for and keep drawing them into this game.
Now don't forget this idea cannot be limited to just those two areas I brought up, firing and reloading. For instance if you practice running day and night it would increase your fitness skill and help you not only run longer while crossing deadly battle fields but also help you with longer and more controlled aiming due to your increased body fitness and lung strength. Also this could go heavily for artillery due to the fact it takes a massive amount of skill and time to properly learn and control how to fire and aim with large artillery pieces.
This again is all an idea just created by a simple amateur but I honestly think that if WoR were to offer a complex system such as this it would not only set it's self aside from mainstream FPS's but help bring in a new more complex character system used in FPS's. I have many other ideas in which I think can help this game and I would love to share them but I rather not go and rant all day long.
Please feel free to comment and explain why this would either be horrible or if you think a system like this would be good.