Nexuiz Team Fortress - Concept Pics

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Flying Steel » Tue May 19, 2009 12:53 am

Clueless Newbie wrote:
Flying Steel wrote:I would agree that the the sniper and heavy would each have effective ranges where one had the advantage over the other. But the dynamics come from one trying to maneuver or find the other in a disadvantageous scenario, as well as the general evasion and marksmanship skills of the players.

Yep. But that's best sorted out in full team games, not one on ones. (Again; IMO)

Mind you, there's no reason why you can't do some 1 on 1 testing anyway, just to see what happens. Could be interesting. I just don't think that's a good way to balance the classes.


Not the only way they should be tested I mean, but I think it is a hurdle they should be able to pass, to not get run over by another class in all situations, in a 1 vs 1 scenario.

What I am talking about are classes named and seemingly based after non-combat, primarily teamwork oriented roles, like the Engineers, the Hacker and perhaps the Suicide Bomber. I want to get rid of classes like these

(slams on brakes) :shock:

Woah, wait a minute! The QTF engie was my favorite class (scout being the second). Even though the engineer — as I've outlined it — has a number of support functions, you're forgetting that they build turrets and the turrets do the fighting for them. That's the main attraction of the engineer class. The most satisfying thing about the engineer is finding a clever location for your turret and then watch as it racks up the kills. Building bridges and stuff like that is something the engy can do while his turrets blows away the enemy. TF without the engineer isn't TF, IMO.


I really don't think we should get to hung up on the nomenclature of classes and try to recreate them exactly as they were. Especially since, isn't TF somebody's intellectual property? Is this not now a commercial game series? Copying wholesale such a franchise runs at least some chance of getting Halogen'ed, methinks.

Anyway, you seem to really like that the TF Engineer can deploy turrets. So then I would put that feature into a unit (who in this case can maybe keep the name Engineer, being generic enough to probably not hold potential IP issues), give him the shotgun instead and maybe make him an octopus. :D The fact that he uses a close-in (albeit effective) weapon plus the fact that he is not all that fast would mean that folks should guard him when he's in the field, and that he should rely more on his turrets to do the fighting, unless in a heavy cover situation.

The suicide bomber is nothing but a combat class. No support at all. Spawn, jump into room full of hostiles, *BOOM!*, spawn. Of course, clearing a room of enemies could be considered a support function.. ;)


Kind of, but adding interesting combat features besides the self destruct would make alot of sense. A melee weapon like the 'melee laser' idea I think would be a good match, if it made it into Nexuiz.

As for the hacker, yes, it is probably a weak class the way it is now. The hacker's ability to take over enemy turrets might compensate for this — especially if the hacker can pwn an unlimited number of turrets (full game testing to find out).


I think there is an easier and more interesting way to fill this role, like a special that is basically a UT Redeemer- an extremely powerful but slow and easily shot down weapon that as a result is mostly effective against stationary targets like turrets and noobs. :twisted:

Don't remove the support-oriented classes. Instead, find ways to make them fun.


I'm not really talking about removing support classes, just the opposite in fact- I want to make all classes support classes, in addition to being combat classes. :wink: And I am fairly certain this will make them fun too. :D

Don't get me wrong though, the differences between special equipment abilities makes some classes more 'supporty' than others. Deploying turrets and automatically revealing enemy units to your team, would be good examples of this.

and spread the special abilities over each class, so that each class contributes something actively or passively that can have a special benefit for his wider team.

Uhh.. You mean like letting HWGs build turrets?


No, the Engineer should do that if you want him to. But the Heavy might deploy a stationary shield battery, or whatever makes sense for what he does and where he'd generally be on the battlefield.

or deployable cover for a heavy class.

What the engineer can do while his turret accumulates kills.. ;) The HWG's "support function" is in many ways to be a movable turret. It's an obstacle that kills the enemy.


I would say give the deployable turrets a slow turning speed so that they are vulnerable in close and from behind, and then the Engineer with a close range shotgun, can protect them from such vulnerabilities, giving him something to do when not deploying more turrets.

The heavy can have whatever support function, perhaps a passive one like the sensor package, just as long as it gets something like every other class would.

I don't think we should remove any classes until we've tested them in a full game. Then we can see what classes are fun and what classes are weak and / or boring, and maybe also get a fair idea on how to improve those classes. If they really are unfixable, then we get rid of them.


It isn't so much about fixing them as adapting them into something not unoriginal that fits Nexuiz and isn't so hard to implement that it never makes it past these forum posts (not to say it won't already be some serious work as a whole).
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Postby Clueless Newbie » Tue May 19, 2009 9:50 am

Flying Steel wrote:
Clueless Newbie wrote:Mind you, there's no reason why you can't do some 1 on 1 testing anyway, just to see what happens. Could be interesting. I just don't think that's a good way to balance the classes.

Not the only way they should be tested I mean, but I think it is a hurdle they should be able to pass, to not get run over by another class in all situations, in a 1 vs 1 scenario.

When fully equipped, that won't happen. Each class should have situations in which they rule.

Woah, wait a minute! The QTF engie was my favorite class (scout being the second). Even though the engineer — as I've outlined it — has a number of support functions, you're forgetting that they build turrets and the turrets do the fighting for them. That's the main attraction of the engineer class. The most satisfying thing about the engineer is finding a clever location for your turret and then watch as it racks up the kills. Building bridges and stuff like that is something the engy can do while his turrets blows away the enemy. TF without the engineer isn't TF, IMO.

I really don't think we should get to hung up on the nomenclature of classes and try to recreate them exactly as they were. Especially since, isn't TF somebody's intellectual property? Is this not now a commercial game series? Copying wholesale such a franchise runs at least some chance of getting Halogen'ed, methinks.[/quote]
First of all, there are so many TF versions out there now that there is very little danger of getting hit by a cease and desist. You should read the wiki article on Team Fortress.

Secondly, having an engineer class that builds turrets is hardly copying the thing wholesale. While the class list I made has features also present in the original QTF, it also has a lot of stuff that's new, and none of the QTF classes in my list are identical with the originals. You can read about the original QTF classes here. There are similarities, but I wouldn't worry about intellectual property. The similarities are so generic that it shouldn't be a problem.

Anyway, you seem to really like that the TF Engineer can deploy turrets. So then I would put that feature into a unit (who in this case can maybe keep the name Engineer, being generic enough to probably not hold potential IP issues), give him the shotgun instead

Instead of the machine gun? IIRC the QTF engineer had a shotgun. Pretty sure of it, actually.

and maybe make him an octopus. :D

Uhh.. could we stick with humans to begin with? I'm all for a non-human team (aliens, robots, zombies, whatever — maybe even have entirely new sets of classes), but I'd like to start with plain ol' human TF. ;)

The suicide bomber is nothing but a combat class. No support at all. Spawn, jump into room full of hostiles, *BOOM!*, spawn. Of course, clearing a room of enemies could be considered a support function.. ;)

Kind of, but adding interesting combat features besides the self destruct would make alot of sense. A melee weapon like the 'melee laser' idea I think would be a good match, if it made it into Nexuiz.

Sure.

As for the hacker, yes, it is probably a weak class the way it is now. The hacker's ability to take over enemy turrets might compensate for this — especially if the hacker can pwn an unlimited number of turrets (full game testing to find out).

I think there is an easier and more interesting way to fill this role, like a special that is basically a UT Redeemer- an extremely powerful but slow and easily shot down weapon that as a result is mostly effective against stationary targets like turrets and noobs. :twisted:

I like the UT redeemer. Wouldn't mind working it into NTF.

I'm not really talking about removing support classes, just the opposite in fact- I want to make all classes support classes, in addition to being combat classes. :wink: And I am fairly certain this will make them fun too. :D

To some degree, but the support functions should be related to the classes.

I would say give the deployable turrets a slow turning speed so that they are vulnerable in close and from behind, and then the Engineer with a close range shotgun, can protect them from such vulnerabilities, giving him something to do when not deploying more turrets.

The original QTF turrets turned quickly, but they were still vulnerable. Of course, the QTF classes had grenades that could be bounced around corners. But again, this is something we can figure out when we start testing the classes.

It isn't so much about fixing them as adapting them into something not unoriginal that fits Nexuiz and isn't so hard to implement that it never makes it past these forum posts (not to say it won't already be some serious work as a whole).

About that, how much work is it to code this stuff? The HWG is fairly basic, but how much work is that? I'd like the engineer to be able to plonk down bridges, ladders, and ramps, but I imagine that could be a lot of work to get right.

Who was going to do the coding, btw? You mentioned Psychcf, but he wrote:
If only I had the time to work on that thing, I've been swamped with IB exams and homework for the past few months, sorry guys

Doesn't sound like he'll be coding any of this.

Say... anybody have any sample TF code? I kinda wonder what it looks like. How about turret code?
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Postby ai » Tue May 19, 2009 10:49 am

My god, each post just get longer and longer.
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Postby halogene » Tue May 19, 2009 11:07 am

Flying Steel wrote:Copying wholesale such a franchise runs at least some chance of getting Halogen'ed, methinks.


Wait - what?
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
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Postby alpha » Tue May 19, 2009 12:58 pm

You guys redefine tl;dr
quit for good
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Postby Flying Steel » Tue May 19, 2009 3:18 pm

Well, it sounds like our ideas for class-based mutators overlap in places, but might still be too different when it comes to the classes themselves.

You seem to be planning a more or less faithful QTF mod/mutator for Nexuiz, I have been making (well, the content for anyway) a mutator that takes the balanced diversity Nexuiz provides with its arsenal and expands it into the damage system and movement physics of the game through diverse (and eventually balanced) character classes.

While the overlap comes from the fact that we both seem to like CTF/ONS type games and consequently like the idea of some team-oriented specials and deployables like turrets.

So I think later I'll clean up and post my design notes for the classes I'm making and you can decide what you think.


Clueless Newbie wrote:About that, how much work is it to code this stuff? The HWG is fairly basic, but how much work is that? I'd like the engineer to be able to plonk down bridges, ladders, and ramps, but I imagine that could be a lot of work to get right.


I'm not sure, but my assumption is that whenever you reuse something already in the game, you have saved yourself alot of time, on the coding, as well as the content and balancing fronts.

So a heavy class is more work if he has a custom weapon instead of a rocket launcher and a custom hitbox instead of the standard.

An engineer putting down bridges and ramps seems like even more work, unless the Assault game mode already supports this.

Who was going to do the coding, btw? You mentioned Psychcf, but he wrote:

If only I had the time to work on that thing, I've been swamped with IB exams and homework for the past few months, sorry guys


Doesn't sound like he'll be coding any of this.


Later he said this:

Now that my IB Exams are over, I'm hoping that I'll find some time to do so (since regents exams are a joke compared to IB).


But when people are working on a project on their free time, you can expect alot of stop-and-go, as well as curve balls. Just the nature of the beast, IME.
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Postby Flying Steel » Tue May 19, 2009 3:22 pm

ai wrote:My god, each post just get longer and longer.


alpha wrote:You guys redefine tl;dr


You know, this kind of commentary is not helping us FPS players overcome the stereotypes that have been painted on us by the more elitist genres. :wink: :P

halogene wrote:
Flying Steel wrote:Copying wholesale such a franchise runs at least some chance of getting Halogen'ed, methinks.


Wait - what?


No, lol, I didn't mean you, I meant THIS
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Postby ai » Tue May 19, 2009 3:31 pm

I'm just saying, too long posts will make people give up on reading them. I gave up a couple of posts ago. Also, there is no need to quote each post all the time, especially is it's obvious you were talking to the guy before you.
Just answer any questions and add other responses that's needed and keep it concise, in a 'point by point' manner. Meaning, answer/comment on things as they come, no need to quote them. Make numbers (1., 2., 3. etc.) if needed.
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Postby Flying Steel » Tue May 19, 2009 3:35 pm

I know, I was only joking, you're right of course.

Though when you get into the gory details, the quote boxes in particular can help you to backread and see how you got there and what was already said on just that sub-topic. Otherwise points and responses can get mixed up and become even more confusing. :?
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Postby Clueless Newbie » Wed May 20, 2009 8:07 am

alpha wrote:You guys redefine tl;dr

I don't think you've missed much. ;)
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