I believe I am a little intrigued as well. This game sounds interesting.
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Or even a stranger
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You need only just ask
I think time limits are wonderful if they're aided visually or make sense in the context of the game world. In Diablo III, we have timed dungeons that have rocks tumbling from the ceiling. In some FPS's, once you're downed, you have a little time to shoot people with a shitty gun and the screen is all bloody and red. I can vaguely recall some quests from Oblivion, Dragon Age, and Dragon Age II that had timers that, while not having visual aids, made sense. As long as there's a "real-world" reason (impending doom--a collapsing tomb, verge of death, collapsing magical shields, etc.) why a timer exists and a timer is not just in place for the sake of making the game harder or for it's own sake, then I think it's fine.
This game sounds a lot like Armada for Dreamcast. Top-down spaceships with space exploration and ship upgrades. It even had co-op. I loved that game.
There are timed dungeons in DIII? Oh god. That sounds horrible.
No idea what you meant by the FPS example, either. All the good FPS had no time limits (DooM, Quake 1-2, HL, Unreal, Heretic 1-2, FarCry, Bioshock 1-2). I don't recall time limits in FEAR, even, and that game was super gimmicky. They really have no place there. You can make one mission with time limits maybe and it's going to be the one mission everyone is annoyed at, just like escort missions.
Bloodied red screen is also some kind of new rubbish, none of the proper FPS had that aside from directional indicators or some red flash for the people playing without sound. Nor do any of the classic FPS have health regeneration, for that matter.
And the realistic FPS don't even bother you just die from one shot lol.
function reason: so people dont zip to the farthest stretches of space willy nilly because that takes more time
I'm still not exactly sure what's the purpose of this. It's like saying "make Oblivion's main quest timed so that people don't go around the world doing side quests and decorating their houses".
I don't know how your game is designed so it's difficult to answer your question but I can't help thinking you're essentially ruining your own game with that. I can't imagine any game scenario that would benefit from your change. You're basically making all these willy nilly reaches of space and then telling people "don't go here or you'll run out of time". Just don't make the willy nilly reaches of space in the first place, there's no purpose if you just want to stick a player in a corridor.
What you are planning to implement is a form of autoleveling and we know how well that went...
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Siaynoq's Playthroughs
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
This game sounds a lot like Armada for Dreamcast. Top-down spaceships with space exploration and ship upgrades. It even had co-op. I loved that game.
No idea what you meant by the FPS example, either. All the good FPS had no time limits (DooM, Quake 1-2, HL, Unreal, Heretic 1-2, FarCry, Bioshock 1-2). I don't recall time limits in FEAR, even, and that game was super gimmicky. They really have no place there. You can make one mission with time limits maybe and it's going to be the one mission everyone is annoyed at, just like escort missions.
Bloodied red screen is also some kind of new rubbish, none of the proper FPS had that aside from directional indicators or some red flash for the people playing without sound. Nor do any of the classic FPS have health regeneration, for that matter.
And the realistic FPS don't even bother you just die from one shot lol. I'm still not exactly sure what's the purpose of this. It's like saying "make Oblivion's main quest timed so that people don't go around the world doing side quests and decorating their houses".
I don't know how your game is designed so it's difficult to answer your question but I can't help thinking you're essentially ruining your own game with that. I can't imagine any game scenario that would benefit from your change. You're basically making all these willy nilly reaches of space and then telling people "don't go here or you'll run out of time". Just don't make the willy nilly reaches of space in the first place, there's no purpose if you just want to stick a player in a corridor.
What you are planning to implement is a form of autoleveling and we know how well that went...