I'm going to address every part of the game that I feel needs to be addressed. I have little faith in 1.3 actually being completed, but I want to do this for the sake of doing it. The main theme of these ideas will be to streamline the game / make it simple and easy to learn. If you feel any parts of this are going against that theme, point it out. Moving on
Movement
Swooping
In order to initiate a swoop, one turns on turbo. Once turbo is on, moving in any direction will start a swoop in that direction.
- To chainswoop, one holds down a different direction in the middle of a swoop
- Releasing the movement key will stop the swoop.
- If the player is not holding any direction down while turbo is on, the player stands still.
- Swooping will use up slightly less ki than it does in 1.2 in the first form.
- Pressing the flymode button (f by default) will result in the player exiting swoop mode and drifting. In case you're unaware, drifting is when one freefalls while moving forward
- Teleporting in the middle of a swoop will exit swoopmode and teleport the player once in the direction they were moving
Jumping
Jumping should work the same as it is now, with three exceptions.
- Jumping will cost no ki
- When one gets hit into a wall and must walljump to get off, the walljump should be done automatically. People new to the game are not aware that by simply holding jump, they can avoid plummeting to the ground / their death. Making it automatic streamlines the game and provides one less thing for players to learn.
- By that same token, when one gets knocked into the ground head on, instead of requiring a player to hold jump before hitting the ground, this is also done automatically.
Teleporting
- The first teleport will have no teleport delay, as the first teleport delay serves no purpose (in 1.3 already?)
- Teleporting in the middle of a swoop will exit swoopmode and teleport the player once in the direction they were moving
- Teleporting should cost a little less ki than it currently does in the normal form.
- Teleporting will cost the same amount of ki for all characters and will take players the same distance for all characters in all forms. Please, do not do as ECX did and have a custom teleport range / kicost for all characters.
- Currently in the open beta, when you teleport while standing still, nothing happens, other than you making the teleport sound and your ki being wasted. Change it back to what happens in 1.2 (You teleport directly up).
Powerlevel / Transformations
Powerlevel is broken in 1.2. The game rewards those that are good by making it easier for them. We need a complete overhaul of powerlevel. This is what I've come up with, but if you have a better idea, please, by all means share
Tiered powerlevel system
Let's say for example that there are 4 tiers. When a player deals out x amount of damage, he can move onto the next tier. In tier 1, players are only allowed to be in normal form. In tier 2, players are allowed to go SSJ. In tier 3, players are allowed to go SSJ2. In tier 3, players are allowed to go SSJ3. Tier 4 SSJ4.
- Damage is always the same in these tiers. A kamehameha will always do x amount of damage in tier 1 for example.
- To help those that are new to the game, if a player has x deaths more than his kill count, he can move onto tier 2, if he has 2x amount more than his kill count in tier two, he can move to tier 3, etc.
This system does three things better than the current system. It allows those that are in the same tier to be on equal footing, it's a lot more straightforward than the current system, and it will allow those that are generally of no harm to the server to transform, which will hopefully help them stick with the game. Again, I'm open to alternate systems if you can think of a better one.
Transformations
In 1.2, when someone transforms, they gain 2x the PL, speed, and Ki. Powerlevel won't be that big of a deal anymore if the tiered system is put in place, but we still have the issues of one doubling their speed and ki upon transforming.
- A players speed should still increase upon transforming, I don't particularly think that this is a problem, but..
- A player gaining double the ki upon transforming is ridiculous. When someone transforms, swooping, teleporting and beaming should all use more ki, not less as it currently does
- The higher you are transformed, the more ki moving around / doing moves should use. For example, if a player is SSJ3, everything will require more ki to perform. This balances the game as well as models DBZ's SSJ's ki drain effect.
- When in SSJ3, a players kibar should slowly drain.
Simple Melee
I think that the team already decided on what their doing with simple melee, but for the hell of it, here goes
- Keep simple melee in the game
- Ground Damage: Ridiculously unbalanced. A lot of people play with the rules three hits max, meaning you can do one hit in the air and two ground hits. This deals a ridiculous amount of damage. For the sake of balance, hitting someone while their on the ground should do normal damage.
- Hitting someone in the back will cause more damage to the person, as well as cause him to knock back further
- The default knockback range should be further out, roughly the distance of two teleports. In 1.2, it's assumed that if you get a hit on someone, it will be two hits, it takes the skill out of performing combos on people.
- Remove the 2 hit max in the air. Combined with the fact that the knockback range will be the distance of two teleports, this will put some skill into combos again.
The Camera
Alright, I'm going to come out and say it - The default camera view sucks. It's too close, no one who is good at the game actually keeps the camera at its default view. I'm going to propose two things
- Make the default camera view further out, roughly equivalent to holding down K until the camera stops in 1.2.
- A lot of pros won't like this, but **** them - Don't let players change their camera view. Remove Cam_Idealdist and all of those commands. I don't want some people having an advantage just because they've figured out the optimal camera view. Everyone should be on equal grounds for this one
Flying Upside Down
On a slightly related subject, why can't I fly upside down? I should be able to move my mouse so far up that eventually I'm upside down. It's probably the one area BFP beats out ESF
Spec Mode
Spec mode is one of the most used features in 1.2. Whenever anyone has a 1 v 1, everyone goes into Spec Mode. The problem with this mode is that you don't see the actual point of view of the player you're specing. When specing, you should see exactly what the player you're specing sees, plus the little spec bar on the bottom of course. It doesn't seem like a big deal, but due to the amount of time people spend in spectator mode, it really is.
Miscellaneous Ideas
Radar
- Only one radar mode (Already in 1.3???)
- Radar is on by default (Already in 1.3!)
- I want to know who I'm looking at by simply moving my mouse near this person. I don't want the words to appear in the middle of the screen. It should look something like this, except prettier
http://img180.imageshack.us/img180/6282/esfcellgames00041152x8646og.jpg
Stamina
No. Seriously, take this out of 1.3.
Tutorial
There's supposedly going to be a tutorial in 1.3, but this is how it should work.
- Place a tutorial button on the start menu. Clicking it would start a single player game in esf_cell_games. Text would pop up welcoming the person to esf and telling them the controls of the game, as well as the basic functions (ie: how to melee, walljump, etc).
So a box will show up telling the player how to recharge. The player recharges, and another box shows up congratulating the player. This new box will then tell the player how to perform a swoop. The player performs a swoop, and another box appears, congratulating the player, and telling him how to etc.
After the person gets through all the actions, a bot should be implemented on the easiest difficulty level with a text box saying something like "now lets try what you've just learned". The player fights the bot, if he wins, a menu comes up asking him whether he wants to up the difficultly level of the bot or play the bot again. If he loses, everyones health goes back to full and he tries again.
Pop Up Tips
In addition to a tutorial, the game should have pop up tips. By this, I mean that when one is playing ESF, in the bottom right hand corner, a small box should appear every 5 minutes with a different tip for the player. There should be an option in the main menu to turn this off.
- If the players name is still esfn00b (or whatever 1.3's default name will be), have a pop up appear telling him to play the tutorial.
Duel Mode
Copy Jedi Knight Outcast / Academies Duel System, please. When two players are in a duel, only advanced / simple melee should be allowed. It's honestly a much needed feature.
Kiblasts
I love Kiblasts, I really do, but their a tad overpowered in 1.2. Make them deal 1 damage like they did in 1.1.
------------------------------------------------------------------------
Advanced Melee
I'm going to make another thread for this, because this post is becoming pretty long. I'll get around to typing it out in a day or two.
And that's all for now. Most of the ideas listed here were just random thoughts I had while ingame. Theres a few things in which I forgot, but this is a start. If you read through my post, I congratulate you.
Movement
Swooping
In order to initiate a swoop, one turns on turbo. Once turbo is on, moving in any direction will start a swoop in that direction.
- To chainswoop, one holds down a different direction in the middle of a swoop
- Releasing the movement key will stop the swoop.
- If the player is not holding any direction down while turbo is on, the player stands still.
- Swooping will use up slightly less ki than it does in 1.2 in the first form.
- Pressing the flymode button (f by default) will result in the player exiting swoop mode and drifting. In case you're unaware, drifting is when one freefalls while moving forward
- Teleporting in the middle of a swoop will exit swoopmode and teleport the player once in the direction they were moving
Jumping
Jumping should work the same as it is now, with three exceptions.
- Jumping will cost no ki
- When one gets hit into a wall and must walljump to get off, the walljump should be done automatically. People new to the game are not aware that by simply holding jump, they can avoid plummeting to the ground / their death. Making it automatic streamlines the game and provides one less thing for players to learn.
- By that same token, when one gets knocked into the ground head on, instead of requiring a player to hold jump before hitting the ground, this is also done automatically.
Teleporting
- The first teleport will have no teleport delay, as the first teleport delay serves no purpose (in 1.3 already?)
- Teleporting in the middle of a swoop will exit swoopmode and teleport the player once in the direction they were moving
- Teleporting should cost a little less ki than it currently does in the normal form.
- Teleporting will cost the same amount of ki for all characters and will take players the same distance for all characters in all forms. Please, do not do as ECX did and have a custom teleport range / kicost for all characters.
- Currently in the open beta, when you teleport while standing still, nothing happens, other than you making the teleport sound and your ki being wasted. Change it back to what happens in 1.2 (You teleport directly up).
Powerlevel / Transformations
Powerlevel is broken in 1.2. The game rewards those that are good by making it easier for them. We need a complete overhaul of powerlevel. This is what I've come up with, but if you have a better idea, please, by all means share
Tiered powerlevel system
Let's say for example that there are 4 tiers. When a player deals out x amount of damage, he can move onto the next tier. In tier 1, players are only allowed to be in normal form. In tier 2, players are allowed to go SSJ. In tier 3, players are allowed to go SSJ2. In tier 3, players are allowed to go SSJ3. Tier 4 SSJ4.
- Damage is always the same in these tiers. A kamehameha will always do x amount of damage in tier 1 for example.
- To help those that are new to the game, if a player has x deaths more than his kill count, he can move onto tier 2, if he has 2x amount more than his kill count in tier two, he can move to tier 3, etc.
This system does three things better than the current system. It allows those that are in the same tier to be on equal footing, it's a lot more straightforward than the current system, and it will allow those that are generally of no harm to the server to transform, which will hopefully help them stick with the game. Again, I'm open to alternate systems if you can think of a better one.
Transformations
In 1.2, when someone transforms, they gain 2x the PL, speed, and Ki. Powerlevel won't be that big of a deal anymore if the tiered system is put in place, but we still have the issues of one doubling their speed and ki upon transforming.
- A players speed should still increase upon transforming, I don't particularly think that this is a problem, but..
- A player gaining double the ki upon transforming is ridiculous. When someone transforms, swooping, teleporting and beaming should all use more ki, not less as it currently does
- The higher you are transformed, the more ki moving around / doing moves should use. For example, if a player is SSJ3, everything will require more ki to perform. This balances the game as well as models DBZ's SSJ's ki drain effect.
- When in SSJ3, a players kibar should slowly drain.
Simple Melee
I think that the team already decided on what their doing with simple melee, but for the hell of it, here goes
- Keep simple melee in the game
- Ground Damage: Ridiculously unbalanced. A lot of people play with the rules three hits max, meaning you can do one hit in the air and two ground hits. This deals a ridiculous amount of damage. For the sake of balance, hitting someone while their on the ground should do normal damage.
- Hitting someone in the back will cause more damage to the person, as well as cause him to knock back further
- The default knockback range should be further out, roughly the distance of two teleports. In 1.2, it's assumed that if you get a hit on someone, it will be two hits, it takes the skill out of performing combos on people.
- Remove the 2 hit max in the air. Combined with the fact that the knockback range will be the distance of two teleports, this will put some skill into combos again.
The Camera
Alright, I'm going to come out and say it - The default camera view sucks. It's too close, no one who is good at the game actually keeps the camera at its default view. I'm going to propose two things
- Make the default camera view further out, roughly equivalent to holding down K until the camera stops in 1.2.
- A lot of pros won't like this, but **** them - Don't let players change their camera view. Remove Cam_Idealdist and all of those commands. I don't want some people having an advantage just because they've figured out the optimal camera view. Everyone should be on equal grounds for this one
Flying Upside Down
On a slightly related subject, why can't I fly upside down? I should be able to move my mouse so far up that eventually I'm upside down. It's probably the one area BFP beats out ESF
Spec Mode
Spec mode is one of the most used features in 1.2. Whenever anyone has a 1 v 1, everyone goes into Spec Mode. The problem with this mode is that you don't see the actual point of view of the player you're specing. When specing, you should see exactly what the player you're specing sees, plus the little spec bar on the bottom of course. It doesn't seem like a big deal, but due to the amount of time people spend in spectator mode, it really is.
Miscellaneous Ideas
Radar
- Only one radar mode (Already in 1.3???)
- Radar is on by default (Already in 1.3!)
- I want to know who I'm looking at by simply moving my mouse near this person. I don't want the words to appear in the middle of the screen. It should look something like this, except prettier
http://img180.imageshack.us/img180/6282/esfcellgames00041152x8646og.jpg
Stamina
No. Seriously, take this out of 1.3.
Tutorial
There's supposedly going to be a tutorial in 1.3, but this is how it should work.
- Place a tutorial button on the start menu. Clicking it would start a single player game in esf_cell_games. Text would pop up welcoming the person to esf and telling them the controls of the game, as well as the basic functions (ie: how to melee, walljump, etc).
So a box will show up telling the player how to recharge. The player recharges, and another box shows up congratulating the player. This new box will then tell the player how to perform a swoop. The player performs a swoop, and another box appears, congratulating the player, and telling him how to etc.
After the person gets through all the actions, a bot should be implemented on the easiest difficulty level with a text box saying something like "now lets try what you've just learned". The player fights the bot, if he wins, a menu comes up asking him whether he wants to up the difficultly level of the bot or play the bot again. If he loses, everyones health goes back to full and he tries again.
Pop Up Tips
In addition to a tutorial, the game should have pop up tips. By this, I mean that when one is playing ESF, in the bottom right hand corner, a small box should appear every 5 minutes with a different tip for the player. There should be an option in the main menu to turn this off.
- If the players name is still esfn00b (or whatever 1.3's default name will be), have a pop up appear telling him to play the tutorial.
Duel Mode
Copy Jedi Knight Outcast / Academies Duel System, please. When two players are in a duel, only advanced / simple melee should be allowed. It's honestly a much needed feature.
Kiblasts
I love Kiblasts, I really do, but their a tad overpowered in 1.2. Make them deal 1 damage like they did in 1.1.
------------------------------------------------------------------------
Advanced Melee
I'm going to make another thread for this, because this post is becoming pretty long. I'll get around to typing it out in a day or two.
And that's all for now. Most of the ideas listed here were just random thoughts I had while ingame. Theres a few things in which I forgot, but this is a start. If you read through my post, I congratulate you.