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  1. #81
    Secondary Hivemind Nexus LTK's Avatar
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    Quote Originally Posted by internetonsetadd View Post
    If I'm not mistaken, and I probably am, that feature should be seen in Nekro.
    You're not: See last question. Although that's not surprising, given that they're inspired by Dungeon Keeper.

  2. #82
    Secondary Hivemind Nexus soldant's Avatar
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    Quote Originally Posted by internetonsetadd View Post
    If I'm not mistaken, and I probably am, that feature should be seen in Nekro.
    It was also seen in an older game called Machines. And TASpring had it as well though it wasn't particularly good.

    I actually liked that mechanic though in most games it was fairly useless. Not really sure if it was all that effective in DK though, I hardly ever used it except to go "I'M A FLY IN A DUNGEON YEEEEEEEAH!"

  3. #83
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    Basically all the mechanics of The Specialists mod.

  4. #84
    Secondary Hivemind Nexus Hypernetic's Avatar
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    Another game like Commandos.

  5. #85
    Secondary Hivemind Nexus LTK's Avatar
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    Quote Originally Posted by soldant View Post
    I actually liked that mechanic though in most games it was fairly useless. Not really sure if it was all that effective in DK though, I hardly ever used it except to go "I'M A FLY IN A DUNGEON YEEEEEEEAH!"
    It was a really effective way of scouting out the fog of war, especially with flying creatures over water or lava. Or you could possess a creature to do an infiltration mission in enemy territory, making it a sort of stealth game. There were a lot of possibilities if you got around the limitation of your minions being a bunch of stupid animals.

  6. #86
    Network Hub ShowMeTheMonkey's Avatar
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    Quote Originally Posted by Hypernetic View Post
    Another game like Commandos.
    I feel you man. I've been looking for something to scratch that itch for awhile. The only thing that comes close are some of the Men of War and Men of War: Red Tide single player missions.

  7. #87
    Quote Originally Posted by LTK View Post
    It was a really effective way of scouting out the fog of war, especially with flying creatures over water or lava. Or you could possess a creature to do an infiltration mission in enemy territory, making it a sort of stealth game. There were a lot of possibilities if you got around the limitation of your minions being a bunch of stupid animals.

    Why I mentioned this mechanic was because I think the change in perspective from RTS to FPS helped a lot in terms of immersion. It gave me a real connection to my minions and dungeon. It had some practical applications as well. The great thing I think is that those applications weren't very obvious. Like your example with the Fly.

  8. #88
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    Possession in Dungeon Keeper was also vital to persuade your stupid Dark Mistress to attack the enemy dungeon heart instead of firing pointless lifedrain bolts that did no damage.
    Irrelevant on further examination of the rest of the thread.

  9. #89
    Secondary Hivemind Nexus Hypernetic's Avatar
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    Quote Originally Posted by ShowMeTheMonkey View Post
    I feel you man. I've been looking for something to scratch that itch for awhile. The only thing that comes close are some of the Men of War and Men of War: Red Tide single player missions.
    Yeah man, Commandos was super fun and challenging. They don't make games like they used to I guess =D. If they remade it today it would probably suck anyway. Maybe an indie dev will save the day.

  10. #90
    Secondary Hivemind Nexus soldant's Avatar
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    Quote Originally Posted by LTK View Post
    It was a really effective way of scouting out the fog of war, especially with flying creatures over water or lava. Or you could possess a creature to do an infiltration mission in enemy territory, making it a sort of stealth game. There were a lot of possibilities if you got around the limitation of your minions being a bunch of stupid animals.
    Ooohh yeah, I do remember using the Fly to scout. Well at least when I bothered to keep Flies, after Spiders I just let them die.

    I never bothered to use them in combat though.

  11. #91
    Secondary Hivemind Nexus Jockie's Avatar
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    The creation/customisation tools of Spore.
    The movement of Tribes: Ascend.
    Combat from Batman AA/AC (but more challenging [kind of just happened with sleeping dogs])
    Eve's player driven economy/world
    The world generation of Minecraft/Terraria/Randomisation aspects of roguelikes.

    You probably can't put all of these things into one game, but they're the kind of standout mechanics that can get me interested in a game instantly.

    Grappling Hooks & Jetpacks have around a 93.47% chance of instantly improving any game.
    Last edited by Jockie; 22-08-2012 at 01:43 PM.
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  12. #92
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    Brink I thought was going in the right direction with the whole idea of sliding, jumping, and using the enviroment to your advantage. WRONG. That game was a big let down. I tried so hard to like it but lost intrest in a week maybe.

    But thats what I would like to see done right.

  13. #93
    Secondary Hivemind Nexus Sketch's Avatar
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    Quote Originally Posted by Hypernetic View Post
    Yeah man, Commandos was super fun and challenging. They don't make games like they used to I guess =D. If they remade it today it would probably suck anyway. Maybe an indie dev will save the day.
    Have you checked out Desperado's on GOG?

  14. #94
    1. Fun weapons in FPS games. More fluff than mechanic, I suppose, but limiting the selection to bullet shooting gun, rocket shooting gun and grenade lobbing gun is boring. FEAR had the skeletiser, flamethrowers are always nice.

    2. The deterioration of the game world as the game progresses. Procedural aging of structures, moss growing up stone walls, weathering of wooden tools; stuff that gives a sense of difference between newly crafted stuff and stuff from 200 years ago besides "you used this axe 300 times and it snapped". A game would need to take place over a pretty long time to take advantage of this though. Maybe a game about gandalf, since he's 8000 years old or something.

    The end purpose I'm thinking of is just making backtracking nicer. Retracing your route, but the route has changed.

    3. Levels set on multiple complex moving vehicles; ships with different decks, rooms etc. I'm thinking of that level in Far Cry 1 when you're on a sinking fishing boat, or that airship duelling game out soon, or the naval battles in BF1942.

  15. #95
    Network Hub roryok's Avatar
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    Quote Originally Posted by CommunistHamster View Post
    1. Fun weapons in FPS games.
    Crusader : No Remorse and No Regret had some great ones. Deatomisers and things that would melt your enemy and all sorts of stuff.

    Quote Originally Posted by CommunistHamster View Post
    2. The deterioration of the game world as the game progresses.
    I've always wondered why characters don't deteriorate a bit more. Like, get sweaty, clothes get torn or dirty etc.

    Quote Originally Posted by CommunistHamster View Post
    3. Levels set on multiple complex moving vehicles; ships with different decks, rooms etc. I'm thinking of that level in Far Cry 1 when you're on a sinking fishing boat, or that airship duelling game out soon, or the naval battles in BF1942.
    There was a level in one of the last WW2 CoDs where you were a gunner in a flying boat and had to switch seats. I'd like to see something like that on a boat or maybe in space.

  16. #96
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    Homeworld's fleet management. Well, there wasnt much to it, just taking care of the sub-capitals by docking them in your mothership or carrier. In the first Homeworld, your sub-caps had a limited amount of fuel, something which was removed in the later games (In-game explaination was that the technology had advanced so that smaller scale fusion reactors could be used by fightercraft), so they regularly had to dock with a carrier or the mothership. Shame, it added some depth to the game, especially during the massive fights with the Kadeshi.

    I especially loved watching them all dock up when it's time to leave the area - a huge stately procession of ships, especially in the later levels. Sub-caps moving into a docking queue, capitals moving into formation with the mothership.

  17. #97
    Quote Originally Posted by roryok View Post
    There was a level in one of the last WW2 CoDs where you were a gunner in a flying boat and had to switch seats. I'd like to see something like that on a boat or maybe in space.
    Yeah, something that gives you a feeling of being a person inside a thing, rather than a remotely operated limpet camera. In Mace Griffin: Bounty Hunter to enter/leave your ship at the start and end of each level you had to go up a ladder, through the cargo bay and right up to the actual cockpit chair. Made it feel more like an actual vehicle instead of "press x to finish this level and load the space mission".

    Actually, I think it might have been a seamless transition, which was very impressive on the ps2. To the point where you could step out of the chair during a space battle and go cringe in the cargo hold. You'd be a sitting duck and the ship would be destroyed quickly but it was neat that you could do it.

    I'm going to have to dig it out just to check now.

  18. #98
    Lesser Hivemind Node Shooop's Avatar
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    Full body awareness
    A combination of ARMA's camera where you can see your own shoulders instead of just your legs and the healing of Far Cry 2 where you got a first-person view of your character pulling bullets out of himself and relocating bones would do wonders for player immersion.

    More human animations
    It broke up the boredom of just walking to a checkpoint seeing Max stretch and move his head around while walking to the strip club in Max Payne 3. He was moving like a real person instead of just a series of animations in a loop and that gave him more personality than his monologues.

    Exit wounds
    When a bullet hit an object it flattens and looses speed, which causes it to start turning vertically. That causes a much larger hole when it exits a body and is part of the reasons guns are so lethal. Sniper Elite V2 nailed this. It's almost mesmerizing to see the bullet tumble out of a person's skull like a real one would. And there's a little round hole where it went in, and big nasty one where it left. Do this more games.

    Press X to skip this scene
    Sometimes people want to play a game more than once and they don't feel like watching the same cutscenes over again.

    If you can see it, you can go there
    Self-explanatory.

    Wounding systems

    Seen it in a few shooters before, but never in multiplayer. Why is that? Would it not be incredibly fun to hit a guy's leg and deny him the ability to run because of it instead of it just taking away some of his HP?

  19. #99
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    Quote Originally Posted by Shooop View Post
    Wounding systems
    Seen it in a few shooters before, but never in multiplayer. Why is that? Would it not be incredibly fun to hit a guy's leg and deny him the ability to run because of it instead of it just taking away some of his HP?
    Action Quake 2 had this and it was fucking fantastic. In addition to leg damage (which you could get either from being shot, or falling) you would also bleed your HP away after getting hit. Only way to stop the bleeding and repair leg damage was bandaging, and you were defenseless while bandaging. So you get a hit on someone, and follow the blood trail to finish them off during bandaging. If they anticipate you are after them, they may camp bleeding until they can ambush and kill you, then bandage. Maybe you go after them, but you know exactly what you hit, and time your approach carefully so they can't ambush you and have time left for bandage before dying. If they predict that, they can choose to bleed to death without bandaging so they at least get the ambush off and take you with them. And if you predict that, you just back off and they will bleed to death for nothing.

  20. #100
    Network Hub Olero's Avatar
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    I'd like to see Wurm online, but done good (and not clunky & buggy as it currently is). So a game with Terraforming, complete freedom in crafting, cooking, fishing, woodcutting, mining etc and a good survival mechanic (with hunger & thirst). Though I'd like to discard the low fantasy trope and go for a path less travelled so to speak (maybe prehistoric, bronze age, steam age, steam punk, pirates, vikings, explorers or even modern times, though that might be too "Second Life" ;)
    Mijn Uitlaatklep - My (Dutch) blog about games, music and more

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