Neotokyo Suggestions

  • May 2020
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First of all I do not mind if you pay any attention to this, but a couple of friends and I were playing a couple of rounds and came up with some ideas. Vehicles: Walker-Tank First of all was the walker-tank from the end of Ghost in the Shell 1. Having it as a single capturable objective in the middle of a larger and more open than current map would add more tactics in my opinion, this will be covered later. It could be captured but not steered by a player, a player could control a heavy turret mounted on top, but the movement would be automated. I will expand on this later as I explain how this could work into a new Game-mode.

Callable gunship In a highly exposed (to prevent camping) position in the middle of the map where you can summon an automated gunship/Helicopter, similar to that of COD4, only temporary, but then could be re-captured, or captured by the other team. This could be used in any current Gamemode, as well as the one suggested at the bottom of the page.

Gameplay Changes: Vision Modes New vision mode: X-ray. This would be seen as a wall hack by some but I think it could be balacend out by giving it fast power consumption (EG 5secs) and a low range (510metres). Vision Mode Fix: Movement I have heard many people comment that the movement based vision mode could be greatly improved, for example by making moving objects (like the rotating cylinders in one of the rooftop maps) show up. Vision Mode Fix: Heat Vision Harder to implement, someone I was plying with said that the heat vision would be so much better if it accurately showed the head of surfaces, EG most all surfaces are the same shade of purple, yet bright surfaces are not, e.g. Snow. Snow is not hot.

Implants: Unlock one per rank; better abilities the higher the rank. Some specified to classes, some shared (like weapons) about 3 to choose from per rank. 3 Types: Assault (EG 10% more weapon damage) Neutral (EG faster sprint) Defence (EG 30% more armour)

Heavy-sniper/Anti-Tank Probably only available in the tank based situation, Can kill in one hit, and disable tank with 2-3 well-aimed shots at a small weak-spot.

Medic Method 1: Revive (Unpopular-do not really recommend)

Able to revive team mates (not plausible due to DECAPITATION/other serious bodily harm.) Method 2: Medic Packs Captureable objectives, 2 in a map, Hinders movement speed of all but Support, heals all friendlies around in a 510 Metre radius.

I think that many of these Ideas could fit into one Gamemode Gamemode: Battlefield Tokyo Map Set-up: In this gamemode the maps would be larger than the current ones, about double the size, being mostly open in the middle, with spots of cover and possibly some small buildings (the reason will be explained further down in the Mission Objectives section. The main infantry combat zones would be around the edges of the map, made up mainly buildings would be, taking up in total about half of the map area.

Mission Objectives Tank-Walker The tank control point is a fixed position in the very centre of the open area, with medium amount of cover to protect the controller. Now to cover the automated movement. My idea that the open area has a grid based system in place, although not necessarily a grid as squares and equal in all ways to compensate for the structures in the open area. The tank would travel along the lines of the grid, and the direction at the joints/junctions are randomised, which could be done quite simply with logic at the junctions randomising anywhere between 2 and probably 5 paths, without a loss of performance or networking. Medic packs There would be 2 Medic Packs (variation 2) place within the map, possibly placed like the ghost in a randomisation at certain points. The Medic pack would be reset when the person carrying it was killed and it is not picked up within 5 sec’s. It would be reset to the same point as it started from. Helicopter/Gunship There would be one helicopter capture point, but it at the start of each round it would be randomised to a position, in a similar way to the ghost, but in any of the areas, and many possible points for it to appear at. As before, it would only be temporary (EG 30secs) and then it would be reset to neutral and moved randomly to another point.

Raised Player limit Not really necessary, but would probably help with the gamemode The game mode could probably benefit from up to 64players (If your mod could handle it, but I’m sure it could, as CSS can, and Garrysmod recently upped the player limit for a server to 128 players!)

Summary: These changes are purely more want than need, especially the Gamemode, I just let my mind wander and like things to fit together. Thanks for taking the time to read this. Christopher Ryan

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