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  • What should we work on: Vehicles, Artillery, Guns or the Mechanics of the Game?
  • 1456
     

    I was thinking like an already generated base with a shelter and artillery things around you can move with either a horse, or two people. I won't be on for a while now, guys have a nice day.

    #2904
    Captain.Linch
    Member
    Posted 14 years ago
     

    I think artillery could be a reward for certain amount of points.

    #2906
    JesseQ
    Member
    Posted 14 years ago
     

    ya i have to go too bye see you all tomarow

    #2907
    killerares
    Member
    Posted 14 years ago
     

    limited range OR limited practical range: like you'd be able to shoot halfway across the map but you'd need a spotter to see where the fuck it's landing

    #2908
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    Just employ the use of map as a targeting system for the artillery.

    And let fellow soldiers in the frontlines highlight key targets with blocks or just by revealing their position via sight.

    #2914
    Trotski
    Member
    Posted 14 years ago
     

    Artillery would need to be from WW1, which means not so overpowerful. And if it could only be held at base and it would be slooooooow to reload, I agree. Add it.

    #2916
    JesseQ
    Member
    Posted 14 years ago
     

    why is the server down?

    #2920
    bewawolf19
    Member
    Posted 14 years ago
     

    Maybe employ a small light Mortar sets, which players can place onto a stationary brick where they choose, and allow them to provide small artillery cover as the equivalent of throwing a few grenades into an area at a long distance, and let it take 10 seconds to reload after each shot, allowing players to pepper exposed enemy troops.

    Whilst a PERMANENTLY STATIONARY at the base, you can have your Howitzer.

    Basically a very large, very slow loading Artillery piece with a long range and pack a pretty good punch destroying the vast amount of bricks in the vacinity.

    I suppose a 2 minute loading period for the howitzer and a 20 minute respawn rate for it would a starting point.

    Plus, to help the other team, players are able to disable these weapons just by throwing a few grenades into the vacinity.

    #2951
    Trotski
    Member
    Posted 14 years ago
     

    i have read all the previous pages of this topic and thought i would put in an idea or two. for tanks or vehicles, with the way the terrain is blocky it wouldn't work (not saying its impossible but the map would have to be generated differently) constructing roads and flat areas would take a long time and then someone throws a grenade on the road and its made useless(either team wouldn't be able to use their tank), so i would say if there was a different type of map that may be generated that would have more flats in it yes. i would like to see artillery in the game because it is war and there are lots of valley and mountains it would def add a sense of panic as you run across the map. people are saying short range and low ammo and respawn time. i agree with low ammo and respawn time or have the artillery units randomly placed in each base, could not be moved. low range no, then it would be a defensive device and for the green team would be unbalanced it would only be used to blow up blues coming down or through the mountains in front of the base so long range artillery guns that would be useful for long ranges but not close, only a few shots and not accurate not sure on the fire system but no crosshair and so you need teammates on the battlefield to help you hit the right spot. please have options for servers to reset after like 10-20 intel captures options set by host.

    #2966
    knottycorpse
    Member
    Posted 14 years ago
     

    i just came up with another idea! i have a lot of fun with playing this game and so want to make sure it doesnt end up being cod with blocks lol the objective is to capture the enemy intel but theres not much reason to other then to see the enemies locations well what if with artillery guns added everytime you capture the intel you get one shot for artillery(maybe more) when you capture it. a very big incentive to capture the intel, tho with the map you could see where the enemies are... not sure if that would make it fair, what do you guys think? when you are operating the artillery and use a curser on the map to shoot but it wont display the red circles?

    #2968
    knottycorpse
    Member
    Posted 14 years ago
     

    yeah, its a good idea, try and find a way to make it harder/impossible to hack on it, because hacking makes the game less fun and unfair, other than that, its a really good game, only having 1-3 artillery shots is a good idea, and using the map for targeting is smart, and they should make some boundaries as to were they can fire it, otherwize they can just flurry the other teams base and screw it over lol, vehicles arena bad idea, allthough it would be a bit hard, maybe some kind of boat maybe? a simple raft. i think you whould be allowed to dig underground also, would give the game more depth...."ignore the unintentionall pun" but yeah, some more guns would make the game a bit mroe fun, but complex at the same time, but i think, the best idea is to add rankings, and certain perks for certain amount of kills/headshots and such, would definately make the game more fun.

    #2973
    Plumbknuckle
    Member
    Posted 14 years ago
     

    Sorry for my english. Google translator from Russian.

    I want to propose new rules for the server. Like the First World War.
    The game goes several steps.
    There is the front line.
    Game map is divided in half.
    When starting map for 5-10 minutes while the available tools for the construction of tunnels and bases, shooting off. Hand build their tunnels and defensive base. Front line can not pass.
    After completing the construction phase of shooting is permitted. Building off. Allowed only the minimum construction 2 - 3 bloks for personal foxhole, in time 8-10 minutes, but not for long tunnels and bases.
    Every hill has its own flag. Capturing the hill moves the front line.
    After 30 minutes, for example, again be allowed to build within the front line.
    And again, going phase of construction, then the phase of the war and so on ..
    Map completed on time and to capture 70-80 per cent of the territory.
    You can also make a more flat terrain.
    I think this will be more realistic and interesting.
    You can abandon the front line and count a point for capturing the hill and flags.
    These rules can be applied without major changes in the program.

    In future time can add to the game and artillery and machine guns.
    They are also going to build at a certain time or if the necessary points.
    The game has great potential, thank you very much!!!

    #2974
    ivanTT
    Member
    Posted 14 years ago
     

    what really annoys me is when people try to push the whole "ww1" aspect of the game. its actually more along the lines of warring tribes, so 2 things yes allot of these ideas (i wont tell you which ones cause the people that will actualy read this post and agree with it know which ones im talking about) would ruin the game, but don't shoot them down JUST cause its not "ww1-ish" enough to deserve the game >.>

    #3046
    alexthecreeper
    The Creator
    Posted 14 years ago
     

    actually it is based on WWI right now

    #3050
    killerares
    Member
    Posted 14 years ago
     

    Guys, I looked on the internet and it's clear that this game's a WW1 based game so try not to change that eep saying ideas.

    #3597
    Captain.Linch
    Member
    Posted 14 years ago
     

    fighting during the day is pretty legit, but what about having a map mode that takes place at night?

    It'd be raelly, really dark, except for

    tracers
    grenade blasts
    home base would be lit up maybe

    Let me paint the scenario for you: you and your buddies have to get the intel, in the middle of the night, but then, out of nowhere there's a tracer and Deuce13 has his skull ventilated (unlucky bastard). You can sort of tell where it came from, but you can't be sure until... yup there it is, a barely visible silhouette crouching at the top of a ridge. You aim, fire, and you see a confirmed kill message and the mission is saved.

    I got this idea by reading a suggestion somebody made about lamps about two minutes ago

    #3647
    MegaDeuce
    This is not a title.
    Posted 14 years ago
     

    that sound like a good idea Captian linch look at the communtiy help forum thing here see if you can sort that out you seem to be good at that community volunters sorry

    #3741
    killerares
    Member
    Posted 14 years ago
     

    I think a logical way of implementing different weapons would be utilizing the HQ. While by your headquarters and have your gun selected, you can trade it for another one with a certain key(for example ] and [) the guns would probably have a cool down on how often it can be distributed(eg//instantaneously for rifle, but a 2 minute cool down on artillery). As mentioned in the previous example artillery could be gained this way, after getting the artillery you can place it anywhere. However, the opposition can destroy and use it against you. There would be maximum amount of artillery on the field/in someone's weapon slot. There should be some sort sight that might give some sort of really estimative distance it can travel. As it was said in previous posts the loading time should be long enough to prevent spam.

    tl;dr: A way to implement artillery that is fairly balanced

    For the fog of war, it could be implemented the same way most RTS's use it. With black areas as completely unexplored; grey and translucent as previously explored, but has not been recently; and full colour as what it currently is. If this was implemented it would give great reason to create scouting planes. They could fly fairly high in the sky and scout the ground below with a reduced risk of being shot. This would allow players to find what the enemy is doing and where they are at, as well as allow for further coordination for counter attacks. The planes would spawn around the HQ(more reason to bury it) and probably has limited fuel.

    tl;dr: Scout planes will cover the skies to uncover the fog of war.

    Final note: I hope no grammar Nazi's come around here.

    #3791
    Akimbow
    Member
    Posted 14 years ago
     

    i was reading your post, and a couple things, this is based in wwII, witch was in the 1930s-1940s. if it was the 1800s then the rifle wouldn't be the way it is. and artillery, i have mixed feelings. i would like it to blow up all the god damn swasticas people build. and tanks wouldn't work well with the terrain. and yes some of the bugs should be fixed like hackers and anti grief messures, but with some updates like small edits to the fog and iron sight, and save major updates like scopes and new weapons when the game is more runnable.

    #3803
    Me
    Member
    Posted 14 years ago
     

    Didn't read the whole thread, but some these ideas seem horrible. Vehicles? How in the hell are you going to drive up the face of a mountain? Flame throwers? Fuck that! Scopes? Sniping is already easy enough without them. The current rifle should stay as the only mobile weapon. Well, I guess pickaxes could do melee damage.

    I do see the positives of a ranking system, like keeping hackers and griefers out of your server, but I love that this game doesn't have one because without one, there are far less elitist pricks.

    If there are going to be mounted machine guns and mortars, here are my ideas:

    - as incentive to capture the intel, the person who captures it exchanges it at the tent for either a mounted machine gun or a mortar.

    -The machine gun would be very inaccurate and have limited ammunition (max of 252)

    -the mortar strikes have twice the blast radius of a grenade (max of 3 shells and has a range of half the map).

    -Both take about 8 seconds to deploy and CANNOT be resupplied with ammo at the tent.

    -Should a team have both the machine gun and the mortar at the same time and they capture the intel again, the ammo of one is replenished by one third of its maximum.

    Yeah, so those are my ideas. Let me know if they are retarded.

    #3842
    Spaceman
    Member
    Posted 14 years ago
     

    tbh id rather see the connection and bug kinks worked out before anything else. Vehicles would be a little pointless in a block based game and the terrain would need to be bigger.

    #9187
    Sasquatch
    Member
    Posted 14 years ago
     

    Fix the pain in the ass connection misery that is creating a server first, watched every post/ youtube vid etc about it, no way to get it working.

    #9191
    PintSki
    Member
    Posted 14 years ago
     

    Yeah, as far as I know its based on the Western Front w/ French or English (green) and Germans (blue or grey).

    Anyways, I think there should be a way to resupply ammo that doesn't require you trekking a kilometer back to base. Maybe have enemies drop ammo on death?

    Also, if there's a dedicated amount of players it is WAY too easy to just blow the map to the bottom floor, at which point the game turns into COD again because there's no way to sneak past the freaking forts!

    And personally I think that players should be able to build terrain types that are harder to break down like concrete or barbed wire, so fortifications can't just be blown over with a pickaxe.

    #9199
    beefprophet
    Member
    Posted 14 years ago
     

    On the subject of Artillary (Howitzer)
    I suggest for shooting, make the range at max', half the map from where it is (I suggest at the base). However you can only shoot in areas around a person. The range is up to 10 blocks around the spotter.

    #9204
    Bobbunny
    Teh One Bunneh
    Posted 14 years ago
     

    @killirares this game is not based in WWI its more like Vietnam for the gun is Vietnam era the title is a Vietnam reference and a good bit of trench warfare happened in Vietnam as well as WWI. The game is not really based in a specific time period.

    #33457
    zigora3
    Member
    Posted 14 years ago
     

    Isn't there like fucking 30 of these threads

    #33468
    KomradeKevin
    Dah Bawss
    Posted 14 years ago
     

    first thing you should work for is how to get rid of fucking idiots who are grieffing.

    #33786
    sinistral
    Member
    Posted 14 years ago
     

    You guys are fucking stupid, grenades were invented by the Chinese in 960 B.C. so they are not out of place. As for the artillery, the first documented record of artillery with gunpowder propellant used on the battlefield was on January 28, 1132. Do your damn homework before you come on here and say that this shit wasn't invented yet. This game was not based around world war 1. Ben never even said it was that i'm aware of.

    #34565
    ccg1223
    Member
    Posted 14 years ago
     

    @CCG: For the sake of simplicity, let's just say that AoS is placed between 1890's - 1950's.

    Artillery isn't a bad idea. I've been to this one server which had an airstrike function (You need 6 consecutive kills, kinda like MW.), real fun but not really effective unless you know exactly where your targets are. (It didn't level buildings tho, just kill players)

    Sniper scopes? The current rifle's good enough, just get a more decent ironsight.

    #34843
    JosephAllen129
    Imperial Guardsman
    Posted 14 years ago
     

    Some things I would like to see:

    +Make it possible for the server creator to set a certain map size. Right now it's 512*512 blocks, right? I'd love to see smaller maps like 250*250.
    +A better editor (=give it non-insane controls)
    +If you want to include new weapons, you need to nerf the headshots. Or make smaller heads.
    +medkits/medic class or just something to heal yourself while on the field.
    +map diversity: Randomly placed objects like houses/trees would be cool. Also some really steep cliffs.
    +The player shoud be able to make harder-to-destroy blocks. Something that works like the shield in Magicka: Spam a button to boost the stability.

    #34876
    mizzu
    Member
    Posted 14 years ago
    1456
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