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  • Suggestions for AoS
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    I've been playing this game for a little while, and I have some suggestions. Please, don't rage at me, they are just suggestions. I don't want to force anything on anyone, just see if anyone agrees. These are just my opinion.

    Things the game DOES need:

    -Map coordinates
    -Spinning, flashing, Intel icon (so you can actually see it after most of the map is covered by crap)
    -Esc Menu (Change Controls, Quit game, votekick)
    Ground under Medic Base Tent is invincible (Having it dug into a hole by greifers is annoying

    Things the game DOESN'T need:

    -Tanks
    -Sniper Rifles
    -SMGs or Assault Rifles
    Airplanes
    Smaller/more detailed blocks (cuz that would mean an engine change)

    Things that MIGHT work:

    -Landmines (Highly visible, and shoot-able to disarm)
    -Shotgun (7 pellets, 25 damage no matter where they hit, Human sized spread at about 1/3 of fog)
    -Pistol (though real WW1 soldiers didn't have them
    -Flamethrower (this one is iffy, but it would increase offensive abilities)
    -Artillery (I like this one but doubt it would be balanced no matter how you do it)
    -HMG (it would have to be deploy-able. Can't move it until you pack it up, low field of view.

    This is an idea that I really like: 3 Classes

    Solider: This is what we have now. A rifle, 2 grenades, 50 blocks, all that jazz. This one would stay the same.

    Technician: This guy would be the "builder." He wouldn't get grenades, and he would be armed with a pistol (maybe). His main ability would be a second block type. It would be in the 5th inventory slot (were the grenades are). Placing this block would take away 5 blocks from your reserve. They would be light gray in color. They can only be destroyed by another technician (but would take 6 hits) and shovels won't affect them. The can also be destroyed by explosives.

    Point Man: This would be the, well, the point man. He would get a shotgun. He would also get Dynamite instead of grenades. It can only be tossed one or two blocks, but blows up big after about 6 seconds. It would be useful for blowing a hole in Heavy Blocks made by Technicians.

    This would add variety to a game that unfortunately is becoming stale fast. It would also let you make fortifications that aren't made of wet newspaper. To get by these walls you would either need to bring a Technician (with a crappy gun) or a Point man to break through.

    Thanks for reading, please don't flame ;-)

    #4842
    AxleTheNinja
    Member
    Posted 12 years ago
     

    I agree wholeheartedly with the map coordinates, the Esc key menu, and the medic tent being invincible ground-wise. The spinning icon, however, takes away from making decoy icons on the map.

    Tanks and sniper rifles, I don't care about, but the SMG is something I've stood by since I joined this game. Nothing wrong with a highly inaccurate SMG meant for covering fire. The assault rifle, however, can take a backseat, as we've already got the perfect rifle.

    The landmines, shotgun, and pistol, I'm definitely for. HMG would be neat, too, as long as there's limits (two per team, green can't deploy theirs on the east side, and vice versa.). Artillery would garner a lot of complaints, but I think mortar would be good.

    As for the classes, I'm not too sure of them. I've tossed around the ideas of classes before, but I honestly suck with balance. If they were proven after testing, I could give you an opinion.

    #4849
    ZakDCCLXXVII
    Member
    Posted 12 years ago
     

    Actually, now that you mention it, an SMG wouldn't be bad. But If you have an accurate shotgun, it fills exactly the same roll as the SMG. Also, I think the rifle would be just as good as the SMG up close, and better far off. It wouldn't break the game, but it would be under powered.

    #4853
    AxleTheNinja
    Member
    Posted 12 years ago
     

    These are the only class ideas I've read here that don't sound like utter game-ruining shit.

    A flamethrower animation would look very out of place and we already have grenades for clearing bunkers. I also think submachine guns should be left out of the game.

    About mortars: They should come with a very small amount of shells (like 3-5) and have twice the blast radius of a grenade. Only one per team.

    About machine guns: must be deployable and inaccurate. Max ammo of about 250. Only one per team.

    I also believe that these have to be earned by capturing the enemy's intel and the only way to restock the ammo (so that the fight doesn't become too one-sided) is to recapture the intel.

    #4871
    Spaceman
    Member
    Posted 12 years ago
     

    Spaceman, I was about to start raging at you, but then I reread your first sentence. Missed the "don't" the first time I read it lol.

    I agree, the mortars and machine guns could work well like that. Also, I think grenades are terribly bad at this point. They need to be thrown farther and they need to blow up just a little bigger.

    #4884
    AxleTheNinja
    Member
    Posted 12 years ago
     

    ugh, no flamethrowers, SMGs, shotguns, or any of that stuff. I think a pistol and MG are needed though, to balance snipers and chargers.

    #4891
    AnacondaML
    Member
    Posted 12 years ago
     

    @Spaceman, trust me, the one per team will not work, give it up

    #5019
    Zakski
    Member
    Posted 12 years ago
     

    Need a dispensor here!

    #16889
    penguindude42
    Mercenary
    Posted 12 years ago
     

    Spinning or glowing icons sound good to me. I hate the people who place decoy markers on the ground to trick the other side.

    #17541
    altzan
    Member
    Posted 12 years ago
     

    I agree, THIS SHOULD BE DONE

    #27453
    Raynerboy
    Member
    Posted 12 years ago
     

    Decoys=part of the game. Auto-climb spoiled you

    #27465
    Fat Idiot
    Ante
    Posted 12 years ago
     

    Decoys are definitely a legitimate part of the gameplay... armies have been attempting to deceive each other for thousands of years. I think it adds to the fun... I know I've spent long periods of times tunneling for intel only to find I've dug to a decoy, so decoys help balance the otherwise overpowered tunneling tactics. Without decoys, above-ground raids would be a lot less worthwhile, and I think it would detract from the overall fun of the game.

    @penguindude42: It's been said before, and I'll say it again: This isn't Minecraft. Generally if a soldier wants to lay a trap, he uses a mine.

    Speaking of which, I think mines would just encourage a lot of camping. Most of my hidden bunkers have a single entrance, and while I rarely have an enemy find the entrace in the first place, putting mines in the narrow hallways would be simply unsporting.

    #27492
    1337101
    Modifier
    Posted 12 years ago
     

    i like your ideas man.
    keep it going bro.

    #27495
    Flame
    Member
    Posted 12 years ago
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