Stabilis -> Location (2/1/2014 18:35:28)
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This suggestion, is a project that is very old and still in development. The name of the suggestion, and feature istelf, is Location. It involves the position of the player in battle, and their position has an impact on effectiveness in combat. Location will also add a new element of strategy, which includes using the environment to hide, confuse enemies, or empower attacks. Those are just a few of the hundreds of things we can do with Location if it is implemented. Location used to focus only on how much distance was between two players… but now it includes terrain, large and small objects, height, and special conditions. The purpose of this suggestion is to get EpicDuel to be a lot more engaging considering the current skill trees. I will now go through the basics of Location and we will carry on. This is the skeleton of the entire suggestion, I will explain each section. Location is based on the concept of positioning the player. Right now, a player’s position is irrelevant as players stand in one place for the duration of a duel. Not anymore, players can now traverse the map with a click! A player’s position is the combination of their horizontal and vertical point on the map. For example, I might be in the bottom right of the map: my position. As EpicDuel is turn-based and not real-time, moving around the map is done by clicking on where you want to go. Players, as usual, will choose a skill or weapon like ‘Fire Sidearm’ or ‘Field Medic’, perform the action, and then choose where to move to in 10 seconds (a different timer will show this). Players will not be able to move as far away as they want, because the distance the player gets to move is based on their energy stat. More energy means more distance. Fortunately, moving does not consume energy, as the energy meter is separate from the distance meter. On each turn, the player chooses where to move based on total energy (not current energy), so they will always have a constant amount of distance. The position of the player can have countless effects in battle. For example, if a player is right next to an enemy, they will be able to use Strike to full capacity. If they are far away, Strike would be penalized, or even disabled. Some actions are better used in confined spaces, like Strike, while others are better used in the open, like Surgical Strike. There might even be a box of grenades to be picked up, allowing a grenade skill to come out of cooldown. Or, instead of a box of grenades, the floor beneath the player might collapse, causing damage and moving the player! Now that we have the main points covered about Location, topics will become more specific. First, see this. The above image is an example of a simple map layout with Location as a feature. This is the overhead view of the map. You might be wondering how the camera would work in this situation, and this is how: when it is the player’s turn, they can use a skill or weapon. During this time, the camera will zoom in on them just like the current EpicDuel. Then, they choose where to move, so they are seeing the map in the overhead view. I will continue this later.
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