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Zero Ballistics, Full Metal Soccer

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Ideas and recommendations

Post any game related ideas or features you would like to see in the final version

Moderators: Michael, Bernhard, Christian

Ideas and recommendations

Postby chip5541 on 03 Apr 2008, 17:44

3rd person turret tracking view needs a targeting rectangle.

destroyable buildings?

Map level with a series of jumps for those with boost
chip5541
 
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Re: Ideas and recommendations

Postby Michael on 04 Apr 2008, 19:59

Hi Chip,

chip5541 wrote:3rd person turret tracking view needs a targeting rectangle.

we already tried that, but with the ballistic trajectory it's almost impossible to get a good aim on targets.

chip5541 wrote:destroyable buildings?

would be possible, rather a matter of time and money.

chip5541 wrote:Map level with a series of jumps for those with boost

we thought of some sort of fun maps, with lot's of jumps or mines that blow you up in the air :P

thanks for the ideas,
Michael.
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Re: Ideas and recommendations

Postby Frost on 05 Apr 2008, 16:52

I'd really recommend to integrate destroyable buildings and maybe even terrain.
That was the first thing that came to my mind after shooting the first time.

I consider ZB as a fun game, and a destructive environment would really contribute to the atmosphere. There is an older game with a similar concept called 'Tread Marks' and I remember a destrucable environment there, too.


Also, I think there should be a greater variety of weapons, maybe some more extraordinary ones.
Frost
 

Re: Ideas and recommendations

Postby chip5541 on 10 Apr 2008, 05:54

Playing today I had some more thoughts. First, I have really been enjoying the game but I can't hit nothing. :oops:

I was thinking that maybe the machine gun is a little too powerful. Considering you have other selections coming up (flamethrower) if both do about teh same amount of damage then it would defeat the purpose of changing one weapon for teh other. What could be an interesting addition to the secondary weapon is an affects mode. Something along the lines of machine gun causing an affects damage of reduced speed or turret jamming. The flame thrower could cause visibilty issues since your tank is on fire.

Some sort of basic statements for issuing orders to others on your team or a way to bind custom statements.

Ability to fire smoke canisters by either cannon (for entering into hostile areas under cover) or by rear (for hasty retreats kind of like mines)

I think this was mentioned before but a couple of additional modes of play (CTF, Defend area or item, protect specific player to extraction point or to enemy point with bomb. Soccer (ie football) were you have a giant soccerball and you use the tanks to bump the ball into teh others goal.. GOAL!! :D )
chip5541
 
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Re: Ideas and recommendations

Postby chip5541 on 10 Apr 2008, 11:57

I almost forgot. UNless I missed something there is no option for map rotation.
chip5541
 
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Re: Ideas and recommendations

Postby Michael on 11 Apr 2008, 10:56

Hi chip,

thank you for your ideas, we will consider them. i.e. we had the soccer mode in an earlier version of our game included (rather as a physics test) but it was fun :)

On secondary guns: they should all have drawbacks/advantages, like for example:
MG: medium range, medium damage, fast reload time
Flamethrower: short range, high damage, long reload time
Laser: high range, medium-high damage, long reload time

Any comments welcome,
Michael.
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Re: Ideas and recommendations

Postby Kano on 11 Apr 2008, 13:56

What are the differences for the possible cannons?
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Re: Ideas and recommendations

Postby Michael on 11 Apr 2008, 15:30

Hi Kano,

currently there no more than the three existing main cannons planned. They differ in amount of damage they deal and effects they provide.

Currently:
Armor piercing: high base damage, no effect
Splash cannon: medium base damage, lower damage in inside the splash radius
Heavy impact: low base damage, applies a heavy impact force on the tank hit


regards,
Michael.
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Re: Ideas and recommendations

Postby Kano on 12 Apr 2008, 20:13

Why is the Heavy Impact called High Impact in the Log?
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Re: Ideas and recommendations

Postby Christian on 12 Apr 2008, 20:36

It's the same reason why colors are mixed up in Team Deathmatch mode: to make the game less conventional :-)
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