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BattleField 1 thread (all platforms)
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<blockquote data-quote="Corbic" data-source="post: 15533328" data-attributes="member: 171475"><p>So here is how I'd have made the game - </p><p></p><p>Narrative. </p><p></p><p>Primary Narrative would be from the French perspective with a French char. This war was fought heavily and France and unlike WWII, France was a HUGE participate. Lets do something fresh. This story and Multiplayer maps would focus heavily on trench warfare. </p><p></p><p>Austro-Hungarian Narrative. </p><p>WWI does not need to be told in the played out "Good vs Evil / US-England vs Germany" narrative we've been beaten to death with from all the WWII Games. This was a war of evil governments slaughtering their own good men. This front would give you a great story about Austria vs Italy or Austria vs Russia. Lots of open field fighting, horse mounted lancers, open farms, mountains and even urban combat when Austria took back Lemberg. These three armies also had limited modern equipment and artillery. </p><p></p><p>I would save the Middle East / Ottoman conflicts for an expansion. </p><p></p><p>Combat - </p><p>Trenches. The French maps should full of endless muddy fields, trenches, craters, fox holes and bunkers. I'd have a digging system where players can dig tunnels and fox holes, and extensive underground fighting. I'd include night combat with flares and artillery strikes and warning bells. Artillery needs to play a bigger part in the game. Gas grenades are not a real thing. Gas was dispensed in either planted charges or by artillery. I'd make gas a longer lasting problem, as in real life it would quickly sink to lower levels and then remain there. So running along, on that gas strike is over? Jump into trench and it's still there - respawn. </p><p></p><p>Weapons - </p><p></p><p>The most common automatic rifle in WWI, the Chauchat, is not even freaking in the game?!? It was used by both the Americans and French! Additionally, all the "modern" weapons where notorious for begin unreliable, difficult to use and rare. Having played games where developers limit weapons per side, that can be very frustrating when someone is hogging a class. However, you could add in slow reload times, and a "reliability" factor to discourage the use of these weapons. Reliability factors can be improved with a leveling system. The more you use it, or use XP toward it, the more reliable and accurate you can make a weapon. So that Chauchat that jams every 5 shots requiring a slow reload, or even breaks a few times each map will eventually after a few weeks become a usable SAW. </p><p></p><p>Squads - </p><p></p><p>WWI was characterized by HUGE unit formations and combat. I'd boost the player numbers by using bots. Either free roaming or more favorably, Bots that follow the player and make up a squad. You could also get bots based on you class. So "Infantry" limited to bolt actions, could have 10 bots. Assault only 6, Medic 4, Machine Gun, 3 and Sniper 0. Once again, encouraging the usage of bolt-actions and increasing the number of bolt-action combatants. </p><p></p><p>When you die, you could just cycle-through you bots and when they are all dead - a longer re-spawn all the way back at your trenches - representing the flow of soldiers from the trenches. Players would still be able to link up with other players but these would then be called "companies" instead of squads. So 60 player map could in theory be 600 combatants. </p><p></p><p>Vehicles - </p><p></p><p>Once again, reliability was a huge issue for these slow-ponderous machines. They also got stuck a lot and could move only at a mans marching pace. I'd ad a timer/reliability gauge - it winds down as the vehicle is used. Once it hits zero, the vehicle is immobilized and the players have to get out to repair it. Leveling and XP will increase repair time and give you more gauge-time. I'd also give vehicles finite ammunition limits. </p><p></p><p>This eliminates the need for stupid "made up" sticky-bombs, rocket launchers and mines. Infantry can just wait for the vehicle to break down and then kill the crew, or get stuck in the mud, run out of ammo and kill the crew. Artillery and Motor fire as well.</p></blockquote><p></p>
[QUOTE="Corbic, post: 15533328, member: 171475"] So here is how I'd have made the game - Narrative. Primary Narrative would be from the French perspective with a French char. This war was fought heavily and France and unlike WWII, France was a HUGE participate. Lets do something fresh. This story and Multiplayer maps would focus heavily on trench warfare. Austro-Hungarian Narrative. WWI does not need to be told in the played out "Good vs Evil / US-England vs Germany" narrative we've been beaten to death with from all the WWII Games. This was a war of evil governments slaughtering their own good men. This front would give you a great story about Austria vs Italy or Austria vs Russia. Lots of open field fighting, horse mounted lancers, open farms, mountains and even urban combat when Austria took back Lemberg. These three armies also had limited modern equipment and artillery. I would save the Middle East / Ottoman conflicts for an expansion. Combat - Trenches. The French maps should full of endless muddy fields, trenches, craters, fox holes and bunkers. I'd have a digging system where players can dig tunnels and fox holes, and extensive underground fighting. I'd include night combat with flares and artillery strikes and warning bells. Artillery needs to play a bigger part in the game. Gas grenades are not a real thing. Gas was dispensed in either planted charges or by artillery. I'd make gas a longer lasting problem, as in real life it would quickly sink to lower levels and then remain there. So running along, on that gas strike is over? Jump into trench and it's still there - respawn. Weapons - The most common automatic rifle in WWI, the Chauchat, is not even freaking in the game?!? It was used by both the Americans and French! Additionally, all the "modern" weapons where notorious for begin unreliable, difficult to use and rare. Having played games where developers limit weapons per side, that can be very frustrating when someone is hogging a class. However, you could add in slow reload times, and a "reliability" factor to discourage the use of these weapons. Reliability factors can be improved with a leveling system. The more you use it, or use XP toward it, the more reliable and accurate you can make a weapon. So that Chauchat that jams every 5 shots requiring a slow reload, or even breaks a few times each map will eventually after a few weeks become a usable SAW. Squads - WWI was characterized by HUGE unit formations and combat. I'd boost the player numbers by using bots. Either free roaming or more favorably, Bots that follow the player and make up a squad. You could also get bots based on you class. So "Infantry" limited to bolt actions, could have 10 bots. Assault only 6, Medic 4, Machine Gun, 3 and Sniper 0. Once again, encouraging the usage of bolt-actions and increasing the number of bolt-action combatants. When you die, you could just cycle-through you bots and when they are all dead - a longer re-spawn all the way back at your trenches - representing the flow of soldiers from the trenches. Players would still be able to link up with other players but these would then be called "companies" instead of squads. So 60 player map could in theory be 600 combatants. Vehicles - Once again, reliability was a huge issue for these slow-ponderous machines. They also got stuck a lot and could move only at a mans marching pace. I'd ad a timer/reliability gauge - it winds down as the vehicle is used. Once it hits zero, the vehicle is immobilized and the players have to get out to repair it. Leveling and XP will increase repair time and give you more gauge-time. I'd also give vehicles finite ammunition limits. This eliminates the need for stupid "made up" sticky-bombs, rocket launchers and mines. Infantry can just wait for the vehicle to break down and then kill the crew, or get stuck in the mud, run out of ammo and kill the crew. Artillery and Motor fire as well. [/QUOTE]
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