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Red Faction : Lounge : The Red Faction 3 List |
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mrmitchell |
Posted 4th Feb 2007 10:40pm |
L4Y Member Post 44 / 48
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Another gaming forum I frequent made a list of things they would like to see in the sequel to a game. Several employees of the developer posted on the forum, looked at the list, and drew some ideas from it.
Not sure if any Volition/THQ insiders read this forum, but I'm sure they can be gotten in touch with.
Post what you would like to see in a future Red Faction game, either things you feel RF1/2 did not adequately expand enough on, or new concepts that could tie in.
Not all requests can be accommodated of course, but constructive feedback will aid in producing the best game.
I'll keep this post edited with a list summarizing the requests.
First off, so no one has to say it again:
1. Multiplayer |
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SKA-Diesel |
Posted 4th Feb 2007 11:12pm |
L4Y Member Post 646 / 719
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2. A more powerful SDK, with support for freely available 3D apps.
3. Dynamic Lighting and HDR
4. Drivable vehicles (in SP and MP)
5. Depth of Field
6. Soft shadows
7. Rag doll physics
8. Normal/bump mapping
9. Destructable buildings which collapse realistically
Hi folks... hows everyone doing? |
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Modified Feb 4th, 11:12pm by SKA-Diesel |
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Hapa Hanu |
Posted 4th Feb 2007 11:29pm |
Mac Maniac L4Y Member Post 439 / 1544
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mrmitchell, can you provide a link to the other forum you referred to? |
I have suffered in real life for the past couple years, now its your turn! |
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Kiliad |
Posted 5th Feb 2007 7:13am |
L4Y Member Post 368 / 672
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Hmmm so that's what rag doll physics is. I was thinking it had something to do with a Cabbage Patch Kid and a nuclear reactor.
My suggestions for RF3 are numerous... too numerous to mention in fact... but I'll do it anyway lol. Ok, the Reader's Digest version.
Better scripting for events. A simple scripting language would be far better than just linking events together. For example a trigger could be linked to a script that executes when a player enters the trigger.
You could access all the players stats such as there current health and armor points, whether they are carrying a flag, even whether they are using a female or male character model. Then you could decided what effect the trigger will have accordingly.
if player.sex = male then explode
if player.weaponheld = rubberchicken then play laugh.wav
if player.nickname = NOCLANFRANK then swap character_model to ballerina.3ds
And speaking of character models, RF3 should support custom models in a simple way that will automatically be shared with other players who want them. Naturally that could chew up some bandwidth but it does need to occur in-game. There should be a server you can join that is like a bulletin board where you can put clan news etc. Clans could place there own members character models there for download and links to maps as well... and map rotations.
New models for custom clutter, weapons ando f course players should also be simply to add without the need for a MOD. These things could even been added to map files the same way customs textures and sounds are.
Bah! I could go on and on... and I often do lol... but there's no point if the relevant people don't see it.
HEY, RF3 DEVELOPERS! COME TALK TO US!!!!

[EDIT]
And another thing... ON/OFF switching for spawn points including the ability to MOVE soawn points. To manage this, movers would have to report their current state to joining players. There could be a special class of mpver that did this since some movers don't need to report their state. Plus, automatic keyframing where you give an object a starting frame, an ending frame and then you can tell the editor to divide the path up into X number of frames which you can move around to anywhere you want and specify whether or not the mover should pause at each place or move fast or slower when reaching it.
A FRAG CANNON that will launch just about anything you want to stick in it... including rubber chickens. In the game you have unlimited ammo while on rock textures because you can just stood down and pick up some rocks to shove in it, but when you're on metal or wood textures etc, you're stuffed!
More weapons that will fire underwater.
Radiation zones! The longer you're exposed, the weaker you get until you get some good old anti-rad drugs. Plus, the nuke cannon leaves radiation behind that has the same effect.
Textures the emit heat which will confuse anyone using the railgun's IR scope. Also, cool suits like those in Predator 2 which makes you invisible to the IR scope.
Liquid Helium spray guns to freeze you enemy and then you can shatter them with a pistol shot.
A big fat pay cheque for yours truely!!!! (Worth a try) |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
Modified Feb 5th, 07:39am by Kiliad |
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Kiliad |
Posted 5th Feb 2007 8:05am |
L4Y Member Post 369 / 672
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AI bots that roam from server to server that can be hired to hunt down real players.... Assassin Bots! hehehehehe
Boobytraps that you can plant in maps that will go off when a certain player gets close... hehehe... wishful thinking... although possible.
Promimity mines and maybe a type that are sound triggered.
Oildrums that release their contents and can make surfaces slippery.
Day/Night transitions in-game with control over how fast it occurs.
Improved skybox/fog/liquid behavior. These things interfere which each other in RF.
Liquid level control. Its hinted at in RF but it doesn't work.
Improved fog control... fog height, fog lifting and falling, color change.
Jetpacks for zero gravity maps and lots of recoil when firing projectile weapons so that you get flung backwards. Good for moving around if your jetpack runs out of fuel.
On/Off climbing regions.
A stairway texture prefix (e.g. swy_mytexture.tga) so you don't have to fiddle around too much with getting stairs exactly proportioned for players to climb up & down without moving all jumpy.
Custom defineable texture prefixes made easy!!!!
Random map generation... and it COULD be done even with the type of maps RF uses but support for height field type maps would also be sooooooo good! And why not? Why not indeed????
MP3 support to cut down the size of sound files. Yes, I know that might require licensing... and JPEG suuport would too but this is a wish list.
Dynamic lighting effects.
Increased control over brushes to include material type so that geomoddable metal walls would behave differently to rock walls when hit by rockets etc.
Custom ambient sounds that actually work properly.
Built in voting for map changes, kicking/banning players and a few other things I haven't thought of yet.
Get rid of the outdated console type controls and give it a mouse click driven system.
Oooh my head hurts! The ideas! The ideas!!! |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
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Beatonator  |
Posted 5th Feb 2007 1:39pm |
Post 1847 / 3716
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Hey Kiliad, whatever happened to that list we compiled over at RedTech? I swear you had a backup of it, I probably do but it will take me about 5 years to find it and another 2 months to upload it 
Deisel, hows it going bud? Become a major hollywood film director yet? Let me guess your helping Simon Pegg develop Hot Fuzz |
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!) |
Modified Feb 5th, 01:41pm by Beatonator |
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Kiliad |
Posted 5th Feb 2007 7:14pm |
L4Y Member Post 372 / 672
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I do still have that somewhere. Could take me just as long to find it.
Oh wait... I found it lol.
Ummm... its long. Its not the original list from that forum I was running. Its a summary of eveything people suggested.
Hmmm and its dated August 24th 2004.
A lot of things have already been suggested here but here are the weapons suggested in the ealier wish list.
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Flamethrower to be more lethal.
A Slayer style Rocket Launcher, Which has the onboard Camera and you steer it, {FLY BY WIRE in Perfect Dark}
EMP cannon (Electro-Magnetic Pulse) which disables all other high tech weapons by shorting them out but leaves the simple pistols, shotguns and rifles intact.
Dirty nuclear weapons like a plutonium grenade which leaves radioactive residue in the area it detonated. This would damage players who came near it. A full on battle with these could lead to the whole map becoming instantly deadly and once that happened the game would end.
Smoke/poison gas/stun grenades.
Cryogenic guns which freeze a player where they stand until they thaw out.
Teleport guns - Shoot at one location then at a player and they'll be sent there instantly.
Shrink Ray - Shrink other players temporarily or even yourself to access places a full size player could not.
Phase Shifter - Knock a player out of phase with their surroundings briefly so they can't touch anything or harm anyone. They would still remain confined by the boundaries of the map but could walk through walls. If inside a wall when they come back into phase it results in instant death and a messy explosion. Same effect if they are standing in a same place as another player.
Player seeking missiles - Just aim and shoot. They will fly around until the player comes out into the open.
Programmable BOTS - One player activates and it will then seek out and kill all other players until it is destroyed. Might also be used in Capture the Flag type games where it attacks only the other team.
Vortex bomb - Sucks in all players and objects within a certain radius like a mini black hole.
Orbiting laser cannon - Using a laser rifle to target other players activates a satellite mounted laser cannon which destroys anyone within a fairly large radius of the target.
Proximity mines - RF Remote mines are great if you want to hide and wait for someone to stand near one but proximity mines add so much more to a game. In team oriented games they can be used to protect a fort or flag while team members are away. In team modes they should be team sensitive. There should be a limit to how many can be planted to avoid over however. |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
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KERPAL |
Posted 6th Feb 2007 12:07am |  |
L4Y Member Post 681 / 1353
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geomod |
Maps |
Modified Feb 6th, 12:07am by KERPAL |
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Assaultman67  |
Posted 6th Feb 2007 6:51am |  |
Post 1972 / 4376
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Quoting Kiliad | Hmmm so that's what rag doll physics is. I was thinking it had something to do with a Cabbage Patch Kid and a nuclear reactor. ... |
Heh, thats funny ...
looking at some of those weapons i think that they sound alot like those from UT2k4 ... and we want RF3 to surpass UT2k4 .
but, in the end ... i still maintain my theory that this is still a hoax ... |
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ESTLunaTick |
Posted 6th Feb 2007 5:03pm |
L4Y Member Post 24 / 49
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Only thing i hope is that THQ/Volition wont mess the gameplay up like they did with RF2 , the movements in RF2 are total disaster if you ask me.
Rail Driver - whats up with that scope?
Other weapons - a bit over pushed.
As said in EST forums , just make it so the gfx is much better in game and weapons side , and it'll be fine but no need to make any BIG diff in weapons side ( i mean dont add or dont delete any good weaps like rail driver in RF1 ).
This is just my oppinion. |
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Kiliad |
Posted 6th Feb 2007 9:04pm |
L4Y Member Post 376 / 672
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I'd agree RF has a great selection of weapons, but the potential is there for a few more to increase the flexibility of game play.
In another thread there was a discussion about a gun that did the reverse of geomodding... I don't know what you'd call such a thing... a Clod Gun? (Copyright pending)
You could then build your own fortress. Who knows how that would affect lag though. Normal geomodding is bad enough when everyone is firing rockets left, right and centre.
Personally I'd also like to see a higher limit on reload time for the pistol and scope assault rifle. That would put an end to all the arguments about drumming. An real effect to iron out weapon glitches would be good too. Good playability inlcudes having a level playing field. |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
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Assaultman67  |
Posted 6th Feb 2007 9:49pm |  |
Post 1975 / 4376
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heh, i think i was the one who came up with the idea of the reverse geo ...
It would be really useful if you could add a cubed area with a type of gun, so you could make forts that were more clean ... also it would keep the verticies down ...
the cubed area thats added could have a target in the center of the cubes so its easier to align the reverse geo ...
but i doub't that if there is a RF3 it wouldn't be versatile enough to make that ... |
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D2k |
Posted 6th Feb 2007 9:53pm |
L4Y Member Post 1045 / 1923
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I just hope they make a new engine based off of Cpp or something simmilar. Increasing flexability and lifetime. Better external 3d app programs or even one exclusively built for it. Retaining the simple file structure of RF would be the best thing over everything else... I hate the way these new games handle files... It would be a whole lot easier if everything that was needed to play was all in the same spot. Also, the editor should be able to access files from other vpp files with ease... |
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Kiliad |
Posted 6th Feb 2007 10:49pm |
L4Y Member Post 377 / 672
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An improved VBM format would be good too. Something more along the lines of animated GIF files where you can specify delays before the next frame. I think someone already suggested avi support. How many TV screens are there in maps that have that boring default static. Imagine being able to run an avi over the screen and being able to change channel!
Dynamic decals too... ones that can be linked to triggers and be changed according to certain conditions.
When you die, the option to have the camera follow around other players who are still active. Kind of a spectator view. Of course you'd have to disable team chat in that case so the spectator couldn't act as a spy lol.
Flammable gases... LOL... sorry, I just read that after I typed it and... well, nevermind lol. But anyway, the gas region in RF doesn't work (as much as I've tried) and as far as I know it was only intended as a visual effect if it has worked. But if you had it to also interect with certain weapons like rockets, grenades, remotes etc it would be interesting. Imagine igniting a whole room full of gas and toasting everyone in it.
A random weapon pickup item. You never know what weapon you'll get.
At the start of the game the server decides what weapon it will be.
You have multiple single weapon maps all in the one map. Or it could be player dependant so that you get one weapon and another player gets another... hehehe one gets a nuke and the other gets a flamethrower... short game lol.
Easy/Medium/Hard map senarios for multiplayer just like in single player games. If you play the easy game then there are plenty of health packs etc laying around but far less for the hard senario.
Even different weapons and different geometry... within reason. The basic skeleton of the map would remain the same but lighting, jump pad placements etc could vary.
Bolt emitters that have a sopurce which actually moves instead of just the target... particle emitters too.
Localized gravity effects and wouldn't it be cool if your could actually reverse gravity so you could walk around on the ceiling of a map. Two totally different terrains that you can switch between... and sideways gravity... hmmm. You could then have one of those Escher staircase rooms.. maybe players could experience individual random gravity changes so some would be on walls, some on ceilings etc. Weird!
A greater variety of game modes instead of just DM, TDM and CTF. With a good scripting language as I mentioned earlier, you could have custom game modes but having control over what triggers off score increases.
Torches that get flat batteries for maps in the dark. Maybe the baton could double as a torch... would need true dynamic lighting. |
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx |
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Assaultman67  |
Posted 7th Feb 2007 1:13am |  |
Post 1977 / 4376
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Quoting Kiliad | ... Localized gravity effects and wouldn't it be cool if your could actually reverse gravity so you could walk around on the ceiling of a map. Two totally different terrains that you can switch between... and sideways gravity... hmmm. You could then have one of those Escher staircase rooms.. maybe players could experience individual random gravity changes so some would be on walls, some on ceilings etc. Weird! ... |
I actually thought about that once ... i think it would be cool if you could specify gravity at a point, so you could litterally walk on the face of a sphere as if it was a planet ... or they would come in handy with space stations with artificial gravity ... |
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