To make it short: i believe in tiny simple twists which add new tactical possibilities instead of turning it into a different game...
You should see it to get an idea of what kind of feeling this game is trying to create. This is not about copying a movie - it is about copying the feeling and gameplay of that game in the movie. Armagetron comes most close to this goal, but still is far away from being there IMHO, so you should really see the movie to understand where armagetron is coming from.juwb wrote:Hi,
first off: I've never ever seen the movie. Probably not much room for ideas if you have to stick strictly to the movie, huh?
Bad idea IMHO. Dillutes tactical gameplay too much. Imagine the game "Go": its rules are very simple, yet still it allows incredible amounts of tactics... adding more complexity would actually ruin this strategic aspect, because the gameplay would become more "random". It's the same with your slopes idea for armagetron.juwb wrote:1. Slopes.
Same as 1.2. Floor types
This could partially be interesting. But not the ammunition and stuff idea - this is not a shooter, its a tactical game - the fact alone that you propose shooting tells me that you didn't understand what armagetron is about at its core. I'll say it again, think about armagetron like a chess or go game... but with a higher speed-rush ;-) So, it is NOT a typical action-game.... its a fast-paced tactical game in a arcade-shell.3. Powerups
I cannot think of how this could improve gameplay, considering that non-squarish arenas are already planned, which will also allow to have "barriers" in the arena.4. Obstacles
Very good idea. This is the kind of "feature" which i think is right in armagetron: minor adjustment, many new tactical possibilities.5. Wraparound mode
I think i'd prefer more prebundled arenas which are polished and playtested over a map-editor. I like the idea of having a limited number of high-quality maps on which people can focus tournament-style and develop map-specific tactics....... instead of having dozens of seemingly random and amateurish maps.6. Map editor
Again, this is a tactical game, not an ego-shooter or typical action-game. Besides, i cannot think of how this could improve gameplay - it only adds complexity and makes it easier, nothing else..... oh, and it makes it look rather strange.7. Health bar instead of rubber/crash?
Good idea. Again, simple change, maximum tactical value.8. Melee game mode
I think what you describe should be implemented more or less into the upcoming minimap of the HUD.9. Top-down (bird's eye) camera
Now, for my personal ideas, i have to agree with someone else, who said that better graphics and more polished UI and gameplay will make the highest difference in attracting new players.
And, since we are in a feature-thread already, i'd like to repeat my feature proposal for bringing the race-like atmosphere of tron into armagetron: Add the option of boosters instead of brakes to the game, damnit.... not to the console, not to config files..... casual new players dont use those.... but fully visible into the menus. For those who didn't read my description of that feature in another thread: The idea is to lower the general speed a bit, then add boosters to the game. These boosters would not bring you from slow to topspeed in 1second..... instead, they are more like "accelerators". They would have a limited energy-resource, just like the brakes, except that with the boosters the reserve would be like 5-10seconds.
The result are close-combat "races" between players, just like in the movie. Since the boosters have a limited (but refilling) resouce, it also adds tactical value: you need to household with your boosters, to not be at a disadvantage when you really need them badly. Also, using the boosters would be a two-sided sword: it allows you to be faster than others, but it also makes it more difficult for you to survive in labyrinth-type situations.