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Fun/Challenging/Interactive Medic gameplay for an MMO?

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Id like to get some feedback on making the medical skills really fun and fit into our MMO. Here's how health and healing is going to work: When you take damage, your health bar goes down - of course. At certain levels of health the maximum amount of health you can regen will be lowered. Also the rate at which you regen will lower as well. Critical hits will be rare wounds that cause lasting (but not permanent) disfunction in a character. Leg = runspeed + lasting % down in health max (possibly walk shaky) Arm = - STR, - accuracy Chest = - CON, - END Groin = - CHA, -LUCK (possibly walk shaky) Head = - CHA, - INT (camera shakes or flashes for blindness) (Im tempted to put in an EXTRA critical type that permanently makes you walk with a limp or lose an arm for roleplaying) WOUND TYPES: normal, critical, bleeding: Normal - just a loss of hp plain and simple. Critical take a skilled surgeon or hospital to heal. Has effects described above. Bleeding = normal damage + DoT damage until healed or dead. MEDICAL SKILLS: first aid + surgery first aid = stop bleeding + regain some hp. Can be performed on yourself. Level of first aid skill = increased amt of restore and faster time Surgery = treat critical wounds or restore to 100% of hp max. RACIAL Differences: Mutants are much quicker to stop bleeding, higher hp, slow to regen BioBorgs have faster regen rate, lower hp, fast bleed Humans have best mix of hp, regen and bleeding MEDICINE: Much like UO/WoW's alchemy system, there will be mutated plants all over the wasteland and in chemical shops in cities that can be combined to make healing pharms. The rarer, the more it can heal. HOSPITALS: NPC Outposts and Player-towns will have med units: The higher rank these are, the faster the heal rate. The more time you spend in these, the more your max hp level gets restored. Logging out inside one of these will bring you back to 100%. CONTROLS: One of things I havent decided is how to make the actual process of using your medic skill interesting. Im not sure if the skills should be accquired through use, by paying a trainer, through quests, or a combination of these. HELP?! Im also trying to come up with some semi-realistic, but yet still fun gameplay for medics. There's a game called "Combat Medic Special Ops" here that I havent played. There's also Theme Hospital I dont want this to get into feature creep, but as we create a world where we want to make real professions mean something, I can see quests that involve much more than hitting a button. Creating an interactive interface for medics is just one of the opportunities we have. If anyone has played a game with interesting controls for a medic...let me know. [Edited by - Vanquish on August 1, 2005 1:38:39 PM]

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Attempting to make healing in MMOs more appealing is a worthy venture and I'll offer some input to your ideas. First, I have to say that some of your ideas sound fun for a healer type to remedy but not so fun for another non-healer to play.

Reduced regen at lower life: An interesting idea, however it also punishes a player for taking risks (beyond the risk of death) because a player who fights a hard battle now has to wait much longer to fight again then if they had fought two smaller battles. This is more realistic, but not necessarily more fun. In general adding more downtime is usually a good way to frustrate a player. An interesting regen idea was used in Guild Wars (using the reverse logic) which was that if a player was out of combat for a short duration that they would then start to regenerate. The longer they regenerated the faster they would regenerate (at an exponential rate), such that the time it took to regen from half life to full was almost the same as regenerating from a quarter life to full.

Damaged limbs: Some of the effects you mention are interesting, but a few would be game breaking. Personally if I'm out in the middle of a wasteland and I get bit in the leg by some mutant creature the last thing I want to have to do is hobble back to town and try and track down a player surgeon to fix it (This also relies on the fact that there is currently a player on who is a surgeon and in my area). Slowing player movement for an extended period of time is just frustrating for a player in most cases (This does not mean slowing a player for a short duration is also detrimental as many games use short duration slow effects to great effect). Having the camera shake is also a proven game element that many players find annoying. Star Wars Galaxies had the camera shake when a large creature fell over. This actual frustrated many players and also made some motion sick (This was fixed by allowing it to be an effect that could be toggled on and off, however). As for having the screen flash for blindness this just ups your epilepsy occurrence unnecessarily =). Everquest did actually have the screen go entirely blank when blinded, but this was for short periods of time and not permanent until healed.

If you have not ever played Star Wars Galaxies I recommend that you check it out as it has a healing system similar to what I think your looking to create (or at least it did, last I heard there had been a huge update that changed the way healing and combat worked). The idea for that MMO was that when a person took damage they would also incur a small amount of wounds and some attacks would create more wounds (i.e. criticals). Wounds were represented by lowering max health by an amount equal to the current wounds (i.e. a player with 100hp normal, would only have 90hp available to him if he had 10 wounds). A medic could heal a player out in the field, however only a doctor could heal wounds back in town. It was an interesting system that wasn't too invasive to normal game play. A player simply had to go get wounds healed every so often. It is worth mentioning that even this system upset quite a few players who didn't want to have in game mechanic that forced them to return to town if they didn't want to. In the end the idea of wounds, in this game, really only played up to one type of player and that was the ultra passive and non-combative healer type, a person who didn't want to be near a battle healing but still wanted to play a support role.

It comes down to a balancing act. As you increase the realism of wounds, fatigue, and injuries you make a healing profession much more rich and compelling, but at the same time you also hinder the non-healer player who has to bear the burden of those effects until they can find a healer type to assist them. One clear thing to ask yourself about anything that you would want to add for a healer to fix/heal is how will it burden the player who is out alone with no healer.

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how about making the medics follow a sort of different gameplay than the other classes?

Other classes can buy a phone or paging device that they can use in emergencies. They can use it to dial a 911-like number to request healing. All medics have a radio which alerts them to a person in need nearest to them. Medics will rush to the scene and heal the players or even take them out of the battle grounds to a hospital (perhaps medics have a vehicle to help them get to a place quickly). Medics gain experience by saving more and more people. This way, most medics will hang out near the dangerous areas to wait for emergency calls. If there are no medics in an area, the system can spawn NPC medics to heal persons in need. Other classes need to buy heal credits to get healed.

In cases where there are too many medics in 1 place, the system could generate random battles where a medic is requested.

edit: medics can choose not to answer the call but when they accept the call, they have to heal the caller requesting aid or suffer penalties. They may also gain more experience the faster they arrive and help the caller. This gives the medics a reason to get to the caller as fast as possible.

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Thats not really realistic for our game. We are in a post-apocalyptic pvp atmosphere.

There simply has to be some sort of semi-realistic, yet fun way of playing a modern medic.

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I think it would discourage solo adventuring. That might be a good thing.

For one thing, medics would be largely unable to venture forth on their own, for want of battle skills. They would need people around to help, and that means a party. By the way, can a medic heal himself? It would suck to have a gimpy medic along, slowing everyone else down.

Second, other classes would pretty much need a medic with them at all times, to treat their serious injuries. This would encourage party play, which makes more sense than some dude just getting out his rifle and heading into the wastes.

I like the idea of it being genuinely stupid to go too far out by yourself. You might patrol around a town, grinding on radscorpions and raiders, but always within limping range of a doctor. If you're going to make an honest push toward a seriously dangerous area, you'll want eight or nine guys, including two medics and a scout and maybe a mule for ammo.

I like it. I think it would contribute meaningfully to the sense of community.

However, it might be more marketable to just make "medic" a secondary skill, so the loners can learn enough to keep them mobile, and medic characters won't be totally useless on their own.

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This is quite the good train of thought. Though it can be tricky as deadpenguin said, if medics are the only ones who can fully heal to any amount than they will become overly powerful (see Acolytes in Ragnarok Online, the only ones who can warp long distances resurrect and generally heal, and so charge a bundle for their services, or just ignore you for those who do have money).

It would be a good idea to allow players to learn at least some basic First Aid skills, so that they can use a Splint or medkit to slow the bleeding long enough to be able to jaunt from the wilderness back to town. In alot of ways this would probably be an interesting form of gameplay, since prevention is the best medicine scouts may have an easier time in getting around and leading the rest of the party away from danger.

As for injuries and fatal injuries, i often think of Resident Evil 2 when it comes to this. The more injured the player is, the more you can see it. Yellow he holds his ribs (unless shooting), orange he holds his ribs and his left arm is limp, and red he drags his food when walking, and holds his arm, etc.

For making the use of the Skill interesting, well i'm all for a more intensive Player-Skill oriented use of it. I see drugs being a Very important part of being a medic. First there's the mixing of drugs, so you have to mix the proper ingredients in the correct order, even waiting a few minutes for certain combinations before continuing, adding in a bunsen burner for some, etc. If its generally complex than more knowledgable players would get paid more for making more complex and effective medicine.

The next is actually applying the medicine. Now the player may have to pick a wound close, or far enough from the injury for it to be effective. He also has to keep track of the drugs he's used so far, this is because if the medic gives him one drug that supposed to stop bleeding, and another drug to wake him up and the two mix together in his body they could create a fatal neuro toxin. If the player uses drugs (like in Fallout) this could complicate matters for the medic alot, especially if the player doesn't tell him, since he may use a standard medicine that would react with the drugs in his body and again, kill him (or cause greater injury). He'd also have to watch out for the players condition, if he's lost to much blood than giving him a blood-thinner (perhalps for types of poison) would end up killing him even faster.

All of these things would require the player to know his combinations, his patient and situations. Certainly makes clicking one button require more thinking. ;D

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Our gameplay system is a classless system where skill per use allows you to change your character. Of course we are going to have to hard-code some limits like Ultima Online did (only 700% of skills at any time in UO).

Basically you'd have a bar of buttons all greyed out...and as you use the lower skills the higher skills would open up. At 20%, 35%..of your medical skill, certain feats would open up.

This way people could learn a few medical skills if they wanted to.

So I began thinking of a breakdown like this:



Decyphering the chart above you'll notice a few things:

a) each hit must be checked for 3 types of damage - normal, bleeding, and critical

b) each category will have different levels (bleeding 1,2,3...n) which denote different damage ranges. For example, Bleeding 2 might cause 2d6 points of damage per tick, where at Bleeding 3 might cause 3d6.


Im was tempted to separate First Aid and Surgery but realized that this was merely making things too complicated. Yes the healing of critical wounds would be surgery, but is there really a reason to separate the two skills? Merely make the Medical Skill on a percentage% and only allow the "surgical" type skills at higher %s.

One thing that I havent integrated yet is the ability to repair someone's max hitpoints level. Not sure where that should fit in. Perhaps as part of the same system but I havent come up with a name for it.

Keep the ideas rolling guys. I appreciate the brain jog.

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How about if max hitpoints recover based on time spent at 100% health? Like rehabilitation, if you "go easy on it" for a few days, you should be okay.

Since you're going for skill use as levelling, it will probably cut down on mindless grinding, which would make it possible to play and enjoy the game without having five "HP race" battles per minute. That'll make it more feasible to convalesce.

With an open-ended class system, I imagine inventory will have a lot to do with class designation. Could you have first aid kits and surgical kits and bandage rolls and tourniquets as inventory items that take up space? A "Medical Bag" instead of an "Ammo Bag" or "Engineering Bag" could carry more medical supplies more efficiently, so you could commit your character to medical service by customizing his skills and loadout.

Sure, your scout has rudimentary healing abilities, but he has to travel light, so all he has is some morphine, a few bandages, a tourniquet, some clotting agent and a stimpack in a little belt pouch. If he gets hurt, he can field-dress the wound and keep himself awake long enough to get back to the unit, where the medic will roll out the doctor gear, extract the bullet, sterilize the wound, and put a long-term dressing on it to bring the scout back to 97% combat effective status. If he can stay out of trouble for a certain amount of gameplay time, he's "recovered" to 100% and can take off the bandage.

In case you haven't played Metal Gear Solid 3, being able to find a bandage is the difference between kicking butt and bleeding out. Availability of medical supplies could be an important tactical consideration.

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How do you perform surgery if the person your trying to heal is in combat?

Hear are some ideas to expand on your medicine theme.

Medics can increase party members stats/attack speed/damage/resistances by issuing different types of stimulants?

Medics can decrease enemy stats or sleep enemies using hypo-spray devices or dart guns?

Medics can create poisons which can be applied to weapons.

In general a medic when joined to a party can increase regen.

Battlefield 2 medics are fun, they have shock padels for returning players to life and can also use them to kill enemies.

Malal

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Buffs are definitely an interesting way to go, but Im wary of them for two reasons:

a) why use a debuff on someone when you can simply attack them?

b) does it truly fit a post-apocalyptic environment

Its a subject that Ive been wrestling with since the beginning of the design.

Drugs and viruses have been in...the question is are they merely self-buffs or buffs and debuffs?

I suppose my question would be under what circumstances would you want to debuff but not kill someone? In a wizards & magic game I can see a priest debuffing because your damage may not be as good as a mage, but in a post-apocalyptic Fallout/Unreal FPS with melee would it be worth it?

Again...I havent decided and would love to hear opinions.

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Why debuff someone instead of attacking them?

Lots of reasons

1) Your medic should not be as good fighting an enemy as a warrior type character so it would be his way of evening the fight up.

2) When grouped debuffing your enemy makes killing them easier for your warriors and also mean less damage taken by them.

3) An example of a debuff used when yoru not trying to kill someone could be someway to slow or root an enemy if things go wrong and you have to try to run for it. (e.g. painkiller in the leg numbs them so the person cant walk properly)

4) If one of the debuffs is like I said some sort of tranquilser it gives the the player or party some aspect of crowd control if things get out of hand. It could be somethign as exotic as a fast action spray or injection to somethign as simple as a cloth covered in chloroform.

5) They can be used to lower enemy resistances to certain types of damage.

There is no reason this type of thing isn't appropriate for a post apocolyptic setting I think it just depends on the way it's implemented.

A way to implement them could be as some sort of fast acting/short lifespan virus,you could also link debuffs with damage over time effects.

By using a virus as well you could introduce some sort of diminishing return effect where if you use the same debuff again within a time limit then it isnt as effective because the bodies immune system knows how to fight it.

In game
The Medic makes a specialised type of attack and either fails or succeeds in injecting the virus into the enemy. The attack could be on some sort of timer based on how long it takes to prepare another syringe?

Malal

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Sometimes you run into an opponent that you can not take on by yourself (particularly if you are a medic with limited attack training). By allowing medics to use disabling attacks (slow, poison, etc) they can bring their oponent closer to their level.

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Ok. I think I have a better handle on this now.

The Medical Skill will have 2 major parts - Trauma & Engineering

> Trauma consists of the ability to treat 3 kinds of wounds: normal, bleeding, and critical. Such treatment will require equipment like bandages, drugs, and tools. The quality, proximity required and speed of treatment will be variable categories.

The 4th type Traumatic healing will be called: Restoral. This will be the skill of bringing another player back to his or her full hp maximum.

>Engineering is the ability to identify, cure, and craft both drugs and viruses.
This too will require equipment. The crafting of drugs and viruses will depend on plants and chemicals scavenged throughout the wastes and cities.

Viruses will have variable categories of a) stats affected (negative only) b) latency period and c)contageousness (AoE area).

Drugs will have variable categories of a) stats affected and b)addiction level.

Drugs and viruses will have both weaponized and naturally-occuring methods of affliction.

Virus Crafting:



So...getting warmer?



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Looks good, regarding the drugs I would be against having an addiction level because it could be abused. Player A annoys Player B who is a medic player B shoots him full of highly addictive drugs and gets him addicted.

Also what happens if a player becomes addicted and there is no supply? He isn't a medic so he can't get it. Unless your planning on having some sort of NPC drug dealers?

I have an idea how you could make it work though, lets not call it addiction but blood purity at anyone time you can have say 100 units of any drug in your system. Depending on the drug administered the units go up by a specific value depending on the duration the drug lasts and type of effect it has.

This adds some gameplay mechanics what drugs do I apply to this character for this situation to get the best results???

When the drug wears off say 90% of the value gets returned to the pool the final 10% decreases over time to show that the final residues are being absorbed by the body. Again this adds a gameplay element as you have to keep track of what you have injected him with and stops you just pumping players full of drugs all the time.

Now if you go over the 100 you could go into some sort of OD mode where for 30 secs you go a bit mental and increase attack speed/damage but after that for 30 mins no more drugs can be administered because the body would just shut down. Or instead of the OD mode you instantly lose any beneficial effects and again cannot have anymore drugs applied for 15 mins?

Application methods for drugs stim patches, tablets, injections, liquids.

Example Drugs(sorry for the cheesy names)

Quicksilver : Increases attack speed
Tuff : Increases defence
Hulk : Increases strength
Focus: Increases intelligence
Flame: Increases resistance to heat
Rad: Increases resistance to radiation

You could also do something kind of similar to the viruses(debuffs) to stop people just applying hundreds of viruses to enemy chracters.

Viruses have the ability to destroy each other so you have to be careful what you apply to an enemy.

On top of that after a virus has been applied there is an immunity period after the effects have worn off where the body knows how to fight it, or like I said in the previous post instead of immunity you could have a diminishing return effect where the virus doesn't last as long or doesnt affect the enemy quite as powerfully cause his/her/it's body knows how to fight the virus.

Example Your medic infects creature with the Wither virus (decreases strength by 20 lasts 30 secs) after the virus wears off you reinfect the creature with Wither but this time it only decreases the strength by 15 and only lasts 22secs. If however there virus isn't reapplied for 1 min then it goes back to working at full effect.

Hope this gives you some more ideas.

Malal

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Well Im sure the game will get a Mature rating anyway so using the term "drug addiction" is fine. The "purity" scale is a good idea though.

We are definitely keeping addiction in the game. Thats part of the gameplay.
You learn to craft a drug...you let it increase int and str but then it takes away stamina. You sell it to an enemy..get them hooked...then take it away and boom! They show up to a fight thinking they have increased str and int, but they are out of breath :)

The idea of getting used to a drug is an interesting one that would have to be balanced with other gameplay, but it worth exploring.

Id still like to have some kind of virtual surgery mini-game if possible.
Something fun, short, but challenging. Like one of those "Pipes" mini-games where you have to connect the pipes in the right order to get to the next level...just imagine they were arteries and blood vessels :)

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Why would an enemy buy drugs from you though especially if there is a chance you are messing him up? Why not get them from someone who is a friend?

Will characters not be able to see they're stats? If they can wouldn't they already know that they're stamina is lower than normal?

The idea for a mini game is kind of cool, but you would probably need to make 5 or 6 different types to keep it fun, otherwise once you get used to doing them it will become a real drag having to do it everytime you perform surgery.

Another mini game idea Spot the difference, here is a healthy stomach and here is a stomach that has been sliced open by a sword find 5 diffrences before his blood (timer) runs out. or along the same score a picture of a gun wound and you have to spot the 5 pieces of shrapnel in the picture before he bleeds to death. :)

Malal

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Quote:
Original post by Malal
Why would an enemy buy drugs from you though especially if there is a chance you are messing him up? Why not get them from someone who is a friend?

Will characters not be able to see they're stats? If they can wouldn't they already know that they're stamina is lower than normal?

The idea for a mini game is kind of cool, but you would probably need to make 5 or 6 different types to keep it fun, otherwise once you get used to doing them it will become a real drag having to do it everytime you perform surgery.

Another mini game idea Spot the difference, here is a healthy stomach and here is a stomach that has been sliced open by a sword find 5 diffrences before his blood (timer) runs out. or along the same score a picture of a gun wound and you have to spot the 5 pieces of shrapnel in the picture before he bleeds to death. :)

Malal



Ahhh...but therein lies the FUN! You could use an alt character to make friends with an enemy and sell him drugs...drugs that he passes on to his friends...and so forth and so on..

Or you might get them from a respected crafter...and not know...

Or you may decide that the pros of using it outweight the cons...just like real drugs...I mean if you just need to up your STR once in awhile...whats it going to hurt, right? muahahaha

As far as seeing what drugs will do...Im thinking that you will either:
a) have to be told what they do from the person you get them from
b) see only the good stats and not the bad ones
c) see random info on good and bad stats

In the medical skills there will be identification skills for viruses and drugs...so the medic can analyze a drug and let you know what the stats are.

As far as the mini-games...you're right they have to be varied to be fun.
I like the idea of "which one of these is not like the other" (sesame street reference)...in fact, it might even be a decent teaching tool if you wanted to go that far.

It the risk of sounding immoddest, this is sounding challenging and fun!
Gonna need someone to come up with mini-games now :)


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Can't remember what they are called but do you remeber those old plastic toys you used to get where you slide squares of a picture around until they complete the actual picture.

You could also have a game where there are 2 picture 1 is the main complete picture the other is a small area of the main picture, you have to find the are that matches in the main pic.

Malal

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There are a few surgery games that have been made you could have a look at. There's Life And Death (1988), and Life And Death 2: The Brain (1990).

An idea i also had was to use a mini-game mechanics like those in Reaktor as a representation of you pulling bullets out of someone.

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Ok...that mini-game is bad ass. See this is the type of stuff that should go in an MMO! I mean we have nuclear reactors in the game you know...;)

I think you've just given me an idea for a thread.

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I know I'm getting a little away from the demands here, but...

Would it be possible to have the medic actually perform something to heal the wounded? Like a mini-game in Flash or something?

Has any of you ever played "puzzle pirates"? It is a sort of free mmorpg, where you build your competences by playing repeatedly flash games. You have to play a sort of tangram to play "carpenter", and block holes in the hull, you have to move some wheels around to create constellations and head your ship, you have to play a clone of Dr. MARIO to swordfight... It is very symbolic, but the idea can be taken from there.

Imagine having to perform TWO duties at once just to stop a flesh wound? Like having to do one puzzle for a while to remove the blood from the wound, and another to stitch the wound? If you don't stitch fast enough, you have to go back to puzzle one to be able to stitch again? Imagine playing something like Old board game Dr Craze, or something, where you have to remove some funny looking objects from the belly of a patient without the elements touching the shape of the hole? Adapt that to your situation,a nd you have a game! Imagine having to spot something in a hole, twist it and turn it in order to align it with the hole, and then hook it and move it with the scrolling wheel on your mouse, in order to remove the bullet from the hole? Then we get back to previous "mop and stitch" mini game.

And you can add as many other type of games you want! Change the principle of Dr Mario and make do with some pills you have in your backpack: Imagine having to face viruses springing in the body of a patient. You take some blood and put it in a petri box, and play the game: You are trying to mix and match some pills that will remove groups of three identical viruses, or maybe you have to single them out, because they are multiplying over time, or, I don't know...

What do you say? Do you think it would make medicare funnier, or what? More boring over time? I do like to play Puzzle pirates. But not for eight hours straight, mind you...

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This is definitely the direction Im thinking of going in actually.
Surely it would make being a medic a little more fun as a whole. You'd get people to play medics who liked puzzles :)

Feel free to email me links to stuff you think would be good: anorris1@charter.net

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I like the idea of medics having to be active to heal wounds.

On the note of drugs etc. perhaps it would be a good idea to have a trade in drugs (contraband) both in PCs and in NPCs. Did you ever play Freelancer? You could buy Cardamine (the freelancer contraband) from selected merchants (beyond the eyes of the law). Freelancer had a few issues but the basis is a good idea. Here is what I think would be better:

Anyone could be a drug dealer. Medics can sell drugs to dealers is they want (or simply to players), or anyone can buy from dealers. Drugs aer illigal, so you cannot just go around asking NPCs if they want to buy/sell drugs. Places with less police presence have cheaper drug prices compared to places with hig police presence (capital cities etc.). It would be worthwhile trade buying drugs in a city with cheap drugs and selling them in places with expensive drugs. However, there to be an element of danger to make it fun. Perhaps policepeople will randomly choose to search you (freelancer had them scanning the cargo hold of your ship). You can choose to resist arrest (with the usual concequeses) or surrender you goods (and some cash) and lose a little bit of faction.

I have just assumed a few things about your game - factions, police, etc. but I honsetly think that a system like that could add to the post-apocalyptic cyber-punk feel you are going for. I am implementing a similar system in my MMO, but it is fantasy, so the specifics are different.

[EDIT: I just remembered. Everquest had a really cool effect when you got drunk, all the world looked blured and your walking was no longer in a straight line (i still remember trying to cross the footbridge, I have never been killed by priranahs before). If your engine has post-process effects, you could probably make lots of really cool effects, depending on what drugs have been taken (and how much).

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"Anyone could be a drug dealer. Medics can sell drugs to dealers is they want (or simply to players), or anyone can buy from dealers. Drugs aer illigal, so you cannot just go around asking NPCs if they want to buy/sell drugs. Places with less police presence have cheaper drug prices compared to places with hig police presence (capital cities etc.). It would be worthwhile trade buying drugs in a city with cheap drugs and selling them in places with expensive drugs. However, there to be an element of danger to make it fun. Perhaps policepeople will randomly choose to search you (freelancer had them scanning the cargo hold of your ship). You can choose to resist arrest (with the usual concequeses) or surrender you goods (and some cash) and lose a little bit of faction."

Did I give you my design doc? :D

Thats part of the vision. If someone merely wants to up their drug-making skills and sell drugs...then they can definitely do that.

Police NPCs will definitely be patroling areas and checking your inventory (along with id badge and such). Not only that, but there will be roving gangs that dont like you sellling drugs on their turf! The idea also is that NPCs may seek you out if you get a reputation for selling drugs...and that would be a way to make money in-game.

Glad to see someone thinks this kind of thing will be fun! The whole idea is for some of the darker cybercities to be seedy black market areas..in contrast to some of the glitzier or work-minded corporate environments.

Im going to keep digging and try to find some mini-games or an existing interface that would make a fun medical interaction.

Let me know if anyone finds one!

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Quote:
Original post by Vanquish
Did I give you my design doc? :D

nope, but I want to play your game, let me know when you have a beta =)

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