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Ideas to revie SF-- BRAINSTORM YOU ARE NEEDED HERE
What ideas?
What niche/advantage does playing SF have over other games? fort building is the obvious answer, but is that all? Why do u play sf? What can sf do to be more popular? |
How to make it popular again? I think you restart completely with a new engine, bill the thing as a new hit indie shooter-builder-rts-zombie game, post a million blog posts about its development, make people pay for pre-orders. Then when that is done get some E-famous person to play it and make a video.
Or just like release the new version when its playable. |
Why I played SF was..
It was cool to watch how people who played sourceforts developed new ways and tricks for building contraptions. The gameplay itself was fun. I liked the freedom the game offered. I was excited for new content. My idea? People think of sourceforts as an old, dead game. People don't go on because they know other people don't go on. I know it's easier said than done, but start seriously constructing a team of developers. Update the game enough to call it 2.0. Get some legitimate spoilers/trailers going, release a steady flow of concept art. Get people hyped. Release it on a very specific date and time, so people will KNOW other people are going to get on. You now have all the oldies that never got on because no one else ever did , but also new players that want to get in on it. EDIT: Also.. have some dedicated sf oldies to play everyday at a certain time of day. Maybe it could generate some players if they see that other people are playing. And I would be sad if the building mechanics were changed too much. I always thought part of the fun was figuring out not only what to build, but how to build it. If it were really easy and convenient to place a block anywhere you wanted, it wouldn't be as fun. imo. |
a time machine
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You talk about a new engine, I guess you mean UDK or Crytek3. The problem with those is that no one has ever made a working gravity gun. another thing to know is that they don't release any source code, it's all scripting (Source offers more liberty since you get a big part of the engine' source code). I would love to get an indie license and sell it on Steam. But the huge thing that happened to PH since it started is that most of the devs get lazy/busy, disapear etc... so to be able to sell (or get anything decent done) we would need a dedicated dev team that can work at least 12 hours each week. if we can make that happen I'm sure we could have a good prototype if not beta in 4 months. Quote:
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#1
*When the number of blocks was high, everybody wanted to build contraptions, giant ramps, or personal bunkers. This by itself wasn't a problem (and it's fun the first few times) but when the flag was captured it sounded like failure. Noobs would rage quit after spending 10 minutes building a sniper tower only to have the flag capped in the first 60 seconds. *When the number of blocks was normal there are optimal solutions to each map. A) It is (was) possible to build a perfect base and therefore pub games with two good teams ended in stalemates. On the flip side a single misplaced block would result in a steamroll for the entire team. B) Lower block counts required bases be build closer to perfection. This drew a gap between people who knew the plan and people who didn't. Usually this meant one person tore down everything else and build the entire base solo. This often resulted in rage, tears, and griefing from a new player who's nade cannon just got destroyed. Solution: make sf more fluid during combat. Flags should be on the field more often and capping should be a regular event. #2 There was also a huge divide between the skill level of players on pub servers and the pug groups. Other games have this too (CS/CS:S) but SF was never large enough to compensate. The best players could always win for their team in a pub server, but if you cap the flag in the first 60 seconds the server clears out. With nowhere else to go, the whole game would die for a while. Solution: Balancing so that pro players don't have as much of an advantage. I know this is a volatile subject (at least it was) but trick jumping was the real problem here. Think how tf2 requires no 'inside knowledge' or special tricks to be good. (I know they exist but it's not as common as in other games) |
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1.9.2 had closer games and was more open for either team to win (which is the important thing IMO), as talented cappers on both sides always made for amazing moments. In 1.9.4, capping skill is more or less irrelevant. Pugs turned into who can frag the most, as who can frag the most would get the wall down sooner due to more time in mid, thus have the flag open sooner and so on. As I said, in 1.9.2, it never felt so dominated as it did in 1.9.4 Quote:
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any suggestions on how to fix all those "facts"?
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I made it over a year ago. In an hour. |
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Edit: also, you don't get any of the engine code with the source sdk, the UDK and source sdk basically give you the same amount of openness. |
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