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Brain dump of ideas, (or incorporate in current game)
PvtParty
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Ideas for DW2 (or current game, if possible).


1) Larger maps and more of them, ideally covering the entire continent/play area. This may require a number of generic near-copies being generated to fill in, particularly where there are no roads running through the area.

2) When you reach the end of one map, you go onto the next map (hopefully, the client could start downloading this in the background as you approach the edge), rather than cycling through to another copy of the map.

3) No more instanced maps, making it more of a persistent world. If two (or more) players happen to be playing on the same map, they have a chance of encountering one another and/or each other's opponents. Whether the two players then work together or PvP combat ensues, is up to them.

4) Time and weather variability, with time taken from the game clock.

5) Visibility. Remove the ability to zoom around the map and see where your opponents are and what they're up to. I've no problem with being able to zoom around the map to check the terrain (in RP terms, either driver has studied a map, or maybe there's still a GPS system in operation). Have a compass-type display with indicators to show where your characters think the enemy is, based on sound, dust, headlights, tyre tracks, etc. Equally, the AI shouldn't "know" where the players are, but use the same approximation idea. An extra scouting spec could increase the chance of tracking an opponent.

6) Any recent battles where some loot was left behind should stick around for a while, maybe even giving players a chance to encounter scavengers picking over these loot piles.

7) When scouting, as well as having the option to scout for particular groups in certain directions, maybe give players a chance to select the map (or cluster of maps) to aim for too (it doesn't mean they'll be successful).

8) Have AI gangs set up (roaming) camps, which can be attacked. It would be great to get back to town and announce to all where The Crusaders camp is, and organise a mass-attack.

9) AI gangs should have a more persistent, real-world nature. Any vehicles they acquire from players should be repaired and re-used. It should also be possible to wipe out an AI gang (eg: by mass-attack on their camp), though another AI gang will likely take their place in a little time.

10) Make it more Scav-like. Remove the ability to rent cars and it should be incredibly difficult/expensive* to have a car built to spec. Sorry Jake if this puts you out of business! (* Assuming some way of buying/bartering exists).

11) Scouting on foot should be possible. In fact, I'd go so far as to say that may be the best way to start, requiring you to capture your first vehicle.

12) Add another scout option - the ability to set up an ambush. Similar to scouting, likely to take longer, but the players get chance to prepare where they set up - a larger spawn circle, allowing cars to be placed so as to encircle an opponent. This would presumably also require a way to change the direction of the vehicle when placing. The chance of the enemy (AI, or player) being caught in the ambush is determined by checks against scouts of both sides. If the AI/player who was to be ambushed gets a better result, they could catch the ambushers unprepared.

13) Allow some chance to repair vehicles after a combat (though at the cost of a possible additional encounter). If there's scrap metal available, allow a mech to patch up some poor (grade C) armour onto a vehicle. Allow a mech to jury-rig a captured weapon onto a vehicle, though it will have a reasonably high chance of failing (possibly completely) during any further combat.

14) Allow repairs to vehicle in towns to be made by the gang's mechs, in a similar way to how repairs at camps currently work.

15) Player camps should work as for AI camps, though they can be more static if the player desires. It should therefore be possible to encounter such a camp, which would result in the encounter being put on hold for a specific time (eg: 24 hours) and the camp owner emailed to arrange a time to defend the camp if it's being attacked, or to welcome the newcomer/politely tell them they're not welcome. If the camp owner doesn't defend within a given time, should the encountered player attack, the AI is used to defend the camp using whatever resources are available.
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vet wv ss2fl67 pvp5 paintball pvp3 pvp2

Posted Feb 4, 2013, 1:32 pm
*Rev. V*
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Some really cool ideas....but this one-


11) Scouting on foot should be possible. In fact, I'd go so far as to say that may be the best way to start, requiring you to capture your first vehicle.

While DW is a game about CARS, this WOULD be a really cool way to start.

And, as far as scouting on foot, the Into The Ruins ped-scouting addition IS coming.....

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vet wv zom marshal paintladder cont

Posted Feb 5, 2013, 2:08 am
*Bastille*
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SOON
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Feb 5, 2013, 3:11 am
*Longo*
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*Bastille* said:
SOON


Hope so!
I messaged Sam about it, but havent gotten a reply. Since I turned "Evil" I don't think he likes me anymore hehe.:stare:
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Feb 5, 2013, 9:56 pm Last edited Feb 5, 2013, 9:56 pm by Longo
*Tinker*
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Evil?
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Feb 6, 2013, 7:00 pm
This member is currently online ninjamonkey73
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My number one wish: integrate all "website" aspects of the game into the client program. One window.
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vet wv marshal

Posted Feb 6, 2013, 8:30 pm
*Longo*
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*Tinker* said:
Evil?

I've actually killed a few players, but hey they have deserved it.  B)
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Feb 6, 2013, 8:55 pm
*Splurs*
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Yeah they are great suggestions, scav on foot is good.
I would love to see just a normal scavenge "scout" there seem to be piles of loot out there but your always engaged in combat so can't stop and look, maybe even put those loot piles into the loot screen? Or a certain distance from the end spot of cars gets loot piles.
Alternately you could get ambushed while looting piles, and get to pick only a certain amout of loot or use bulk,(would probably be better) before the encounter starts, if you win you can continue looting.
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vet wv marshal

Posted Feb 7, 2013, 5:46 am
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Now to prevent that "One Window" from crashing on a 1 per scout basis


ninjamonkey73 said:
My number one wish: integrate all "website" aspects of the game into the client program.  One window. 
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vet wv santa1 deathrceL1 pvp4 gwped raceL1 combatL1 paintladder pvp3 ped2 pvp5 semiprocombat circuit2 pvp1 pvp2 slay2013 gwextrav triangle1

Posted Feb 7, 2013, 7:27 am
PvtParty
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ninjamonkey73 said:
My number one wish: integrate all "website" aspects of the game into the client program.  One window. 


But that would mean I'd have nothing to do at work!  :cyclops:
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vet wv ss2fl67 pvp5 paintball pvp3 pvp2

Posted Feb 7, 2013, 9:50 am
*DoubleTap*
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I'm genuinely interested in hearing why folks are desirous of more ped-based stuff. I, for one, came to DW because (to me) it's a vehicular game. I like the idea of having my gangers inside cool vehicles, rather than running around like a slow squishy target.

I'm completely open to being converted.
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vet marshal wv

Posted Feb 7, 2013, 3:49 pm
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I love peds because they open up a bunch of cool possibilities, like carrying stuff trading ammo, pulling people out of burning cars, running out of a perfectly safe vehicle to go try a stanch the wounds of a fellow guys, etc. I guess in one word complicity, or what is that word that means supporting a team?

Then there's this amazing world of Evans where cars can't go a is ripe for exploring
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vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Feb 7, 2013, 5:19 pm
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