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Made in gb
Longtime Dakkanaut





Scotland

Did a thread like this a while back, it had mixed results but some people really engaged with the subject. A cool format for your posts would be to write down the sorta 'Bullet points' you'd put on the back of the box. Feel free to come up with a ridiculous title. Money is no Object etc... If a photo-realistic MMO set on a fully rendered planet earth is your ideal Computer game then so be it.

I'll start things off.

'Spymaster'
-Explore an expansive, immersive, Open City.
-Unique Non-violent action. Take part in thorough investigations, Thrilling chases, fully voiced and Performance captured debates and stealth.
-Uncover and foil the many conspiracies that threaten the City.
-Multiple (non-violent)solutions to each problem.
-30+ Hour story driven campaign, countless hours of procedurally generated content.

I would gladly play a game like this in a Modern day/near future setting with Cars and Hacking etc, or a fantasy one with magic and creatures. As you might be able to tell killing and any other form of hurting would not be a part of this project, this rule would probably apply to violence against the player. It may have scenes with tension but failure would largely be an inconvenience or just a new opportunity. The city environment would be fully explorable and focus more on depth than breadth. It wouldn't really involve any strategy gameplay (as in commanding teams of AI and 'Macro' elements) as i don't find that particularly fun but the gameplay would certainly not be devoid of strategy completely.

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in gb
Ian Pickstock




Nottingham

OP's idea sounds pretty sweet. What sort of interface are you thinking?

'Inquisitor' - Combat RPG

-Specialise in Stealth, Skills or Psyker abilities
-Lead a diverse band of followers
-Explore over 150 locations on 8 worlds
-Embroil yourself in a plot spanning across the Imperium of Man...and beyond
-Hundreds of side-quests and adventures
-Battle enemies from across the galaxy
-Stay true to the Order or fall to Radicalism? The choice is yours.
-Living, breathing dynamic world to explore


This message was edited 1 time. Last update was at 2013/08/05 00:16:58


Naaa na na na-na-na-naaa.

Na-na-na-naaaaa.

Hey Jude. 
   
Made in cn
Longtime Dakkanaut





Saratoga Springs, NY

Huh, I'll give it a shot.

"MechWarrior, Mercenary" (yes, I know the name is already taken, it's the best I got)
- Immersive mech piloting game
- Be a mercenary and take contracts
- Forge a company that can dominate in every type of combat scenario (air, land, space, information warfare...)
- Upgrade/buy new vehicles and manage your employees
- Incredibly realistic in-cockpit fighting, using occulus and tactile feedback
- Open galaxy with many factions available for you to work with/against

Basically a detailed mech piloting game with a company management/financial simulation grafted on (if you want to start your own company).

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

My game sounds very similar to yours, Perkustin. Fellow Deus Ex fan perhaps? I would have violence as an option, but with actual consequences (something like a fine or prison system if you're not in combat areas when committing violent acts). You may want to keep an eye on Watch Dogs, signs so far are that it'll be right up our alley.

One thing I've wanted more of since Arkham Asylum (and of course City too) is what I want to call "collision-locked combat", though I'm sure there's a more appropriate or accurate term for it. Combat where each strike and block actually connects properly with animation, rather than the "swish-and-numbers-appear" approach of RPGs, or the "any-hit's-a-good-one" approach of previous third person fighters where you have to connect to hit, but you could do so by simply clipping someone's side or foot or whatever.

The style of combat I prefer can also be seen in things like counters and reversals in side-on fighting games, and it just feels like that much more of an impact.

This message was edited 1 time. Last update was at 2013/08/05 06:47:14


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Longtime Dakkanaut





Scotland

My game would be probably have to be First Person as it helps with immersion but saying that, after playing Dragons Dogma i've been reminded how satisfying controlling a well-animated Player character is.

My game would provide you a few starting clues, then allow you to amass more and then move in to confront the subject. The less clues the more bungled the investigation would be leading to more chases and more stealth (i.e. more skill based gameplay). In other words it would be like LA:Noire but no forced combat sections and without being as incredibly Harsh as LA:Noire was

Not gonna lie always wanted an Inquisitor game. It would fit perfectly into a Mass effect style game with only minor changes. Maybe just keep it on one planet and possibly have stealth as an option.

It's common for the perfect game to be a combination of a rich player character experience and strategy or sometimes grand strategy elements. IIRC there have been servicable MechWarrior titles in both fields but not one with both. That game 'Divinity: dragon commander' seems to be giving it a shot but the battles and dragon piloting look a little wonky.

I always thought that GTA 4 had really realistic player collision, i believe it was down to the 'Euphoria' animation package. It would be cool to see a fighting game with that in mind. I suppose it's just harder to control.

Saying that, The game .Overgrowth' seems to have a similar idea. Unfortunately it doesn't really look like that game is going anywhere.
http://www.youtube.com/watch?v=oCOaUeL8yFE

This message was edited 1 time. Last update was at 2013/08/05 12:20:30


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in gb
Committed Chaos Cult Marine






Hmm ideal computer game?? I could be here a while lol(Planning on becoming a Games Designer so I have a load of ideas)

Genre: Third/First Person RPG, Throw in some FPS/TPS for some variety.

Setting: Modern Day/Slightly Futuristic(Think Assassins Creed)

Key Features:
- Can specialize in: Melee(Swords, Fists, Blunt etc), Stealth(Sneak, Poison, etc), Gunplay(Pistols, SMG, Assault Rifles Etc), Magic(Fire, Water, Earth, Air Etc)
- RPG class system, unsure of how to progress character, go the Skyrim route or other RPG routes
- Each as balanced as the other and just as rewarding, so killing somebody grants same xp as sneaking
- Interactive crafting system, something along the lines of Fable 2 jobs but less boring I.E better you do then the better the item.
- Fully customizable characters, I'm meaning Sims style but bigger. Sliders for damn near everything.
- Interactive world, none of this set schedule crap. You piss off somebody they will damn well come for you and the more you piss them off the harder things will get.
- Mysterious story that slowly unfold, none of the CoD crap where you know the bad guy from the start.
- Fully changeable story. You make choice A,B,C and get outcome X, you chose A,B,c and get outcome x. (Yes the lower case characters indicate different choices/events)
- Level "locked" areas - Some areas will be very difficult/ impossible to overcome without the right level, but still doable by lower levels if they have the skill.
- Skyrim sized map and full of content

Multiplayer:
- Drop-in co-op where players fully sync with each other.
- Arena based combat, be it against players or NPC(Also works as PVE)
- Possibly standard multiplayer scenarios,E.g DM, TDM, CTF etc.

Could probably come up with a whole load more but it then goes into feature creep territory XD

When the rich rage war it's the poor who die

Armies I have: Chaos Space Marines, Tau, Necrons, High Elves

Armies I want:Lizardmen, Warriors Of Chaos, Dark Eldar

Armies I may get: Dark Angels, Tomb Kings, Vampire Counts

DC:90SGM-B--I+Pw40k03++D+A++/eWD-R+T(Pic)DM+

 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 johnscott10 wrote:
- Mysterious story that slowly unfold, none of the CoD crap where you know the bad guy from the start.
- Fully changeable story. You make choice A,B,C and get outcome X, you chose A,B,c and get outcome x. (Yes the lower case characters indicate different choices/events)


I particularly love these ideas. Some of the best stories are those where you might fight against a character or faction you may well later end up helping out, like...

Spoiler:
the civil war in Skyrim, or the NSF in Deus Ex (man did I feel guilty about the members I'd killed on my first playthrough...)


Worth noting, though, as much as I will happily criticise the later CoD games, Modern Warfare 2 does throw you some curveballs in the story.

Spoiler:
The main enemy actually turns out to be your general, who figuratively stabs you in the back and literally burns your squadmates... meanwhile, your original target eventually helps out and gives you information you need to take him down despite the fact that your actions got his son killed.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in cn
Longtime Dakkanaut





Saratoga Springs, NY

John's idea actually reminded me of a game idea I always wanted to play, but kind of forgot about.

- FPS/RPG hybrid (Borderlands style)

-you are a futuristic soldier equipped with a fancy battlesuit with an onboard AI (yes, it's a shameless ripoff of Crysis, my suit design was even similar).

-after the first couple "training missions" you would end up knocked out and your suit's ai/ mental link would get really damaged, so you lost your memory.

-"leveling up" represents the suit's ai rebuilding your synapses and re-fusing them into the armor

-cool "neural net" looking skill screen (based this off the FFX sphere grid system, except I'd like more branching paths instead of "choose 1 of these 5 linear paths").

- With no skill points at all you are basically a normal human wearing a bullet proof vest. Actual pieces of the FPS interface (health, ammo, minimap) would be unlocked by leveling up

-one skill path would involve aiming assisted targeting (fallout VATS except in real time, so progressively increased ammounts of auto-aim) and even the ability to enter "bullet time"

-Your health doesn't regenerate, getting a shield requires skill points, you need suit energy to regenerate/reload weapons. Suit energy is a limited resource (old school FPS play, you can't just hide behind cover until your health comes back)

- Early parts of campaign take place on a planet with inferior technology level (somewhere between WWI and Korea). You have incredible advantages over all your enemies, but suit energy is pretty much nowhere to be found.

I don't think anybody would actually play it because I could see the resource management/incredibly restricting early levels being frustrating for most modern FPS players, but I think if they handled it right the ramp up from Red Orchestra to Halo as you unlock suit features could be almost like Fallout 3 (In all those games there's always this certain place I call "the tipping point" where you suddenly get "powerful enough" and the rest of the game gets a ton easier until they spike the difficulty again).

This message was edited 1 time. Last update was at 2013/08/06 06:35:31


Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in ca
Wing Commander






"The Gothic War"
- 4x, 40k game focused on the Gothic sector/war, or any other sector depending on preference
- Turn based, or Paradox-style realtime strategic layer, with realtime 3D space battles
- Incorporate exploration into uncharted systems, discover Archaeotech or Xenotech to improve capacity of your chosen faction, but incorporate risks like denouncement or Chaos subversion for Imperials, or uncontrolled mutation or AI rebellion for Chaos forces, Daemonic incursions for Eldar, etc.
- Semi-abstract ground warfare; focus on large scale inter-system campaigns, logistics key, deploying the right specialist or general armies to the right front, but focus on space battles for the main combat gameplay
- Emergent threats, most 4x games incorporate these nowadays, but 40k can have things like accidentally waking up a Necron tomb world, roving Splinter Fleets, rogue Archaeotech, etc.
- Character rivalry, Crusader Kings style systems of characters, dynasties and interpersonal politics behind the wars and campaigns. Balancing ambitions, loyalties and skills is a common thread in 40k which is rarely explored in games of any type, could add depth in the absence of conventional technological progression (this being 40k and all)

Basically, 40k lends itself to grand scale warfare quite easily, but not the usual 4x concept of small starting area/low tech level, expand and improve, engage in arms races with neighboring factions, fight big wars and get into diplomatic scuffles. 40k is a heavily developed, built up setting, not suited to building up colonies and the like, unless one were to take the idea of the Rogue Trader RPG and turn it into a strategy game (Also awesome idea). If a developer were clever, they could take the setting and make a really detailed simulation of a war between developed powers trying to eke out an advantage on one another, more like Hearts of Iron than Masters of Orion.

Though I'd settle for any grand-scale realtime 40k game.

Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
 
   
Made in au
The Dread Evil Lord Varlak





I'd love a tactical combat game that draws heavily on X-Com, Syndicate and Jagged Alliance. I want the clean, simple tactical engine of the new X-Com (complete with actually telling me the damn rules of your little wargame), the depth of weaponry and options of Jagged Alliance, and the attitude and setting of a near future very close to Syndicate.

My ideal game, spelled out in bullet points...

Strategic combat engine - focused on movement and suppression, not using combos at the right times. Special abilities are a good means of differentiating troops and putting unique units on the field, but without a decent movement and cover system it's basically just glorified Pokemon. Priority is on acting first, and doing it effectively to suppress the enemy to allow troops to move in to close, advantageous positions to wipe the enemy position.

Massively branching strategic options - different stories and conclusions evolve out of in game events. So in game, depending on how things develop early on I might end up on a quest for vengeance/redemption, in the next I might be on a quest to retire with billions of dollars and my own private island, or dozens of other options, arising organically out of my mission choices, whether I succeed in those missions, and some random events thrown in.

A massive cast of soldiers - all characterful but all expendable. Get that balance right so a lost soldier hurts, but isn't so bad that you have to load over.

Organic, non-class based soldier specialisation, with a combination of random stats and special abilities, with scope for me to train them in specialisations as I see fit. So I can build a wide variety of troops.

Research and develop weapons and gear - but not just limited to researching weapons out of the box. Give me engineering options to apply tech to how I want weapons to operate, I might develop laser weaponry, which I can then decide how powerful (and therefore bulky) I want to build it, or how light (and therefore easier to carry/use in snap shots). Also let me develop add-ons for different guns, so underslung launchers and scopes and all kinds of stuff can be engineered, if I please.

Lots of scope for cybernetic enhancement of soldiers

Wide variety of mission types, with plenty of scope for non-combat specialisations to be very important for some missions. ie Troops skilled in infiltration or other options might be essential for some missions, which require the building of a diverse list of troops to complete all kinds of missions.


 dementedwombat wrote:
Huh, I'll give it a shot.

"MechWarrior, Mercenary" (yes, I know the name is already taken, it's the best I got)
- Immersive mech piloting game
- Be a mercenary and take contracts
- Forge a company that can dominate in every type of combat scenario (air, land, space, information warfare...)
- Upgrade/buy new vehicles and manage your employees
- Incredibly realistic in-cockpit fighting, using occulus and tactile feedback
- Open galaxy with many factions available for you to work with/against

Basically a detailed mech piloting game with a company management/financial simulation grafted on (if you want to start your own company).


Yeah, I'd love the hell out of that. Or, well, more of that, as I loved every Merc edition of Mechwarrior we saw. And these days they could develop a truly awesome version of the game by making it a lot more open ended. Give me a genuine and meaningful choice between various factions, and see the game play out differently depending on which faction I choose, and how I choose to engage with each of them. Let me spend one game being a loyal servant to one faction and ensuring their rise to dominance, but let me spend the next game taking whatever contract I want, and engaging in piracy where I please in order to capture and rule over my own tiny little empire, and let me spend the next game viciously attacking one faction because they stiffed me on a payment one time.

Also, give me the above, but do it in a MechCommander style, where I'm commanding multiple lances of mechs in larger scale games. Maybe scaling up to massive, batallion level games. Man, that'd be sweet.

This message was edited 1 time. Last update was at 2013/08/06 08:34:49


“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in gb
Longtime Dakkanaut





Scotland

Fantastic responses guys!

Johnscott10 wrote: Hmm ideal computer game?? I could be here a while lol(Planning on becoming a Games Designer so I have a load of ideas)


I've been slowly learning how to use Unity, i would thoroughly recommend it. I would also recommend investing in a book with an example project to work through as the free internet tutorials are far better as supplementary reference, i don't believe they can teach you from scratch. The only problem is i am realising that my first original project is going to have to be very small scale as creating complex systems for mechanics is very time consuming indeed. Unity is also a far better learning tool than things like game maker or Rpg maker as they teach you very little.

 dementedwombat wrote:
John's idea actually reminded me of a game idea I always wanted to play, but kind of forgot about.

- FPS/RPG hybrid (Borderlands style)

-you are a futuristic soldier equipped with a fancy battlesuit with an onboard AI (yes, it's a shameless ripoff of Crysis, my suit design was even similar).

-after the first couple "training missions" you would end up knocked out and your suit's ai/ mental link would get really damaged, so you lost your memory.

-"leveling up" represents the suit's ai rebuilding your synapses and re-fusing them into the armor

-cool "neural net" looking skill screen (based this off the FFX sphere grid system, except I'd like more branching paths instead of "choose 1 of these 5 linear paths").

- With no skill points at all you are basically a normal human wearing a bullet proof vest. Actual pieces of the FPS interface (health, ammo, minimap) would be unlocked by leveling up

-one skill path would involve aiming assisted targeting (fallout VATS except in real time, so progressively increased ammounts of auto-aim) and even the ability to enter "bullet time"

-Your health doesn't regenerate, getting a shield requires skill points, you need suit energy to regenerate/reload weapons. Suit energy is a limited resource (old school FPS play, you can't just hide behind cover until your health comes back)

- Early parts of campaign take place on a planet with inferior technology level (somewhere between WWI and Korea). You have incredible advantages over all your enemies, but suit energy is pretty much nowhere to be found.

I don't think anybody would actually play it because I could see the resource management/incredibly restricting early levels being frustrating for most modern FPS players, but I think if they handled it right the ramp up from Red Orchestra to Halo as you unlock suit features could be almost like Fallout 3 (In all those games there's always this certain place I call "the tipping point" where you suddenly get "powerful enough" and the rest of the game gets a ton easier until they spike the difficulty again).


I like this idea as the skills system could add an element of coding/game-design to gameplay. Adjusting and configuring your suits HUD and it's suite of powers could be like creating the scripts for the actual game. Perhaps you could even adjust the parameters of the powers themselves and when it/what triggers them. All governed by the suit's finite power charge This would of course sky-rocket the game into mega-hardcore territory but if the system was intuitive enough, who knows?

This message was edited 3 times. Last update was at 2013/08/06 13:36:26


Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Old Sourpuss






Lakewood, Ohio

OP, you should look into Watch Dogs, that seems to be right up your alley as to what you want.

I'm still thinking of "my ideal computer game"

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in gb
Longtime Dakkanaut





Scotland

I am certainly keeping an eye on Watch_Dogs (i think the Underscore is official lol).

However Assassins Creed has always promised much and delivered little (imho) and W_D looks quite a bit like AC.

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Last Remaining Whole C'Tan






Pleasant Valley, Iowa

I think if you added destructible terrain to Supreme Commander, I'd have my ideal game.

 lord_blackfang wrote:
Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.

 Flinty wrote:
The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
 
   
Made in nl
Decrepit Dakkanaut






Armored Core with even more parts, destructible terrain, and a functional server network and player base.
   
Made in us
Incubus





1 huge map spanning multiple servers
Everyone plays same game, huge war with real time battles, scaled up time wise- 1 year 10 years
Huge diplomatic and engineering options
In universe ranks serve to create chain of command, democratically elected Diplomats
Physics engine used in vehicle design, given stats and animation to represent this in fighting
Ability to submit design ideas to design staff- like steam workshop, except stuff like- add options for magnetic based weapon design, add visual basic programming for weapon magnet cycling and reloading-
Ability to research biological enhancements, weapons

Quote from chromedog
and 40k was like McDonalds - you could get it anywhere - it wouldn't necessarily satisfy, but it was probably better than nothing.
 
   
Made in au
Veteran Knight Baron in a Crusader




Behind you

Modern war based RTS/FPS game.

1 server = 1 world. Each section of the server is a different simulator. So air combat would be handled by an air simulator, ground combat by an Arma 3 style sim. Naval combat would be an RTS, as well as supply and base-building (behind the lines)

The supply of units would be limited, so you cannot spam units without affecting the whole war.

research would be available, and customizable research as well (would need to be approved by design team)

Destructible terrain and buildings. Random Events (hostage rescues, volcanic eruptions etc)

 
   
Made in us
Dakka Veteran




San Diego, CA

My ideal game would be a sandbox RPG set in the Battletech universe, but one that focuses on characters and stories, not 'mech combat. It's such a huge, complex, and awesome setting, with endless possibilities, that I really think that the focus on 'mechs to the exclusion of almost everything else really does us all a disservice.

I mean, you've got politics, espionage, organized crime, feudalism, tech-religions, space travel and exploration (and combat!), piracy, mercenaries, frontier worlds, cybertech, genetic engineering, a whole host of really cool armored vehicles, the list goes on and on!

I'm torn on setup. I've always loved isometric games with turn-based combat, but 3rd/1st-person real time has its advantages too.

If nothing else, at least give us a Mechwarrior game that expands your options to include VTOLs, Aerospace, and tanks!

This message was edited 2 times. Last update was at 2013/08/13 00:38:30


Bernard, float over here so I can punch you. 
   
Made in us
Consigned to the Grim Darkness





USA

A somewhat open-ended FPS-RPG style game, set in an alien invasion where you pick a starting career/life history, then attempt to figure out a way to survive and stop the alien invasion (as a solo you take orders from no one, but you also don't have authority other than personal charisma), organize the civilian resistance (must scavenge for equipment, but you have more freedom in what you do), join the military's resistance (giving less freedom but better equipment), or even become a traitor and work for the aliens (either for personal gain, or as a double agent against them, getting alien equipment but also being attacked by human loyalists).

The game would include:

  • A level-up system that allows you to become more proficient with guns over time. Even if you specialize, however, familiarity with using weapons will allow you to use all guns better than how you started off, so you aren't penalized too much for specializing in, say, sniper rifles or shotguns, or even pistols (which would have actual advantages other than easy access to ammo).

  • All missions, levels, and areas where you can roam freely can be done with either stealth or guns blazing or, in certain cases, with diplomacy (you aren't going to talk your way in to an alien base while wearing a military uniform; but you might be able to convince some gangbangers to attack the aliens instead of local civilians).

  • No "morality" system, but both humans and aliens would remember the things that you have done, and react accordingly. If you go stealthy, your reputation won't grow as much, but neither will the aliens' hate for you unless you were detected. Telling people about your accomplishments becomes a double edged sword, since it means that the enemy will be better prepared to detect you in later missions/areas, meanwhile not telling them will result in less prestige for convincing people to help, give/sell equipment, etc.

  • A large quantity of character customization. Because this kind of game needs the player to create their own narrative, thus they can choose from a wide variety of backgrounds, customize their character's appearance and voice set, and so on and so forth.
  • This message was edited 2 times. Last update was at 2013/08/15 17:26:20


    The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
    -- Adam Serwer
    My blog
     
       
    Made in gb
    Preacher of the Emperor





    Pokémon MMORPG with trainer customization, Open-world mechanics and a less ridiculous storyline.

    Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
    Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


    Coolyo294 wrote:Short answer: No.
    Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
     
       
    Made in us
    Dakka Veteran




    San Diego, CA



    Ooh, I like it!!

    Another game I've wanted for YEARS is a food FPS based on the Colonial Marines, but without the aliens or any AvP B.S. The Technical Manual alone had tons of scenarios, equipment, enemies, etc. to keep me happy for a long time. Pity Gearbox screwed up so badly.

    Bernard, float over here so I can punch you. 
       
    Made in us
    Consigned to the Grim Darkness





    USA

    Look up interstellar marines.

    The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
    -- Adam Serwer
    My blog
     
       
    Made in us
    Posts with Authority






    I'd like a RTS in which you build up from ancient to future tech, given a single, seamless solar system. With an strong emphasis on economic systems and resources.
    None of that "Build a barracks and out pops an armored guy for x amount of gold" crap. Like, you have to go tame horses if you want horses.

    And a new take on tech trees. I'm not sure, but definitely something that changes the way things work - maybe go the way alpha centauri did, where you choose a general area you want your people to look into - growth/development, pure science, military, what have you.

    This message was edited 1 time. Last update was at 2013/08/16 08:30:35


     
       
    Made in eu
    Executing Exarch






    Space Marine 2

    Multiplayer campaign.

    That is all.

     Blacksails wrote:

    Its because ordinance is still a word.
    However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
    Ordinance is a local law, or bill, or other form of legislation.
    Ordnance is high caliber explosives.
    No 'I' in ordnance.
    Don't drown the enemy in legislation, drown them in explosives.
     
       
    Made in us
    Consigned to the Grim Darkness





    USA

     Bromsy wrote:
    I'd like a RTS in which you build up from ancient to future tech, given a single, seamless solar system. With an strong emphasis on economic systems and resources.
    None of that "Build a barracks and out pops an armored guy for x amount of gold" crap. Like, you have to go tame horses if you want horses.

    And a new take on tech trees. I'm not sure, but definitely something that changes the way things work - maybe go the way alpha centauri did, where you choose a general area you want your people to look into - growth/development, pure science, military, what have you.
    So you want an RTS version of civilization?

    The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
    -- Adam Serwer
    My blog
     
       
    Made in us
    Loyal Necron Lychguard





    St. Louis, MO

    Shadowrun - Ultimate (Open world sandbox MMO FPS/RPG)

    * Pretty much everything cool in one setting (guns, magic, car chases, dragons, cyber warfare, etc)
    * Players form crews that can can be customized into whatever organization they like (merc groups, elite operatives, street gangs, political activists, etc.)
    * Fully upgradeable gear, vehicles, cyberware, bioware, etc.
    * A.I. run corporations run a virtual covert war against each other, generating shadowruns for player crews
    * Player crews can also create shadowruns to entice other players to strike out at a rival crew.
    * Skill based system rather than class based

    11,100 pts, 7,000 pts
    ++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
    sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
    of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
    Surrender to the machine incarnate. Surrender and die.
    ++

    Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
     
       
    Made in us
    Posts with Authority






     Melissia wrote:
     Bromsy wrote:
    I'd like a RTS in which you build up from ancient to future tech, given a single, seamless solar system. With an strong emphasis on economic systems and resources.
    None of that "Build a barracks and out pops an armored guy for x amount of gold" crap. Like, you have to go tame horses if you want horses.

    And a new take on tech trees. I'm not sure, but definitely something that changes the way things work - maybe go the way alpha centauri did, where you choose a general area you want your people to look into - growth/development, pure science, military, what have you.
    So you want an RTS version of civilization?


    More or less, but also with the ability to go into space!
       
    Made in gb
    Jealous that Horus is Warmaster




    Cornwall UK

    I think that Kerbal Space Program with a 2-10 player multiplayer function, with mod support, and the ability to control more than 1 ship at a time (like some mods allow, but official) would pretty much give me the game I seek

    Many and varied forces in progress according to waxing & waning whims.

    I may never finish an army in my life. 
       
     
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