Sign in to follow this  
Followers 0
vonguff

visual game ideas*

22 posts in this topic

==SPACER==

==SPACER==

*Note: These are ideas that have been floating around the community that have been paint-shopped from screenies to display visually. Feel free to add others.

Engineer repairing vehicles: Takes an engineer 3-5 minutes

Note: Perhaps the repair could only apply to vehicles with blown tires or those that are tracked.

ENG_Repair_jpg.jpg

==SPACER==

==SPACER==

==SPACER==

==SPACER==

Vehicle Crew repairing vehicles: Takes crew members 3-5 minutes

Note: The vehicle depicts signs of crew repair and may be vulnerable, even to small arms fire, during repair.

CREW_Repair_jpg.jpg

==SPACER==

==SPACER==

==SPACER==

Share this post


Link to post
Share on other sites

==SPACER==

==SPACER==

*Note: Again, another idea that has been floating around the community; it has been paint-shopped from screenies to be displayed visually.

==SPACER==

==SPACER==

Flares for lighting and signalling

Note: Perhaps flares can be a [premium] infantry and vehicle load-out to brighten a radius (50-250m) for a timed duration.

flare_jpg.jpg

==SPACER==

==SPACER==

Edited by vonguff

Share this post


Link to post
Share on other sites

I like both ideas. Especially repairing wheels or tracks. However, it should require a truck to do it. Preferably the Laffy/Gun Tractor/HT. I doubt a foot soldier would be carrying a pair of wheels or tracks on him:). Of course that should be the only thing that can be field-repaired. Just a quick fix to get them mobile again.

Flares do sound like a good idea as well. The only issue I could see happening is people spamming them. They would need to be limited to members of HC, and maybe be limited to like 1 flare every 15min and they last for 1.5min.

Share this post


Link to post
Share on other sites

I'll have to see if I can put together an image. I agree an armored engineers truck would be a great addition, for now code the truck to repair tracks and engines. Tracks 3-5 minutes, Engines 10-15. Engines would rarely be repaired as a certain set of circumstances would have to come together to make it worthwhile. The armored engineer truck should also be mandatory to repair bridges and buildings (if we get that) and much faster in repairing AI nests and Towers. For now maybe you could just code those abilities into trucks.

Flares? Maybe give them to mission leaders only and HC automatically. Be a nice perk for HC to have. Restricted use is highly advised when it comes to use of flares.

Share this post


Link to post
Share on other sites

==SPACER==

==SPACER==

*Note: An oldie, but goodie. It is likely every player has thought of this idea; again, this is a possible visual interpretation. It has been paint-shopped from screenies to be displayed visually.

==SPACER==

==SPACER==

Accessible Watchtowers

Note: Available with step or ladder entry, LMG mounts, AI removed [or not], and perhaps built by engineers [or not].

watchtower.jpg

Edited by vonguff

Share this post


Link to post
Share on other sites

FLARES = mortors only.

. . . . . . . quantity = 1 per mortor.

. . . this would curb the spam as you only have a set amount of mortors per brig.

REPAIR = specialized vehicle,

. . . would also have limited resuplies for the veh. being repaired.

. . . Bullets and main gun rounds (20% of full load out for one veh.)

:D

Share this post


Link to post
Share on other sites

Being able to repair damage tanks should be the corollary of having the possibility of getting tracked/degunned.

Share this post


Link to post
Share on other sites
Being able to repair damage tanks should be the corollary of having the possibility of getting tracked/degunned.

+1

Share this post


Link to post
Share on other sites
TTFRU.png

lol I know but I do try

This but with the FMBs.

Or Both, All. With Marines?

I like a lot of what I'm seeing here.

I'd prefer, in reference to the OP, that a special truck parked next to a tank would begin repairing a track, the engine or the gun over a long timer. An engineers tool should not be able to preform such repairs. Same goes for bridges, a special lightly armored engineers truck would be the preferred method. I do not mind the engineers tool for AI repair, even towers but tanks and bridges should require a special vehicle from my point of view.

Edited by stonecomet

Share this post


Link to post
Share on other sites

==SPACER==

==SPACER==

*Note: Again, other ideas that have been floating around the community; it is likely that most =all= members have thought of these things. They have been paint-shopped from screenies to be displayed visually.

==SPACER==

==SPACER==

Defensive Structures

Note: Have you heard of the popular game Minecraft? =It can be fun building things. When supply is low and a massive attack is on the way, building these structures can slow or even stop it.

Attackers can rest easy as most = all = of these structures can be destroyed by High Explosive (HE) bombs/rounds from aircraft, tanks, AT-AA guns, = or = removed by engineers & sappers.

Icon_AT-Star1_jpg.jpg

==SPACER==

==SPACER==

==SPACER==

==SPACER==

Icon_Mines_jpg.jpg

==SPACER==

==SPACER==

==SPACER==

Note: Perhaps Engineers, Sappers, or service vehicles can place or remove a limited number of mines like other =time-build = objects.

PlaceMine2_jpg.jpg

==SPACER==

==SPACER==

Engineers at Work

Note: Here are the above defensive structures with additions, to include a thick sandbag wall (perhaps built by blocks) and anti-air balloons -- as previously submitted by =carlz= above.

Engineers_jpg.jpg

Share this post


Link to post
Share on other sites

*Note: This is another idea that has been floating around the community; it is likely that everyone has had this idea. This has been paint-shopped from screenies to be displayed visually.

 

Aircraft Carrier

Note: If troops can stand on Fairmile decks without falling through, why not carry this idea to aircraft as well.

Perhaps aircraft carriers could be made in three (3) steps:

1.  Shear   the top off a destroyer model

2.  Scale   the remaining hull to the proportion of a larger cruiser class vessel

3.  Add   the flat top/deck structure

... and then you could have an aircraft carrier.

 

AircraftCarrier.jpg

 

Perhaps the initial aircraft carrier could just be used for  intermissions  until the hybrid unit is modeled for the separate countries and with more detail for closer realism. You could make it spawnable only by the highest naval ranking officers -- a type of capital vessel where a premium subscription is required. Perhaps Britain could get three (3), France two (2), east US two (2), and Germany one (1)  at any time. The addition of such a craft would be a boon to both air and naval players and likely add marketing appeal if included in game adverts.

 

BTW, thanks sydspain for your earlier compliment.

 

Share this post


Link to post
Share on other sites

*Note:  Here is another idea that many players -- if not most all, have likely thought about. This has been MS paint-shopped from screenies to be displayed visually. Apologies for any borrowed character likeness; in my charge, please consider it subtle flattery for respect of your person  or  -- in my defense, at least one character has been removed or altered   hee hee.  
 


Capture - Extended

Note: While many FPS games implement shoot-em-up action and  'tactical'  flag capture, perhaps WWIIO could one day extend the existing capture feature to increase strategic and tactical objectives. This could offer a  rewarding  twist for players who prefer an extra stealth mode. In addition to the currently acquirable choke point structures and towns, capture could boon to include equipment and other players. After all, capture of all the above did occur in the actual WWII on both a small and large scale. Perhaps vehicles, maybe disabled types only -- or not, could be seized if within close proximity to an enemy base, depot, or even FRU  and  if the action is conducted by certain enemy infantry types using a capture function similar to that of building fortifications; the timer could be initiated by an individual -- or a group, and its time could decrease as others join. Also, perhaps de-spawning (ESC key) could be disabled once a captivity timer initiates  while  the ensnared could  still  shoot or move out-of-range.

 

capture_final.jpg

 

Consequences of another player being captured could include being temporarily unable to play a High Command role, having their rank significantly drop, and a suffix tag like "-POW" is added to their avatar's in-game name until the end-of-campaign. These additional capture options could add a new type of game objective and be marketed as a unique feature that further differentiates WWIIO from other cookie-cutter FPS games. Lastly, as mentioned by many others previously, perhaps premium subscribers could have a personal garage (storage pool) of their captured vehicles  whereas  non-premium acquisitions drop into the main pool after initially giving the appropriator(s) 'spawn dibs' for an hour, etc.

 

Note: To provide credit, the coastal bunker idea, while not new, was most recently re-introduced by jwilly, the scout plane idea, also not new, was most recently re-introduced by imded, and the captured vehicles concept, also not new, was most recently re-introduced by dre21.

Share this post


Link to post
Share on other sites

What?? -- not, even  one (1)  like  for meh last image? You guys are a tough crowd, ... but we have another ;)


*Note: Here is another old idea that most all have likely considered. To provide credit -- and thanks, the addition of VOIP was most recently re-introduced by dougywu and major0noob (Game Ideas forum link here  and  here) and the addition of chat channels was most recently re-introduced by Mingus (Game Ideas forum link here). While this was MS paint shopped from in-game chat screenies, it uses several images together to form a [GIF] animation (we're making progress). Again, apologies for any borrowed character likeness you may see; please consider it subtle flattery for respect of your game character as it is used in a positive game dev context; also, the handle has been, at least minimally, altered.

 


Chat - Extended
 

Note: A chat that implements both Voice & Text with more channels. As we spend  much time with this particular game interface, some additional possible features [options?] are displayed.

AirChat_Final.gif

 

 

Share this post


Link to post
Share on other sites

OMG- no feedback yet?? Say something chaps, throw a bone or even rotten fruit ... Lol

 

*Note: This should not even be called an idea, but rather a natural evolution of the game. To provide credit -- and great thanks, the thought of paying Doc Doom to develop the map further, in which these cities would subset, was most recently re-introduced by biggles4 (Game Ideas forum link here). This was MS Paint shopped from in-game map screenies and the previous WWIIO Go-Go campaign. Again, apologies for any borrowed character likeness that you may see; please consider it subtle flattery for respect of your game character as it is used in a positive game dev context; also, the handle has been, at least minimally, altered.

 

Capital Cities - something more to fight for

After 15 years, the map currently has 500+ towns. If just  three (3)  more cities are added, then they should probably be these. Capital cities could provide the game with new strategic objectives and could be included in special campaigns [or not], intermissions [or not], and marketing adverts. As the historic cities are large and unique, with monumental structures and special fortifications, they could also provide a new refreshing environment for players to fight in whether on attack or defense; heck, fighting in them as a defender may even make losing fun!

 

London campaign

LondonCityBMP.png

GoGo_London_Final_PNG_2.png

England1.png

 

 

Berlin campaign

BerlinCityBMP.png

GoGo_Berlin_Final_PNG_1.png

Germany1.png

 

 

Paris campaign

ParisCityBMP.png

GoGo_Paris_Final_PNG_1.png

France1.png

Edited by vonguff
1 person likes this

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.