Hi Zachary, Rice and the other HO team members. A hearty HIP HIP HURRAY to you. It would seem the hopes and dreams of Descenters now rest squarely on your shoulders now that Volition (Descent 4), ADG (nTrap), Strategy First (Zero G marines) and Orbital ('Descent' SomethingOrOther) have all failed to deliver.
That's a heavy burden to bear, I must say.
You have to realise (and I'm sure you do!) that Descenters are so passionate about Descent. We've had our hopes raised, and then, heart-breakingly, crushed, several times in the past.
The other thing is that D players are NOT RESTRAINED WHEN EXPRESSING THEMSELVES OR THEIR OPINIONS!
Am I the only one here who thinks that the single most important thing about a new 6DOF game is that groundpounders can pick it up quickly (with a mouse!) and ENJOY IT HUGELY.
It doesn't matter what else you do - but you simply MUST appeal to the groundpounders. There is no alternative. To alienate them is to sell 50,000 copies, if you're LUCKY. Unless you've only had 2 people working on it, and the game is a crappy knock-off, you'll have to sell an awful lot more than that to make some money.
But, crucially - as if you didn't have enough on your shoulders already - is to create a SUCCESSFUL game from the principles of Descent; TRUE 6DOF. It really doesn't matter WHAT we at the DBB think about your game, because there's only a few hundred of us, and what we think means diddly-squat.
As Descenters, we have to realise that while we are the core support of 6DOF games, it does not follow that we will remain so. If we hate the new game for some reason, but Quake Players find it irresistible, then the game will be a huge hit, and the winners will be "The 6DOF concept".
A world-wide hit would see, a "truer" Descent 4 (Hell, maybe even an official one!) being made shortly after a big 6DOF hit.
Implementation is the key, and mouselook must be native, AND default. To find a mode which allows FPS gamers to play (and enjoy!) without a joystick is crucial to the success of the game. And, coincidentally, I have some ideas about that!
Here's where I tear off into my own little dream world, with a stream of ideas, most of which are worth exactly what you paid to read them.
Despite the idea the WASD system must be "native" - Joystick users should be able to configure AZS D-Style controls.
Trichording for speed simply must be implemented, and that's a no brainer. No Trichord = Not a Descent-like game IMHO - and I wouldn't be interested in it. An Afterburner is compulsory too in my view, and having it behave like D3's would raises the skill level required to compete successfully.
Let's look at the skill-set FPS players would bring to a new 6DOF game - and what they'd expect to experience as a result.
They want instant-turning. None of this - push left and wait crap. That just sucks. (Well, not to us JS users!)
They bring amazing snap-aiming skills, and need to be able to use this. However, allowing Mouse users to snap-turn is an advantage, so drop the fire rate for mouse-lookers, or possibly increase the reload time for strong weapons, or make the strong weapons travel slowly, so that snap turning is not such an advantage.
Joystick users on the other hand, allow easier use of the 6DOF environment, and better control over ship banking - which is essential for powerful combat in a 6DOF game.
JS users can't play in a game where turns are instant, because the JS is a dynamic device, unlike the mouse.
JS users find it easier to trichord than mouse lookers, so the mouselookers need an "autochord" feature. Here I'm talking about toggling autochording to the use of the Afterburner, or when maximum speed is achieved. When a mouselooker hits the gas (as opposed to just the normal forwards command) force the craft into a down & left (or up & right) mode where trichording effect is at maximum for increased speeds for mouselookers. Don't make it 100% efficient though (say 75%, 75%) and let the JS users achieve 100% efficiency with a real trichording action.
An Autochord feature implies a "Bearing HUD Feature", which is another reticle of a smaller size and different colour, normally attached to (and invisible behind) the "normal" targetting reticle. When "autochord" is enabled, activating it would twist the ship's orientation, the normal targeting reticle would follow (of course), but the "Bearing Reticle" would shift off to the top & left corner (or whatever the true bearing was when autochord activated) and the player would then balance heading and ship orientation to make fast progress.
You'd make this feature toggleable for JS users too. That way newbies can get the feeling of trichording without having to do it.
When the novelty wore off, users would be ready for real trichording, and an corresponding increase is performance.
Next up:
CONTROLS
ALL (and I do mean ALL) controls must be mappable. It was an unforgiveable error by Outrage not to allow remapping of the weapons selection keys. Forcing you to switch THROUGH one weapon to get to another is silly. Players need to be able to map each weapon to a macro, a combo, or a specific key. I'm thinking voice control here - a la "Game Commander". So that you can get to a weapon by voice control - or a single key press, no matter what weapon (or action) you want. Please keep in mind voice control. It is going to be BIG.
If you try for a weapon via the keys (as opposed to mousewheel) and it is unavailable or out of ammo - DO NOT SELECT IT, AND DON'T SWITCH TO THE ONE BELOW IT (OR ABOVE IT)!! Simply don't switch the weapon.
Make the mousewheel skip weapons that are out of ammo (or have this behaviour toggleable)
NETCODE
It doesn't matter WHAT you do with netcode - some people are gonna end up being pissed about it. To my way of thinking (because I'm a DSL user 17,000 klicks from US servers) the issue of LPBs dominating games simply sucks. Good server-side prediction should be incorporated into ANY netcode architecture.
Remember, if you give LPBs a big advantage in ANY netcode option, then ALL the online servers will run this mode. That's guaranteed. People set servers to rape people.
Any code should be good out to 250ms. Beyond that - who the hell cares?? But up to 250ms, good shots should kill - and that means the correct amount of lead making a hit.
See my articles at
http://planetdescent.com/d3help/nolag.shtml and
http://planetdescent.com/d3help/lagshield.shtml
Certainly, for non hit-scan (instant) weapons, the server knows when a shot is fired, and knows where it will be a long time before it gets there. I say, dish out the damage to LPBs who should be hit be slower weapons!
Accurate shots should be rewarded. It's that simple.
GAME STATS
PLEASE do not institute game tracking for stats! Ranks suck - and stats mean NOTHING. That's all.
Real Ship Damage
I like the idea of real ship damage, but suggest the controls simply become sluggish when things start falling off the ship. Disabling certain movements, like SLIDE one direction will simply make people break joysticks trying to slide in a disabled direction. And we know how senstive some of the newer sticks are to harsh treatment. (and not so harsh! :S)
Weapon Ideas
GOO CANNON - the goo cannon sprays glue, which causes ships to stick to surfaces, or become very "draggy" when grinding along surfaces.
This would be a great weapon in tight situations. GOO someone, then send in the Quad lasers when they touch a wall. Skill factor = high, because if you get hit with GOO, then you have to avoid touching walls, or suffer the consequences...
Technical Features
MULTIPLE MONITOR SUPPORT. please please please allow multiple monitors, at ANY resolution, or location. If someone wants to set up 27 monitors - let them do it! An INTUITIVE GUI is a must.
MM support requires the ability to specify the location of the targeting reticle, such that shots ALWAYS fall on the reticle. If I have dual monitors (and I do, on 3 PCs!) then I don;t want the reticle appearing half on one, and half on the other, with no way to change it! Triple head support is not yet wide spread enough to justify a fixed reticle location.
The second monitor, alternatively, should support the REAR VIEW, and/or any information graphics.
Dualhead (Hydravision, nView) is almost bog-standard now, and it's a GREAT selling point for the millions of users of dualhead cards.
Allow WINDOW MODE for the game, so that it will play in a window, or windows. Let people with only single head, see two screens, (or 4!) if they so desire. Then there's no arguments about "OMG YUO ARE SUCH A CH3ATING H@X0R USING 2 MONITORS!"
AUTO EYECANDY -- Please enable smart use of advanced eyecandy techniques. Please set a minimum FPS rate at which to disable FSAA and drop the Aniso level. OR, pick an FPS rate at which to start applying higher levels of AA and aniso. Make it toggleable so it doesn't upset game or hardware reviewers who only seem to care about framerate.
That's about it from me.
Remember: worth exactly what you paid for it.