12-01-2011, 06:46 AM | #1 | |||
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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Dev. Journal: squeek. (2011-11-30)
I thought I'd try something out. I'm going to talk about an idea that we tried for a while in the beta but ultimately scrapped, why we ending up removing it, and what we replaced it with.
One thing that we try to do is look at every mechanic in the game and form some sort of consensus on it with regards to the following questions: Is it good for the game? Does it need to be replaced or removed? If so, what is worth keeping about it? And other questions along those lines. In this process, some mechanics stand out in terms of needing replacement. One such mechanic was the soldier's nail grenade, which stood out because, essentially, the correct use of it was spam. There was no depth, no interactivity, and no skill involved both in its use and its avoidance. This is a huge problem, because it means that it's not fun to play against, kills that were netted from it didn't feel earned, and therefore it would primarily cause frustration. This is a post from a thread on the beta forums about it: Quote:
Our first idea was called the vert grenade. It converted horizontal momentum into vertical momentum; in other words, it slowed people down and popped them up in the air. This works quite well with the soldier because it creates an opportunity for a rocket airshot, buys time for reloading, creates an easy rocket shot when they land, or creates an easy opportunity for getting a few shotgun blasts in. the vert grenade in all its glory This was all well and good. It was interactive, it created some amount of depth in grenade choice, and it conformed with the role of the soldier. But, it was not as thrilling in practice. The huge, glaring problem was that it was really, really difficult to use because of the 4 second grenade timer. Elmo summed it up well in a post on the dev forums: Quote:
The original idea, suggested by caesium, was for a grenade similar to the original nail grenade but with defined arms. After some discussion, we settled on an idea that we could work with and got to coding it. Both nails and lasers were tried, but we ended up going with lasers because the nail version was simply too expensive. Lasers had the added bonus of being really simple to team-color, among other small benefits. Luckily, the laser grenade worked as well in practice as we thought it would in theory. It solved all of the problems with the nail grenade while retaining the nail grenade's area denial ability. Removing the explosion at the end solves the nail grenade's need-for-spam/luck. Making the arms of the laser grenade dodgable creates a level of interactivity that the nail grenade could never have dreamed of attaining. It conforms with the soldiers role and was fun to use and play against. It ticked all the boxes and after extensive testing we decided it was worthy of inclusion in patch 2.42. Finally, to sum up: Quote:
P.S. Be on the look out for a hefty laser grenade damage increase in patch 2.44 (coming soon!). |
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