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As of now, the plan for the TC is extremely beta. As a group, all we know is that we are doing one. The story is, however, stilli n the planning stages. We do know that it is going to assemble all the great elements of great first-person shooters into one great game. We are planning on implementing the tension and strategic elements of half-life, the menacing carnage of all of id's games, and, hopefully, the beautiful scenery of Unreal.Also, the multiplayer will be the an entire game unto itself. Hopefully it will have something like the teamwork of Tribes and TeamFortress and something as fast and powerful as Quake's deathmatch. Along with that, we are planning on having hundreds of weapons for you topick and choose. Though you can only have a few and all come with their own limitations. I must say, though, that we do not promise that what was just said will be in the final product. We do promise, at this time, that we will, at least, have a final product . . . . hopefully.
We've been racking our brains for somewhere to start, so we began planning the multiplayer, since that is what we like best. Anyway, we've planned on many styles of gameplay, included are strait deathmatch and team deathmatch, similar to Quake3's, and then strategy teamplay like Tribes and TeamFortress, included are types of games like Assassination, Siege, and Battleground. We've also planned a number of "classes" and "characters," which I may explain more later. These classes, though, will not be implemented in deathmatch and team deathmatch.
The classes of characters include "Helpful Guys," "Soldiers," Big Gun Guys," and Sneaky Guys." The Helpful Guys include the Field-Medic, Engineer, and Commander. The Soldiers include the Soldier, Sniper, Grunt, Psycho, and Chemical Weapons Expert. The Big Gun Guys include the Tank, Demolition Man, and Executioner. The Sneaky Guys include the Assassin, Spy, Recon, and Sabatogor. Each guy can do something other's can't do. Also, each guy has his own types of weapons. It's slightly hard to explain on what I am thinking, so I'll stop hear, for now.
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