Getting Beyond NS
Sheepe
Join Date: 2003-12-22 Member: 24650Members
<div class="IPBDescription">How to get everyone to realize that we're starting fresh</div>Yup, looking back at most of the posts, I just keep seeing things that people want changed or added, and very few that take on the concept of a whole NEW game that simple builds on the STORYLINE of the previous. So, any suggestions on how to get people beyond NS constrained thought?
-Sheepe
(Was having issues posting this earlier, turned out my sub-title was too long)
-Sheepe
(Was having issues posting this earlier, turned out my sub-title was too long)
Comments
As for brainstorming new ideas, be careful what you ask for. Been working on and idea and was gonna post a rough scetch right here, but turned out the "rough scetch" became something quite more colossal than that, so I thought I'll just wait 'till I get everything assembled. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
And if so, to what extent do you do it?
There are many elements that Flayra HAS to decide upon. Whether to delete, upgrade, downgrade, change or keep--literally 100's of elements from gameplay, skills, movement, graphics, styles, models, dynamic interaction, weapons, buildings, etc etc. That #$%# gets VERY complex.
Flayra worked very hard to get the original NS into half-way decent shape and was very successful by any measurement. HL2 is going to be even more complex. I think...that perhaps Flayra would appreciate 10-20 different 'plans' for complete revamps/balance/style. I think...that THAT would make NS2 turn out to be better, b/c then it would give Flayra ideas in a readily comprehensive/understandable manner in terms of the entire gameplay.
But really, who has that much time?