Make an insignificant change to improve a game.

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Drooling Iguana
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Post by Drooling Iguana »

Having the buildings and units in Total Annihilation not disappear when you don't have a unit in visual range. It makes sense that you wouldn't be getting any more position updates when they're behind the Fog of War, but you should still be able to see where things were the last time you had a unit in the area, possibly with an indicator showing how old the data is.
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The Yosemite Bear
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Post by The Yosemite Bear »

Well it's insignifigant in the sense it's supposed to work....
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Post by Duckie »

Spartan: Total Warrior: 4 Possible Changes.

-Changes To Dodging And Blocking:
Praetorian Assassin are slower to dodge, and Praetorian Assassins and Carnifexes, Barbarians, Thracian and Heavy Gladiators, and other units without shields that block using their weapons are actually worse at blocking in some way instead of magically parrying attacks. This also applies to you when you have Twin Swords or the Hammer (Not the Spear, because it's too leet)

-Bosses that use Power Attacks like you do have a slight windup, allowing you to actually dodge, and if you do they don't fucking track you like some sort of homing sword.

-Shields have actual HP instead of a Break/Not Break trigger. If I can smash open a shield into splinters with a few attacks or a jump attack with the spear and/or high levels, why can't I break one with a horizontal swing?

-Fall damage is lessened and scales by Warrior/Hero/Legend. If you're a god among men who can slay a hundred troops in open combat, you should be able to jump 20 feet off of a ledge and not smash yourself up half to death.

Fall Damage and Autotracking Bosses are annoying, but I'd say that the first one is the best change. Carniflexes and Assasins are hell in campaign and make the Praetorian Arena impossible because they can knock your swings away with a two-handed sword and a pair of knives without fail. Barbarian Axemen make the Grain Settlement mission hell.
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President Sharky
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Post by President Sharky »

Make the last bosses in FFX, Braska's Final Aeon and Yu Yevon, difficult. I find FFX to be a decent game and all, but these guys are fucking pathetic. If you have access to the legendary weapons, it's possible to kill Yu Yevon in a single hit. Is this their idea of fun? One of the reasons I loved FFVII was because the higher your level, the more powerful Safer Sephiroth would be. Not to mention that his attacks actually did some serious damage. Also, whomever at Square who came up with the idea of Auto-Life-ing your entire party for the course of the Summon Battle and the Yu Yevon battle should be hung by his entrails. Would someone tell me what the fuck is the point of having such a long-ass battle against your summons and Yu-Yevon if you can't possibly lose it? Why not just save time and make another fucking FMV? Give me a challenging final boss, not some weird-ass egg thing that dies in one blow.
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Post by Mr Bean »

closet sci-fi fan wrote: How do you figure? If I'm getting sprayed at by a RPK, nearby an explosion such as a rocket, or take any damage, my accuracy drops to near zero. If I take damage from a grenade or other explosion, I temporarily lose the ability to return fire entirely and my movement is hampered for a few seconds.
AA's suppresion effect is wonky with RPK and other smallarms fire. It's not consistant it seems to me as it randomly seems to be highly effective to unnoticable.(Which is fine being combat is diffrent for each "soldier")
I doubt you'll see people operating in fireteams, etc. in forgotten hope 2 mulitiplayer, etc. My experience in online FPS mulitplayer games has been that people almost always go lone wolf.
FH strongly encourages squad based combat or at least cooperative play with low heath and higly accurate weapons. Death is real and constant companion and if you don't do your best to support the team your side will get steamrolled. But then FH has always applied to the more hardcore players(Which is why FH is used many Tourmants) plus it's a smaller game which means you get to know people much closer than you would say playing Halo 2 over Xbox or fragging half a dozen pre-teen idiots in CS.

Plus ironsight fire in AA is still cone fire
How tight the "cone" is depends on how much you have in your Combat Efficency Meter, which is effected by stamina, health, position, proximity to team mates, whether you're being shot at, etc. Your iron sights also sway a little due to breathing and natural hand tremor.[/quote]
Which is all well and good if the sight reflected it as much as it should. If my sight wavered all over the place just after I had sprint down a hallway, been hit in the leg jumped then went to a knee and sighted down then it would be fine. However AA has a limit on how much sway it shows so after you do that and sight in your only swaying as much as if you had just run down that hallway. Which annoys me when the above I look down the sight and see my first bullet fly at a 40% angle out of the gun while my view is only of a 15% sway.

Or in other words how accurate the cone is and how much sway is not equal and that is my problem with it.

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Post by Silver Jedi »

Make the Jackals' shilds a playable weapon in Halo. It would be a dual weild weapon you would toggle on and off. It would take damage, blow out, and possably recharge just like the regular shield.
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Post by Ace Pace »

Mr Bean wrote:
closet sci-fi fan wrote: How do you figure? If I'm getting sprayed at by a RPK, nearby an explosion such as a rocket, or take any damage, my accuracy drops to near zero. If I take damage from a grenade or other explosion, I temporarily lose the ability to return fire entirely and my movement is hampered for a few seconds.
AA's suppresion effect is wonky with RPK and other smallarms fire. It's not consistant it seems to me as it randomly seems to be highly effective to unnoticable.(Which is fine being combat is diffrent for each "soldier")
Thats related to CEM, if you're prone, near a fireteam leader, squad leader, all those affect CEM, and therfor supressive fire is less effective.
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Post by Zaia »

Let me swim in GTA3 and GTA: Vice City!
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Post by Duckie »

If flash games count:

N: The Ninja Game: Okay, first off, fix the bug where you can't jump if you hit a slope at high speed because you end up bouncing around while hovering instead of running at that speeds. That's not a change so much as a bug.

The change would be a wider turn area for missile launchers. I can deal with people putting straight hallways with gun turrets at the end, with floorcrawling robots that electrocute you placed in tunnels that you have to run through despite them being faster, but a missile swarm of doom where the missile can literally execute a 360 degree turn in half a second in an area barely twice the size of a person is ridiculous.

It adds unnescessary difficulty to levels that just have their idiot designers pile nineteen missile launchers onto a jump puzzle and classify it "Hard".
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Post by PrinceofLowLight »

PFC Brungardt wrote:
RTS wrote:*For RTS's, at least the ones with "fog of war" so probably all the above view ones (ie, not full 3D like Homeworld) there should be true indirect fire. Like in Starcraft the siege tank has a fire range greater than sight range but you still need to "see" the target with a scout. You should be able to arbitrarily direct fire into the fog of war. This would really make siege weapons neat. The drawback I could think of is that there probably isn't going to be ammo considerations in most RTS's so someone on the defense could just fire at the max range in front of them at a choke point, basically making that point uncrossable FOREVER (the solution would be to make it cost money like scarabs/reavers, but have the purchasing be autokmatic to avoid ENDLESS fucking micro to reload).

*Maybe having rounds "cost" money would be an innovation in and of itself across the board, although this would mean that if you're fighting a last ditch defense, you're garaunteed to lose because your lack of map control and resources and enemy attacks will compound badly and starve you even faster. As far as melee units, well, that'd be their advantage of course, not costing anything. Ditto with laser / beam weapons, being the best but limited to direct fire. It's still probably best only applied to powerful siege weapons to curb abuse though.

**Another minor one on RTS's and this is a thought based off Starcraft and not necessarily all RTS's: shooting on the move. First, that it's possible. Second, that you can do it going backwards too for fighting retreats. (this would probably make melee units much weaker though).
All of these are implemented quite well in Total Annihilation.
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Spyder
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Post by Spyder »

Minor changes to WoW

Have the NPCs doing things. For example, the blacksmith trainer, stick an anvil infront of him and put him in a looping blacksmithing animation, broken only when people talk to him. It wouldn't require that significant a change, just a little scripting, but it would be better then having all the NPCs just standing there, waiting to hand out quests.

Maybe make them walk around a bit or something. Also, a slightly bigger change, when you're wandering around areas like the Barrens you can hear wind blowing, but all the foliage is dead stiff. How about adding a couple more animations in there, make the plants sway a little?

Also, more critters and try and script the smaller ones so that they generally attempt to travel away from players.
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Post by Grandmaster Jogurt »

Changes to Animal Crossing WW:

Let the player back out of an agreement to meet at his house if no good time comes up. I had to endure a lecture from Mr. Resetti because 1:05 was far too early but 1:06 was way too late.

Let the player rummage through the inventory with the game paused. I honestly have no idea how to catch bees or mole crickets anymore now that you have to spend precious seconds pulling out your net.
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