So for those of you who don’t know what my video game dream is (I mentioned it on an earlier post), it is to create my own Gundam for retail. Now obviously this will take a lot of time, but I’ve been jotting down ideas in my spare time and getting opinions/criticism from gamers and Gundam fans about my ideas. Right now I’d like your opinions on the MS Upgrade System and the Combat System I’ve come up with.
I) The MS Upgrade System
A. A players’ MS can tweaked and tuned to suit their personal style of combat via a variety of upgrades and option parts. Upgrades are accomplished by upping the the base stats of an MS. These stats are organized by the following categories: Melee, Range, Defense, Armour, Reactor, Mobility, and Thruster. The Melee stats show how capable an MS is CQC. The Range stats show how effective an MS is in ranged combat. The Defense stat show how durable your shield is. The Armour stat shows how much damage your MS can take before it is destroyed. The Reactor stat gauges your MS reactor output and efficiency. The Mobility stat shows how quickly a players’ MS can rotate about the x-axis and y-axis (it would be the equivalent of tuning the camera sensitivity in CoD). The Thruster stat shows how powerful and/or efficient your thrusters are boosts.
B. Additionally, you can further tweak the specs of your MS by equipping optional parts you can purchase with virtual money you can earn in multi-player battles. If one has the right amount of upgraded stats and the correct optional parts, you can use these to develop (instead of unlock) a new MS. An example would be that you take a basic RGM-79 GM, and with the right upgrades in the right places and the correct option parts turn it into a GM Striker.
II) The Combat System
A. While some games use a Rock-Paper-Scissors system for combat, I’ve though up of something I call the Double Rock-Paper-Scissors System. To elaborate: in Rock-Paper-Scissors, rock (MS shields in this case) beats scissors (melee weapons), scissors beats paper (ranged weapons), paper beats rock. In a Double Rock-Paper-Scissors System, you can upgrade the weapons and equipment on your MS so that rock can beat paper, paper can beat scissors, and scissors can beat rock. There will be some game balancing so that one cannot triumph over the other.
B. The other part of the Combat System is in multiplayer mode. In a Team Deathmatch of 6 vs. 6 combatants, each team gets a certain amount of redeployment points. Each MS in a players’ arsenal is worth a certain amount of redeployment points. The objective of the match is to reduce the opposing teams redeployment points to zero. This can be accomplished by defeating players in MS combat, conquering certain fields to gain an advantage over the opposing team, and/or a combination of the two. This is going to be a game that in involves both field tactics and overall strategy with the key to victory being communication between teammates before the battle begins.
So… what do you guys think?