Live Chat

Possible Additions for Next Receiver Build

The place to discuss all things Receiver.

Re: Possible Additions for Next Receiver Build

Postby Hexicube » Thu May 23, 2013 5:38 pm

If I'm honest I would like to see something nice for the modding side of the scene, which could be something I do myself:

A modding API that runs all javascript files in a folder after loading, along with some functions to register your listener functions that get called when, for instance, a turret takes damage. Perhaps the function could pass in modifiable data that it checks for changes in when your function finishes (make the turret take damage elsewhere), perhaps you could allow scripts to block the actual event(maybe block the player dying to implement health amounts), or maybe you could do something completely irrelevant to the event, like show something on the text section on the right.

Now, I don't expect this kind of thing to actually go in an official build, but it would be nice. It means anyone with a reasonable knowledge of programming doesn't need to download an SDK that weighs in at about 500MB just to tweak how often items spawn, they only need notepad at the very least.
Hexicube
 
Posts: 28
Joined: Tue May 14, 2013 12:30 pm

Re: Possible Additions for Next Receiver Build

Postby frogamic » Sat Jun 01, 2013 5:27 am

I want to see a manually operated bolt action sporting rifle, but with open sights rather than a scope, something like a CZ or a Mauser. e opens bolt, r closes bolt, z inserts rounds when the bolt is open, magazine would be internal i.e. non-removable.
I would also like to see a martini action rifle with aperture sights, the procedure for loading would be e - open and eject, z - insert new round, r - close chamber. Also I am quite happy carrying just one gun at a time, I don't want to carry a pistol with my rifle.
I don't think civilian guns are done enough in games.
frogamic
 
Posts: 1
Joined: Wed May 22, 2013 6:29 am

Re: Possible Additions for Next Receiver Build

Postby Hell Diguner » Mon Jun 17, 2013 1:33 am

I'd like to see a more in-depth player damage system. Something that determines where you've been shot and whether you'll die instantly, will bleed out eventually, or whether you can survive if you stop the bleeding with trauma kits. Getting hit in the arm may slow down all actions you can perform with the guns. Getting hit in the leg may give you a limp and slower movement. Having a bullet lodged in your shoulder blade may prevent using a flashlight and handgun together. Perhaps there's even a chance to survive a taser shock from one of the flying drones.
Hell Diguner
 
Posts: 1
Joined: Mon Jun 17, 2013 1:18 am

Re: Possible Additions for Next Receiver Build

Postby *1NFAM0US* » Mon Jul 08, 2013 11:15 pm

I was thinking new weapons like the Walther P99, Beretta M92F, or a HK USP. Maybe 2-handed weapons like a Remington 870 or an M4 Carbine. And a cheat engine like being able to press ~ and bringing up a list of commands like God mode or spawn bullets or spawn weapon or disable enemies completely. Maybe extra health when it comes to fall damage. 2 or 3 hits for the drones instead of one. And being able to chose a load-out with limited ammo before you start the game. Maybe arms and body. And map selection. Human targets. And a music file so that you can add your own play list instead of always listening to theirs. I think that they could add all of that in a few updates and make the game alot better. Speaking of which, when will the next update come out? They've been taking a while with that.
*1NFAM0US*
 
Posts: 6
Joined: Sun Jul 07, 2013 4:04 am
Location: United States

Re: Possible Additions for Next Receiver Build

Postby TrashbagJesus » Thu Jul 18, 2013 7:06 am

Just got Receiver on Steam, and I must say I'm enjoying it. I like the art style, it almost seems a bit deco. The game-play mechanics are fluid and detailed. Overall, an interesting and entertaining game.

With that said, I do have a couple suggestions. The first is small, the front sight, the blade on the Glock. The dot could be a little brighter or, maybe a little larger or, both. I found, at times, not being able to see it very well made quick target acquisition somewhat difficult. Not asking for night sights, although that might be pretty nice.

The second thing, like others, I have a firearm suggestion. The Mateba Unica 6 automatic revolver. It's a unique Italian revolver. The barrel is mounted against the bottom of the cylinder instead of the top. The recoil produced from firing the Mateba cycles the cylinder and cocks the hammer automatically.

Image
User avatar
TrashbagJesus
 
Posts: 1
Joined: Thu Jul 18, 2013 6:29 am

Re: Possible Additions for Next Receiver Build

Postby BlackBluRR » Thu Jul 18, 2013 5:24 pm

I feel like there needs to be a more intelligent way to check corners, rather than just stepping out then back in. I've read some suggestions for a lean feature which could work, but might make the game too easy. My idea was to have a new item for your off hand, the hand mirror. You could peak it around corners and get a limited view of a given area depending on how you aim it. If your not careful with it you might still pull aggro and get shot. If the mirror is shot, it shatters and you lose it. This would keep the game challenging, as well as make you consciously choose whether or not to have a flash light . You now have to make the decision, do I want my view to be well lit?, or extended past walls? What do you guys think?
BlackBluRR
 
Posts: 17
Joined: Thu Jul 18, 2013 12:47 pm

Re: Possible Additions for Next Receiver Build

Postby BlackBluRR » Thu Jul 18, 2013 6:45 pm

I feel like there needs to be a more intelligent way to check corners, rather than just stepping out then back in. I've read some suggestions for a lean feature which could work, but might make the game too easy. My idea was to have a new item for your off hand, the hand mirror. You could peak it around corners and get a limited view of a given area depending on how you aim it. If your not careful with it you might still pull aggro and get shot. If the mirror is shot, it shatters and you lose it. This would keep the game challenging, as well as make you consciously choose whether or not to have a flash light . You now have to make the decision, do I want my view to be well lit?, or extended past walls? What do you guys think?
BlackBluRR
 
Posts: 17
Joined: Thu Jul 18, 2013 12:47 pm

Re: Possible Additions for Next Receiver Build

Postby Riverkiller » Fri Jul 19, 2013 11:27 pm

Hi, I really don't want to be a killjoy, but, very little of these ideas fit into the game.
You have to take into account the SIMPLICITY. I really hate to repeat myself, but here goes.

Extracting from Bots:

Extracting from bots? I don't know that that would be a good idea. Combine this with manual disabling, and you are a bit OP. At this point, you would be impossible to kill by means of turret.
Batteries:

This COULD have some potential. I actually like the idea of the flashlights being a bit nerfed.
Manual Disabling:

Again, OP, and out of place. (simplicity of the game makes this out of place)
_______________________________________________________________
Mosin–Nagant Rifle

... I don't... I don't even want to restate what I said.
PLEASE DON'T TRY TO MAKE THIS INTO MINECRAFT!
I loved that game until they decided to screw it over with too much RPG stuff.
The point of the game is to be you fighting some very dangerous brainwashers that have every intention to kill you.
Do you think someone would carry a weapon such as the Mosin-Nagant?
In an urban city, would you honestly expect to find a weapon like that?
A person would be more likely (if living in the city) to carry some sort of a handgun than a full fledged rifle. Especially since (had you heard the tapes) you are ISSUED a (most likely surplus) handgun to aid you in your journey to 'awaken' whatever that means. I have never completed the game :P
Leaning
Coincidence wrote:And I would like the ability to lean.

Enough said, would make peeking at turrets a lot safer. :lol:

I think this wouldn't be needed, as not knowing what's in the next room is kind of what makes the game fun. This just has more place in the game.

FP-45 Liberator

Yes, 'lying' would be the proper term. :lol:
Anyway, that isn't such a bad idea, but... I would die so much!

EMP Grenades/Special Ammo

No. I'm not even going to...

Startup Content Selection

I think the idea of a gun selection menu would be OK.
Everything else? No.

Shotgun

NO! NO NO NO!
User avatar
Riverkiller
 
Posts: 55
Joined: Tue Apr 23, 2013 7:16 pm

Re: Possible Additions for Next Receiver Build

Postby amuddypizza » Sun Jul 21, 2013 1:20 am

Gotta say, I'm against the leaning (kinda takes away from the panicky point of the game) and REALLY against this "gun selection screen"... The entire idea behind Receiver is that everything's randomly generated. The player has no hand in how the game works. Maybe for an alternate game mode, but... Also, special ammo/EMPs and such? Nah.

As for rifles, this also feels a bit different, but hey, some more gameplay variety would be good... Ultimately, the handguns perform more or less the same once you boil out the reload mechanics and mag capacity. It'd force you to play very differently... Close-range combat would suddenly become much more precarious (maybe rifles are slightly slower to move around...), but, perhaps given a scope, long-range combat would suddenly become a thing. Thing is, the Level-of-Detail for the bots would need to be extended (they're inactive unless you're fairly close to them, and this would give the player a vast advantage). This could create a bit of a performance hit, though I doubt it.
I don't think finding different weapons would necessarily work... Start with a rifle or pistol, but having multiple guns could be... I dunno. Maybe it'd work really well, particularly for hardcore long-period players intent on beating the game.

Just considering... Maybe hand grenades. They'd be extremely rare (maybe 0.3 times as common as a flashlight, or less) so a player would find AT MOST 2 in a play-through. They'd have a vast blast radius and could clear everything within, say, a 9-meter radius, but you'd have to be behind a wall or well away from it or you'd get hit and die. They'd have to be a rare, hazardous weapon, used in bad situations or just because only... I think it might work that way.
amuddypizza
 
Posts: 7
Joined: Sat Apr 21, 2012 5:19 pm

Re: Possible Additions for Next Receiver Build

Postby amuddypizza » Sun Jul 21, 2013 1:25 am

Oh. And this FP-45 Liberator? HELL YES
amuddypizza
 
Posts: 7
Joined: Sat Apr 21, 2012 5:19 pm

Re: Possible Additions for Next Receiver Build

Postby AmorphousGamer » Sun Jul 21, 2013 7:05 am

amuddypizza wrote:Maybe snipers?

Please no. Like River pointed out, a large rifle just isn't a common firearm to have lying around. Especially not in a building with so many tight corridors like the one in Receiver. The people of this cult are going to have handguns. If they were going to have a bigger gun, it would probably be a shotgun, but still that's unlikely.
Sure, loading a bolt-action rifle would be awesome and make you feel like a badass, but it has absolutely no place in Reveiver.
User avatar
AmorphousGamer
 
Posts: 832
Joined: Sat Jul 06, 2013 2:41 am
Location: Montgomery, Alabama

Re: Possible Additions for Next Receiver Build

Postby BlackBluRR » Sun Jul 21, 2013 2:39 pm

I want a mod/update that always holsters the gun to slot 0 ( the one on the far right) as it stands now the gun holsters back and forth between 2 slots, in a a seemingly random fashion. Not a big deal for the gun itself as it always draws with the ~ key, but it does throw off the rest of my inventory when I'm refilling a magazine sometimes.

Edited to pacify raging commenter.
Last edited by BlackBluRR on Mon Jul 22, 2013 3:51 pm, edited 2 times in total.
BlackBluRR
 
Posts: 17
Joined: Thu Jul 18, 2013 12:47 pm

Re: Possible Additions for Next Receiver Build

Postby AmorphousGamer » Sun Jul 21, 2013 3:30 pm

BlackBluRR wrote: but it does throw off the rest of my inventory when I'm refilling a clip sometimes.

BlackBluRR wrote:when I'm refilling a clip sometimes

BlackBluRR wrote:clip

*rages*
MAGAZIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINEEEEEEEEE
User avatar
AmorphousGamer
 
Posts: 832
Joined: Sat Jul 06, 2013 2:41 am
Location: Montgomery, Alabama

Re: Possible Additions for Next Receiver Build

Postby Timbles » Sun Jul 21, 2013 7:35 pm

AmorphousGamer wrote:
BlackBluRR wrote: but it does throw off the rest of my inventory when I'm refilling a clip sometimes.

BlackBluRR wrote:when I'm refilling a clip sometimes

BlackBluRR wrote:clip

*rages*
MAGAZIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINEEEEEEEEE

Why would you shoot a shitty book, let alone load it? That's stupid. You're stupid.
User avatar
Timbles
Overgrowth Modder Deluxe
 
Posts: 2388
Joined: Sat Mar 17, 2012 2:05 pm

Re: Possible Additions for Next Receiver Build

Postby Riverkiller » Mon Jul 22, 2013 10:10 am

Timbles wrote:
AmorphousGamer wrote:
BlackBluRR wrote: but it does throw off the rest of my inventory when I'm refilling a clip sometimes.

BlackBluRR wrote:when I'm refilling a clip sometimes

BlackBluRR wrote:clip

*rages*
MAGAZIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINEEEEEEEEE

Why would you shoot a shitty book

Don't you dare talk about Playboy like that!
User avatar
Riverkiller
 
Posts: 55
Joined: Tue Apr 23, 2013 7:16 pm

PreviousNext

Return to Receiver

Who is online

Users browsing this forum: No registered users and 4 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group cron