Hi, i'm posting this for hirings on a new server i'm planning on creating. It is in inspiration of a book I read a long time ago called 'Enders Game', heavily focused on tactics and skill. I have played Era for a long time, I was a gani/graphics on Era for a few years as well. Alot of people know me as 'Take'. So, hello to everyone who doesn't know me. This is the first time I considered going through with making this, but I've been thinking of developing it for a few years now..
Before you read all this, alot of this has not been really worked out and is off the top of my head, though I've got a in-depth vision of what I'm really trying to achieve with this.
How it works:
I'm planning on making a game that focuses on training within teams [platoons] that battle each other in gravity environments using 'wall bounces' and firing for direction and speed, these 'games' count towards a point. These platoons have a team commander that directs the team, and extensively trains they're team in this gravity environment, each time being a new simulation. Each point also equals to a perk for the team, this could translate to a negative or positive, perk being decided on by a hierarchy of these games. I'm trying to create a system to these 'games' to push these platoon teams as much as possible to achieve. A example of a 'perk' could be a decided trade of a member from one platoon into another. The games are scheduled. The two teams that are scheduled next to fight decide on a time.
At the end of each semester of games, the two top teams battle specific type of battle decided and designed by the hierarchy.
There is also Scrims that platoons can have, they are a more of a spontaneous type of game where less people are fighting [however many are online at the time] in the game, with random settings: regular gravity, stronger gravity, ect, and randomized levels. Also having events in modern settings, for all players playing.
I made this a few months ago its a good Example of what this grav system and movement might look like.
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http://i54.tinypic.com/2la7tpf.png
The guns are split up in tiers. Tiers have to be unlocked and bought, as well of the guns. All guns have a good amount of tactical attachments that have to be bought and unlocked. An example of gun statistics:
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MP5K
Type:UZI/SMG
(SPREAD: , SPEED: , RELOAD: , MOBILITY: , ROF: , RANGE:, FREEZE: )
spread: vhigh , speed: medium-high , mobility:vhigh reload: medium-low , rof: high , range: vlow , freeze: vlow
clipsize -32
upgrades
[foregrip - -spread, +mobility, +freeze]
[extended mag] +32 rounds +mobility 15% of ++reload
[lw-stock] -spread ++mobility +range +freeze
[full stock] --spread ++mobility +range +freeze
[special upgrade , [CHALANGE]
[F] [extend stock closed] -spread +freeze [extend stock open] -spread +freeze +mobility +range
[F][AUTO][Scope] ---spread, ++freeze ---Rof ++Range,,, + mobility
[Rank upgrade]
Silencer ---spread -speed --range
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The game heavily focuses on platoons and the games as well as rank. Rank is decided on a hierarchy as well as a systems based rank. Other than just that there is Tier lobbies as well as a global lobby. These lobbies have a battle room that players can just enter and fight. Example being ULMS on Era, having it change from no gravity and and normal gravity environments by commanders scouting for members. As well as having gravity spars, team spars, and individual ranked spars.
The hierarchy would be very in-depth and built as the community is built. But people would be put in place solely for understanding the mechanics of the games, for the systems and games i'm trying to create. 'Games and Theory', would even be a staff position for the server. This hierarchy would be put into place to push the platoons as much as possible, to make the game as balanced as possible as it progresses and to push everything to the limit to say the least. If anyone read Enders Game, can thoroughly understand the purpose and duty of this hierarchy.
I plan on hosting the server next month. I want to have mostly everything done, except the gravity systems. That being said, they're isn't very much development more than these systems. I want to it as simplistic as possible.
What I need is what I was talking about before. Someone who could fill a position as 'Games and Theory'. As well as a level artist who thinks they could design specific grav levels.
I also really could use some help on a few tiles, and graphics. Not much graphic art is going to be needed but I'd like to go beyond the bare minimum as far as graphics. Though either way there wont be many..
and a dedicated scripter to head the project. . .
sorry I couldn't be more clear on all of this, but I'm sure you get the jest, I know I can create this..