21
Apr
08

Team Fortress 2 Ideas

You can’t have everything. This is especially true with a finished product, like a video game. Once it’s out, your ideas will only be seen in a mod that you might make, and even then the mass public will probably not stumble upon it by chance. It’s the sad truth. Luckily (at least where I live), you can still dream up these ideas.

People like Team Fortress 2. You can tell, because us guys here are obsessed with it. And a game as, for now, minimal as this deserves some more intracity. You may wonder, “What about the casual players?”, and I say; they don’t have to worry about it. Team Fortress 2 as a game doesn’t exactly cater to the lowest common denominator either. So here our some of my personal ideas, with a few illustrations.

Letting a spy disguise as a dispenser or other stationary object.

One major element of the spy is that adds strategy to him is that he cannot stop moving, or he could be caught. He has to act fast! One of the major elements a spy has that is missing here is some kind of surveillance on the enemy team. Spies, in real life, are there to gather intelligence, not kill people. And I realize what I said there; I mean in the non-literal game sense. I don’t mean to go to the enemy intelligence and return it to yours. What I mean is to see what the enemy is doing; who is where, who is what class.

Since this game is based in the early 1900’s, tech like bugs and tiny cameras were not around, so here I think you should do it the old fashioned way, without so much risking capture; disguising as something still, like a dispenser. Of course, this isn’t a fool proof plan- if touched, you don’t flicker, but you don’t give off ammo. You glow like a regular one; you just don’t do anything. People would grow keen and kill you, but if you put yourself in a good location, you could buy some time to survey the enemy. To build on this idea; you wouldn’t be able to move or shoot; you could, however, run at any moment, after undisguising for a brief moment.

Now I’m sure someone will say, “But what about feigning dead, like in Team Fortress Classic!?”. I miss it very much, but it wouldn’t be practical in this game most likely. With the mostly narrow spaces in the game, you would actually die while feigning quickly. There is almost always a constant exchange of bullets in the best places you could feign in TF2, and your body would look out of place elsewhere. I’m sure the Valve guys would be able to do something like this and balance it well; but I want to move on to something decidedly much more creative.

Giving the spy some kind of time bomb like explosive.

Yeah, yeah, more spy. This is the last time I’ll talk about it in this post, at least.

The spy can’t really do anything offensive unless he’s sappin’ mah dispenser or in my base backstabbin’ my dudez. Shouldn’t we have some kind of (minorly) effective way to kill from afar without a gun? The perfect solution is a bomb.

The spy would have a small bomb; maybe the size of a demoman’s sticky bomb. It would be an inconspicious grey, and have one small, almost unnoticeable flashing light on it. You would have only 2 of these in your inventory, and they would need to be resupplied. Also, only 1 can be deployed at a time. In order to prevent spamming of any kind, they would have a slight delay, maybe 1 second or so, and make a loud noise to warn people nearby that they’re about to die. You could activate them while disguised, dispenser or regular disguise, and when you use them you lose the disguise.

They would have a decent damage, but it would be a percentage based rate, like the health pickups in the game- -90% health to the person afflicted by the explosion. This avoids an instant kill, except for a crit. I say this should be done because with a fixed rate, it makes you a killing machine if you leave them everywhere. This gives you an assist point, which should be good enough for some.

Some other quick ideas:

A non-health support class of some kind. Bonus: Decent SMG as the main weapon.

We need ammo sometime, no?

Give the medic better weapons.

The syringe gun isn’t bad, per se. It’s just unpredictable.

Interchangeable map layouts, like CP_Well and CTF_Well.

It’s one thing Halo 3 does right, at least.


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