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Idea for a new FPS game shouted out into the void
As the title states I have an idea for a new multiplayer FPS game. I am giving some background to start, skip to this symbol #### to skip to the actual game talk

I do not play many if any multiplayer games, I think my most played games are single player RPGs. But I do try to keep up with gaming news, like general sentiments on recent releases and what are the big game companies doing, etc. So when Concord came out, I was gobsmacked with how much companies like Sony are willing to pay to try to make a giant money making Online Multiplayer FPS game.

It was at this point I thought "could I come up with a better FPS game than these companies". Again I do not play multiplayer FPS games, so I just want some feedback from players of games like Fortnite, CoD, Apex, Battlefield, etc, and maybe some third person shooter fans like Marvel Rivals, or Overwatch fans to see if this idea could work as a hero shooter

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Basis of the game:
I wanted the game to stand out for something, so I came up with just a simple idea: movement. I can't think of any FPS game where movement is the basis for what sets the game apart. Could be wrong. I went with a class base shooter, since I'm too lazy to make a hero shooter with different cool characters, and can't really come up with anything else.

Classes (All names are just placeholders)
First we start with a normal character/class. This is not going to be in the game but will be the template every other class will be based on. We can call him Norman. He has normal run speed, normal jump, maybe normal slide if that would be interesting.

Runner: The idea of the runner is self explanatory. They are incredibly fast running speed, and unlike most of the classes, have a lot more control of their movements. Maybe they can gain or lose speed if they are going down or up an incline. Maybe they jump a little higher than Norman. Maybe they can have a dash ability, that just helps with closing or widening distances. While the dash would be incredibly fast they can still be shot at in it. They may also have a simple turbo.
This is like the normal base class that is actually in the game, as it is just the simple idea of, gotta go fast. So the speed of every other class needs to be measured in comparison to the Runner

Jumper: Basic idea is Bunny Hopping Unit. They jump a lot higher than the other units, easier to get long shots. But when they are up high they have very little control of their movement making them easier targets. They have the most speed as the start and end of their jumps. So the top of their jump as them slow down in the air perfect for both shooting and getting shot at. They have a few abilities. Short side teleport, so while they are in the air they can all of a sudden pop a few meters to the left or right. This helps to mess up anyone aiming at them while the jumper can prepare themselves for when they teleport. They cannot be shot at while they are teleporting. Though after they teleport they keep the same momentum and trajectory, so they will land a few meters to the left or right of where they were going to originally land. Maybe they can have a way to change their trajectory, but that would be an ability with a cooldown.

Skier: Just think Tribes Ascend and your are mostly there. They Ski across the battlefield, I imagine that if they are going in a straight line they are faster than the Runner. The downside is that the runner can stop at anytime and run in a completely different direction. The Skier has to slow down to come to stop, and they can turn but only in an arc making their movements more predictable. They may have a similar ability the jumper in that they can teleport a little to the left or right to help have some control. I can imagine they can jump farther than the Jumper which focuses more on verticality.

Teleporter (TP): Think Corvo Attano from Dishonored, with how he can teleport short distances. TP has the ability to teleport short distances on a short cool down. I imagine it would allow them to at least keep up with the runner with how short the cool down is. The teleport is incredibly fast but they can still be shot at so instead of teleporting directly to the enemy maybe around them would make you harder to hit.

Supporter: What's a class base game without a healer, unsure exactly how the healing would work, maybe a mix of dropping healing kits, and making large healing areas that Allies can stay in to get their health back. So how do you make a movement based class who is also a support? I took a page from League of Legends Ryze and came up with long range teleporting. The maps for the game will be massive to accommodate all the movement. Let's say your team wants to get to the other side of the map, even with all the movement options that will take while. So instead the Supported has an ability where they make a circle around themselves, and anyone in that circle after maybe 3-5 seconds is teleported to where the supporter designated on the map. This will have a long cool down. Other than that the supporter will have the Norman run and jump.

Brainstorm ideas for classes that are not as well thought out yet:
An ironman class than can fly in a straight line and hover, but has a cool down on how long they can be in the air before they have to land. Hard to imagine an FPS ironman outside of VR. Maybe the game could be a third person shooter instead but unsure about that.

A booster class that increases allies speed, or maybe gives armor, movement would be to have a short-to-mid range teleport that only works if you teleport beside an ally.

A climbing class that can move along vertical surfaces, and can freely aim at anyone from that surface. Requires maps to made with them in mind. Maybe they can have an ability to create a giant vertical surface.

Goal of the game: Right now I imagine a simple team death match, with optional objectives through out the map. So imagine a hold the point system, where teams race to a point and try to gain control. To capture a point you need to fill up a bar, you just fill up bar by standing on the point. The bar goes up faster the more people are on the point, so killing the enemy team makes their bar go up slower. After you ge the point your team gets a buff. Maybe they can see the enemy on the map, maybe they get some extra armor/health. The enemy can still get their bar up so they work they put in does not go to waste, so they can get the same buff as you. The whole diea is that there are multiple points so a team may have to split up to get multiple points so the enemy doesn't get all the buffs and start steam rolling.

The exact size of the team I am unsure of but it will have to be massive, maybe like Lost World 2 if that is the right game I'm thinking of. The maps as I said previously would have to be massive to accommodate all the movement and all the players.

Game Mechanic Hook: Momentum.
Every character has a Momentum Value (MV), that is basically how fast they are going. So a person standing still has a value of 0, now let's say a Runner crashes into a still target, and Runner has an MV of 100, and target has 100 health. The Runner crashes and kills the target and continue running at 100 MV. If the Target has 101 health they are just reduced to 1 health and Runner loses all Momentum.

Now imagine two runners, Runner A, and Runner B both moving at 100 MV. Both have 100 health. They collide, they both die, If Runner B is moving at 99 MV then Runner B dies, and Runner A takes 99 damges while maintaining 100MV. If Both Runner B and Runner A are have 99 MV. Then both are reduced to 1 health and lose all Momentum.

Just like this the speed of the player can be a weapon. This is why I made the teleporter targetible when they teleport since I imagine if they teleport into the enemy they would have a high MV, but not enough to kill someone at full health.It would be BS if a teleporter could just TP into you with little warning and no way to defend. I'm not sure that would have to be something discussed in beta testing.

Now as I am writing this I can imagine this game have long Time to Kill Timers with the guns, because the point is not kill with the guns but with Momentum. The guns are only there to chip damage so you can kill with momentum.

Setting: I imagine this game set in the future and all the classes are humanoid drones that are capable of 360 degree turning so they can look in any direction. Each class should have some character even if they are all drones but that would be some more artistic/creative person's job.

What I am missing: If it wasn't clear I am not into FPS games I went this far into this "pitch" without talking about the guns, and the reason is I don't know what to talk about. I want normal pistols with similar dps to assault weapons. Some rifle weapon but no too long range. The maps are meant to be open so you need to be decently close to fire it. Shotguns are a maybe, since the whole point of the game is to get close to the enemy, to have a gun that is effective at close range, and realistically long range, seams a little busted.

To reiterate I just want people who like FPS games if this sounds like a game they would like, and maybe how it could be improved.

Edit: Forgot to mention, there can be more classes, but there can not be any classes that slows enemy classes. Don't go ruinning the main point of the game for others.
Last edited by gregperianayagam; 11 Aug @ 7:36pm
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