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Grand Theft Auto: VICE

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Severe
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#1

Posted 09 July 2014 - 08:56 PM Edited by Severe, 3 weeks ago.

(Because we just don't have enough Vice City concepts already)

 

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Vice City - Some things don’t change. Tourists still come from all over the world, mixing the tropical climate with a culture they know from TV, immigrants flock here from pretty much everywhere farther south and drugs still arrive by the boatload fueling the multitude of gangs in the city. Every bit as popular, every bit as vibrant, every bit as dangerous as in the old days, Vice City is still very much alive.

 

Grand Theft Auto: VICE follows three inhabitants of Vice City, as their destinies unfold and interweave with each others. Experience life through the eyes of an ex-cop, an investment manager and an illegal Cuban immigrant, as they make their way through the Vice City underworld and try to come out of it alive - and hopefully a little richer.

 

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Part #1 - Places and People

 

- Setting

- Map

- Features of theCity

- Outside the City

- Gangs

- Security

- Characters and Story

 

Part #2 - Gameplay and Stuff

 

- Gameplay Features

- Activites and Sidemissions

- Weapons

- Vehicles

 

Part #1: Places and People

 

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The game is set in Vice City and surrounding area, including the wetlands, woods, farmlands and a string of islands stretching out into the ocean. The city itself is crisscrossed with waterways, some going far inland, making it very navigable by boat or other watercraft, which becomes useful when you need to leave the city in a hurry.

Some say its best days are behind it, but it would be hard to tell from all the money that continues to pour into the city - between tourism, corporations and organized crime, the economy is doing fine.

Half of Vice City’s population was born elsewhere, many of them in other countries. Retirees, refugees and other assorted immigrants, all add to mixed culture of the city. The steady stream of immigrants doesn’t just add to the culture though, it also supplies hungry, desperate and unscrupulous personnel to the many gangs of the city.

Vice City is a bit like a European woman; flat and overgrown, with a weird accent, but at the same time exotic and seductive - she attracts millions of people every year, who all to happily let her part them from their money.

 

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The city itself and the incorporated areas has a wealth of sights and other points of interest for visitors and residents alike.

 

- Two airports, the enormous Vice International and the smaller Escobar Airport. Here, through ‘random’ searches, overzealous security personnel and customs officials save the nation each day, keeping it safe from nailclippers, bottles of shampoo and brown people.

- Port Island, the harbor facility, berth to freighters and cruise ships alike. Shipping to and from most of South America, a wealth of cargo passes through here. Ridiculously extravagant cruiseships lay in here, before taking their passengers out to sea for sunshine, all-you-can-eat and overpriced drinks.

- Many smaller docks, jettys and marinas. Nearly everyone in VC owns some sorry excuse for a boat.

- A speedway, with a high speed oval and small course - Watch, bet and/or race yourself. All kinds of different races are held here, from stock cars, open-wheels, motorcycles and endurance racers to special events like stunt shows and monster trucks.

- A horseracing stadium and a houndracing track. - Bet on animals. With the right contacts, you may be able to influence the result, making yourself money while sending the losers to the glue factory.

- A professional football stadium, a ballpark and a basketball arena. Vice City is home to several championship teams, who regularly receive visitors from across the nation. Watch millionaire drug users throw, kick or hit various shapes of balls.

- One fullfledged countryclub, with tennis courts, golf course, skeet shooting range, bar and restaurant. Mingle with the rich and famous and talk about trust funds, politics and the entitled poor.

- Several tennis courts, basketball courts, shooting ranges and places of leisure.

 

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- The Wetlands National Park - green, wet and full of alligators, what’s not to like? Be warned, the alligators might not be the most dangeous natives there.

- String Islands - A seemingly endless row of small barely-islands, stretching far out into the sea. If you’re looking for a scenic roadtrip, follow the causeway to the end. Expect to be sick of the color blue when you reach the end.

- Maudlin Airbase, home of the local National Guard. Somebody actually gave these people guns.

- Cape Reefer, a smaller city on the western coast... pretty much an old folks home. But it has a golf course, so it’s got that going for it. Which is nice.

- The Ocean - The big, blue wet thing. Mainly water, may contain traces of shark. Also, the Golden Age of Piracy happened just off these shores - traders, pirates, warships and the famed Spanish treasure galleons - I’m not saying any of those are definitely down there, but there are a lot of people looking, so…

- Ships going to and from the Port, whether it be freighters or cruiseships (by the way: A bunch of drunk rich people on a boat with hardly any security… just saying).

- The Navy has sent an aircraft carrier to the area, due to some international grumblings that I’m not totally clear on. But it’s there (and they don’t much like visitors.)

- Oh, and there are some smaller towns out there, as well as a couple of airstrips and docks, but it’s pretty boring out there.

 

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Vice City has its fair share of gangs, many of with a background in the various diaspora. They exist on several levels, some just petty street gangs, others high level cartels - others are... something else altogether.

 

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Vice City is of course protected, first and foremost, by the VCPD, which also cover the areas outside the city. With state of the art patrol cars, helicopters and an increased focus on less-than-lethal equipment, the VCPD has experienced a drastic drop in killings the last few years, which has made the locker-room scoreboards kinda boring. If need be, highly trained SWAT teams stand ready, as do detectives from the various special units of the VCPD.

 

A newly formed collaboration between several agencies and departments, the South-East Coastal Security Initiative, SECSCI, is spearheading the effort on both land and sea, to seek out and eliminate threats to the region’s safety and stability. Although few in number, their funding rivals that of a small nation, with hi-tech, military-grade equipment and special mine-resistant vehicles... with all the IEDs in Vice City. Oh, and, like, a small warship out at sea.

 

The National Guard stands ready to respond, with enough minimally-trained warm bodies and slightly outdated, lowest-bidder equipment to safely contain any emergency. They also have jets now, God help us all.

 

And as mentioned, the Navy is in the area. They keep to themselves, unless provoked. Best not provoke them. They have some serious firepower.

 

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The Main Characters - The Ex-Cop, the Investment Banker and the Illegal Immigrant

 

Francisca 'Frankie' Ventura - 29 years old, former VCPD patrol officer, was discharged after several incidents of using excessive force. At the time, she was also under investigation for corruption and aiding in the distribution of narcotics. She was also suspected of using narcotics herself. After her discharge, she's lived rough for a few years; alcohol, drugs, petty crime... until she finally went down and served 18 months for grand theft auto. Since then, she's been keeping clean, mostly, and working the bar at a strip club 'The Titty Kitty'.

 

Eric Williams-McNeal - 37 years old, working in investment in Vice City. Divorced, ex-wife and two kids are living in San Fierro. Since his divorce he's been dedicating himself to his job and he's subsequently been doing very well for himself. Sportscar in the driveway, boat out back, membership at the country club and he knows people in the better circles of Vice City - he made some of them a lot of money.

 

Manolo Garcia - 23 years old, Cuban immigrant, escaping a dangerous life in Cuba for a just as dangerous life in Vice City... but it's America, at least! Where everybody can make it and get rich, as long as you are willing to work for it. And Mano is nothing if not willing, no matter the work.

 

Missions

 

Mission #1: Born in Vice

Mission #2: ... Comes Around

Mission #3: Clocking In

Mission #4: Making Friends

Mission #5: Tee-Off

Mission #6: Prey

Mission #7: Trainee

 

More to come...

 

Part #2 - Gameplay and Stuff

 

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Character abilities

 

As in V, each character will have a unique ability, that improve them in one aspect of the game. The ablities can also be improved like in V, but now, they will not just improve by increasing the resource-pool. Instead, each ability has three levels. You start off at level 1 and each time you level up, you will have two choices of how you want to upgrade the ability (technically three, as you could also choose just not to upgrade)

 

As an example, I’ll use the driving ability. At the basic level, it just slows time slightly. It lasts for a limited time, there is no handling bonus and you’re not able to use a weapon during the effect. Then, as you upgrade, you could choose to either get the bonus handling or the ability to use a weapon. Both choices would be in addition to an increased slow-effect and extended duration. The choices branch out, allowing specialization, terminating in four different, top-tier abilities - per character.

 

Character Skills

 

Along with abilities, the player is also able to increase a number of common skills with each character, like Shooting, Driving, Sneaking, Lung Capacity and more. The increase dynamically as the player shoots, drives, sneaks, dives and so on. These are independent from the abilities and are passive. They can, as mentioned, be improved, but they can also degrade if ignored.

 

Vehicle Stealth

 

Stealth can now also be used in cars, to help them blend in with the traffic, for instance while evading law enforcement. When fleeing a wanted level, once they initially lose sight of you, you can try to use the stealth mode to not draw attention to yourself again. This works especially well after switching cars. While in stealth mode, your acceleration and topspeed is limited, in order to blend in. If you do get spotted and get an active wanted level again, the stealth will auto disengage, allowing you to power out of there. Stealth can also be used while tailing people or whenever trying not to draw attention. It works best in busy traffic and on commonly used roads - if you’re all alone or go off-road, you’ll get more attention.

 

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Activites and hobbies

 

Vice City is the southern capital of entertainment. Whether you’re out with friends on just on your own, there are plenty of options.

 

- Get your drink on in one of the many bars and nightclubs found throughout the county.

- Throw your hardearned dollars at halfnaked women at a strip club.

- Sharpen your hustle at a pool table.

- Whack some balls on the tennis courts.

- Get to the hole in fewest strokes at one of our golf courses.

- Let off some rounds at the shooting ranges

- Try your reflexes at the country club’s clay pigeon range.

- Visit Vice City’s many sporting venues:

- Watch as our home teams defend our honor in football or basketball, against teams from Liberty City, Los Santos or some other places nobody cares about.

- Hit the tracks and watch animals get whipped or chase a rag.

- Head to the famous Speedway and watch cars go around a circle really, really fast for an hour. Everybody comes for the crashes though.

- The countryside is home to a wealth of wildlife and if you secure the proper permits, you can go kill some of it.

- The ocean is of course full of life as well, so why not head out there and kill some of that as well. There are plenty of amateur ‘captains’ offering fishing tours.

 

Sidemissions

 

There are plenty of ways to earn a little extra on the side

 

- Arrr! Find that sunken booty! Put on your wetsuit and SCUBA gear or use a submarine and see what treasures have found a home on the ocean floor.

- The VCPD has begun outsourcing the apprehension of certain suspects, warrants can be picked up online or at any VCPD station

- The taxi company is always looking for part-time replacements. Customers appreciate a speedy driver.

- For people with nitrous flowing through their veins, there are several types of more or less legitimate races going on throughout the area. Whether you’re into wheels, wings or waves, somebody out there is willing to bet money that they are faster than you. There’s even an amateur league at the Speedway.

- Rumor has it, there’s an underground fighting ring in the city.

- Somebody always wants somebody else dead. Some others are willing to facilitate such events.

 

... and of course:

 

Heists

 

Heists return in GTA: VICE, although slightly different. While there are a few heists in the main story, most of the heists are sidemissions and are done independently of the main story. Sidemission heists are unlocked either by completing certain story missions or just by finding the places on the map. Heists still have two possible approaches, generally a quiet and a loud one. The approach chosen decides the amount of setup required.

The crew is handled differently, however, as potential crew members no longer have a pre-defined role; instead, they are all ranked in a couple of different stats, like Shooting, Driving or Composure, and may possess one or more special skills, like Scuba, Explosives or Stealth. Certain approaches may require certain skills or may go more smoothly if crewmembers are ranked highly in certain stats. There are no perfect crewmembers, so some compromises may need to be made.

 

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Weapon wheel no longer gives access to all weapons at any time; only one weapon per slot (Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, Heavy Weapons, Thrown and Melee) at a time. The wheel can be managed at the safehouse, where all purchased or found weapons will be stored.

 

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Pistols are generally cheap and common, but best at shorter ranges. They are quick to draw, however, and useful in very close quarters.

 

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The lower end submachineguns are basically pistols with automatic fire. The cheapest one actually starts out as semi-auto. Using the same ammo as pistols, their main advantage is quantity of fire, though the intense recoil can harm accurracy.

 

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Shotguns are devastating at short range, but the spread and relatively small size of the pellets make them ineffective at longer ranges.

 

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Rifles are usefull of mid/long range engagements, providing good accuracy, decent punch and automatic fire. Up close, however, they can be unwieldy and slow.

 

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Long range and high damage, but slow rate of fire. Using scopes, it takes a little time to get a bead on the target, so best used when you they don't know where you are. In close quarters, they pretty useless.

 

More to come: Heavy Weapons, Thrown and Non-Lethal

 

Weapons Customization

 

Weapons cutomization returns from V in an expanded form.

Now there are three overarching types of mods: Cosmetics, accessories and conversions.

 

Cosmetic mods are just that: Looks only. They don’t change how the weapons work or handle. This is mainly different color skins, but some also have different types of stocks and grips and other elements that can be changed for a little flavor. Some weapons have more of these available than others. For a few examples, you can choose between several different color skins like: Black with wood, Nickel with black, Hunting, Tan, Gold with pearl or many others. Other cosmetic mods include: Stubby barrel, Folding stock, Tactical handguard and many more.

 

Accessories are stuff like silencers, foregrips, scopes, flashlights, extended mags, etc. They slightly modify how a weapon performs. Most weapons have some available, some more than others.

 

Conversions are more drastic alterations to the weapon. Only a few weapons have conversions, one example being the double-barreled shotgun, which can be converted into a sawnoff, meaning it can be used with one hand, at a loss of accuracy. Other conversions may change a weapon from semi-auto to full-auto or give it special ammo.

 

Some mods may be mutually exclusive, others may be mutually dependent, even across categories (an accessory may require a cosmetic mod or look different when combined with a cosmetic mod. The sawnoff conversion of course excludes the use of the Fixed stock or Long barrel)

 

Some mods and weapons are only available once a certain contact has been unlocked and can’t be obtained through Ammunation gunstores. All purchased mods and weapons are available through the safehouse weapons locker.

 

Modded weapons will also appear ‘in the wild’, but certain mods and weapons will of course be rarer than others and some will only be available through underground contacts.

 

Melee Combat & Weapons

 

Melee combat has been reworked to be a more engaging and useful part of gameplay. While only two proper melee weapons exist, which can be placed in your weapon wheel, there is a wealth of world objects that can be picked up and used as weapons. Most of these objects conform to one or more archetypes, like ‘short bladed’ or ‘long blunt’, to name a few.

These weapons can include lead pipes, fireaxes, 2x4s, golf clubs, meat cleavers, gaff hooks, bottles, wrenches and many others. There are also a few objects that have more unique properties, like chairs or trashcans.

 

While these can’t be carried in the weapon wheel permanently, the player can hold on to most of them them and still use onehanded weapons (similar to how rifles were handled in MP3). Certain safehouses have some of the more special of these weapons lying around.

 

The unarmed melee system has been improved as well. Players are now able to learn several different styles, each with different combo sets.

Along with the basic 'brawling' style, styles that focus on either punching, kicking or grappling can be learned, as well as a mixed style. The styles will become available as the player progressed through the story and meets the appropriate contacts.

 

Along with this improved melee system, more missions and other gameplay will be tailored to allow the use of melee.

 

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- Soon

  • JumpingKentFlash, Ss4gogeta0, G.S.T and 7 others like this

squeezx
  • squeezx

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#2

Posted 10 July 2014 - 12:51 AM

Haha are Eurpean women really flat and overgrown? Lol

I really like your Logo design and profile on the location.
The more attention we can garner on a return to Vice City / Florida and the like, the better imo.

Looking forward to reading more. :)

Severe
  • Severe

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#3

Posted 10 July 2014 - 06:16 AM

Haha are Eurpean women really flat and overgrown? Lol

I really like your Logo design and profile on the location.
The more attention we can garner on a return to Vice City / Florida and the like, the better imo.

Looking forward to reading more. :)

 

Re: European woman - Not from my experience ;), but it seems to a common enough American belief, that I thought it'd fit in the GTA humor.

 

Glad you like it.


Radeon
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#4

Posted 10 July 2014 - 01:43 PM

Very nice, extremely detailed.

 

Vehicles and Radio coming next I presume?


Mzeppelin
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#5

Posted 10 July 2014 - 04:04 PM

Ok son look here don't you post these topics like this one, getting me all amped and stuff for GTA VI and making me wanna bust outta my body in anticipation.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lol


TheUnholy
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#6

Posted 10 July 2014 - 05:38 PM

Interesting stuff. I took a shine to the gangs specifically. Them Cuban Veteranos seem like the most surprising and interesting one.


Severe
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#7

Posted 10 July 2014 - 07:52 PM

Updated it with some vehicles and a rough, WIP-mockup of the map I have in mind.


patrickm28
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#8

Posted 11 July 2014 - 06:02 AM

Spoiler

 

I'd love to see Vice City again, but i'd like Rockstar to take it back to the 80's again with some of the things you had mentioned above. From what I had read about GTA Vice City's origin, it only makes sense that the next appearance of Vice City takes place durring the same time period. I would love to see how Rockstar designs police cars to look like they did back in the 80's (Vice City is actually in Florida, so FHP would probably appear). Some other areas would be cool too such as traveling to international countries for some small missions, then being able to travel back there to free roam any time.

 

↓ It would be awesome to see some of these cars in the game ↓

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#9

Posted 12 July 2014 - 11:50 AM

This is certainly exotic and seductive.

 

I like your weapon conversion and influencing horse race ideas especially, and your gangs are spot on. Nice work!


Severe
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#10

Posted 14 July 2014 - 11:40 AM Edited by Severe, 14 July 2014 - 12:07 PM.

First of all: Thanks for the kind words. I hope they'll continue as I add more stuff. And speaking of which, I've added the first two character sheets, more will come.

And as soon as I figure out a good way to add in the mission scripts, I'll be giving the intro/first mission cutscene. Edit: Mission now added. Note, it's not entirely complete, there'll be some additional in-mission dialogue as well, of course.


Queen Elizabeth II
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#11

Posted 14 July 2014 - 12:38 PM Edited by Queen Elizabeth II, 14 July 2014 - 01:04 PM.

Keep up the good work :)

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Severe
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#12

Posted 16 July 2014 - 07:22 PM

Updated with activities and a little reformatting.


Severe
  • Severe

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#13

Posted 23 July 2014 - 06:40 PM Edited by Severe, 23 July 2014 - 07:11 PM.

So, updated a bit more, including:

- The map, which, apart from being fully outlined, now displays major roads (Yellow and pink), approximate urban areas (Grey outlines) and the larger canals in VC (light blue). It's still just a pretty rough mockup, many things could change.

- A little more info on weapon mods.

- Info on unarmed melee.

- Various fluff and editing.

 

Edit: Oh, and I'm also working on a couple of heist ideas, so that's coming too.


Tyla
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#14

Posted 25 July 2014 - 03:55 AM

Bloody hell, your map is fantastic.

 

I wasn't sure how I'd feel about how drastic your melee ideas are. To me, the simple thing of having a baseball bat in your inventory is as iconic as certain vehicles such as the Stallion: they're my memories from GTA III.

 

But, I like the idea of it, assuming there were a wide range of locations in my immediate map I would be able to go to in order to access these weapons.

 

Say I'm standing in Little Haiti, facing the shacks and the Cafe under the tree. There's a pack of pissed off Haitians hot on my heels. Am I going to be able to rip a two-by-four from one of the shacks, kick a loose bricks out of a wall? Can I rip the pole out of the seating umbrella outside of the cafe and ram it into one of the Haitians throats?

 

For that I would gladly sacrifice all permanent melee weapons.


Severe
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#15

Posted 25 July 2014 - 06:38 AM

Bloody hell, your map is fantastic.

 

I wasn't sure how I'd feel about how drastic your melee ideas are. To me, the simple thing of having a baseball bat in your inventory is as iconic as certain vehicles such as the Stallion: they're my memories from GTA III.

 

But, I like the idea of it, assuming there were a wide range of locations in my immediate map I would be able to go to in order to access these weapons.

 

Say I'm standing in Little Haiti, facing the shacks and the Cafe under the tree. There's a pack of pissed off Haitians hot on my heels. Am I going to be able to rip a two-by-four from one of the shacks, kick a loose bricks out of a wall? Can I rip the pole out of the seating umbrella outside of the cafe and ram it into one of the Haitians throats?

 

For that I would gladly sacrifice all permanent melee weapons.

 

Thanks!

 

And re: the weapons - It's going to be stuff that's lying around already, functioning very similar to the horribly underused mechanic from IV or how you pick up jerrycans in V. So no tearing planks or bricks loose, but there will still be plenty of debris and other potential weapons lying around. At most, you might be able to take the umbrellas off outside cafe-tables or something like that.

I said that most weapons fit into an archetype, like two-handed blunt, one-handed blade, etc., which is mainly to economize on animations, but I'm thinking there will be a few special weapons that have unique animations. Stuff like trashcans, chairs (which will be very common), chainsaws (which won't) and a few other things I have in mind.

 

So in your example, I'd probably head to nearest alley, because 1. then they couldn't surround me and 2. there'd be sure to be something I could use as a weapon, like some pipes, a bottle, a trashcan or something. There's going to be something in most places, but certain places, like a construction site or a backyard might have more/better options available.

 

Also: I completely agree that the idea of having a bat in your pocket is pretty iconic, I did consider making an exception for the bat, but in the end, I preferred the idea of a more concealable blunt weapon, that could realistically fit in your pocket (although of course, the same realism doesn't extend to RPGs or assault rifles).


Tyla
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#16

Posted 25 July 2014 - 10:20 AM

Although a bat is easy enough to conceal in the right jacket and Mike Strutter would attest ( :p) I wouldn't mind foregoing it for a trashcan lid beatdown. It begs the question what if a feature existed wherein your clothing choices would allow you to carry more than the standard one melee at a time, but that might cheapen the worth you're placing on melee weapons being dotted around your environment. It reminds me of the system used in The Godfather game, where you'd pick up/drop the variety of melees at will but could only ever carry one.

 

And I would totally make my run for the doorway of the Cafe Under the Tree and fend them off with a table umbrella, because those Haitians were nasty bastards and had a habit of flooding into the alleys from every which direction. ;)


Severe
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#17

Posted 25 July 2014 - 12:19 PM

Yeah, and to share some of the thoughts behind the idea: It was inspired by two things mainly; the underutilised 'pick-up' feature from IV, which was used in one mission and then never touched upon again and the many different melee weapons seen in the various wishlists. This approach, with the archetypes, allow nearly endless melee weapon options, as they're just background assets, given an animation. So there's no longer any arbitrary division between what can be used for melee and what can't. Why can I use the crowbar lying over there, but not the pipewrench lying here? Why can I use this shovel, but not that fire-axe?

 

It also adds a lot more interaction between the player and the world, more of a 'depth' to the environment, I feel. You become more immersed and feel more like you're in a world, alongside everything else, and less like a puppet being moved through a lot of fixed dioramas, nice as they may be. 

 

Of course, this all requires gameplay that allows for the use of melee more often, so it's not just used in one or two missions and then everything else is just guns, but so that it becomes more integrated and viable in more situations, so it's an actual featuere and not just a gimmick.


Severe
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#18

Posted 29 July 2014 - 06:00 PM Edited by Severe, 29 July 2014 - 06:36 PM.

Added some gameplay stuff, including details on Heists, Vehicle Stealth and Character Abilities.

 

Edit: I've also found at least one song that has to featured: 


Tyla
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#19

Posted 02 August 2014 - 09:17 AM

You're so precise with how you describe features it's easy to imagine how they might work. Vehicle stealth for instance, I can see how this would be a huge aid to not only escaping the cops but also opening up a whole range of possibilities as regards to pre-planning getaways.

 

How would it work in water or in the air?

 

Speaking of water, more about this Scuba special ability please!


Severe
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#20

Posted 02 August 2014 - 01:54 PM Edited by Severe, 02 August 2014 - 02:01 PM.

Redid the layout again, hopefully more a bit more easy to navigate.

 

You're so precise with how you describe features it's easy to imagine how they might work. Vehicle stealth for instance, I can see how this would be a huge aid to not only escaping the cops but also opening up a whole range of possibilities as regards to pre-planning getaways.

 

How would it work in water or in the air?

 

Speaking of water, more about this Scuba special ability please!

 

Vehicle stealth is really only car stealth (maybe motorcycles, haven't decided). The idea is that it represents blending in with the traffic, which isn't really possible in a helicopter or boat, as the the same traffic patterns or rules don't really exist.

 

As for Scuba, I might dissappoint you here, but I listed it just as a passive NPC skill, not an ability as such. Certain heists may require crewmembers to be able to Scuba or possess another particular proficiency. Some crewmembers have no skills (but make up for it with higher stats), others may have several (but then might be severely hampered in one or more stats). I might throw up one or two examples of the heists I've been imagining, to show how it all plays together. 

 

All the PCs will of course be able to use Scuba gear though, which I guess would pretty much just be more mobility in water and a bigger lung, so to speak.

 

Edit: Also came across this picture of Miami, which I though was really cool, an angle you don't usually see Miami from.


squeezx
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#21

Posted 02 August 2014 - 02:42 PM

I think that picture is of downtown Coral Gables?

Severe
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#22

Posted 02 August 2014 - 03:07 PM

I think that picture is of downtown Coral Gables?

 Well, yeah, technically it's only really Miami in the background. Regardless, it serves nicely to illustrate what Vice City could roughly look like: Flat and overgrown.


Tyla
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#23

Posted 02 August 2014 - 03:55 PM

Like European women.

 

Dimmed your logo a bit too, I see? I like the look of it. Snazzy.

 

That's how I figured Scuba: an NPC crew skill. What I was angling for were some Scuba heist examples. If you've got 'em to mind, throw 'em up man.


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#24

Posted 02 August 2014 - 04:14 PM

Well, I might as well drop it on you then:

 

One of the storyline heists is a mansion, currently under lockdown by the police as a crimescene. There is however a secret cache of money/drugs and an underground sub pen that the police hasn't uncovered yet. The heist is of course to go into the mansion and retrieve the cache and narco-sub located there. The subtle way is to go in underwater in scubagear and with some sort of underwater, DPV-ish, sled thing (Like these things from The Italian Job), stealthily recover the cache and scuba on out of there again. This would require a crew with both the Scuba and the Stealth skill, although because it is a stealth approach, you can maybe bring along one less guy on the crew, that'd be up to the player as well.

 

I haven't quite nailed down the Loud approach to this, but it's definitely a more violent entrance, retrieve the cache and get the sub out. The kicker is, that with the loud approach, you will also get to bring out the expensive cars still in the mansion garage, in exchange for the added risk. Of course, this wouldn't require Stealth or Scuba from the crew members, but you'd probably require the full sized crew and make sure they have decent shooting and driving stats.

 

It should be balanced so that the max output from either approach should be the same. All this also require quite a big pool of crewmembers to choose from, to allow a lot permutations of each heist.


AnthMUFC-Champs
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#25

Posted 03 August 2014 - 05:19 PM

Man I love this concept, it has honestly been as good few years since I have seen a one that has a great standard like this one. Please update!


RMolloy24
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#26

Posted 03 August 2014 - 06:11 PM

Wow, this is really well done. Can't wait to read more about the story and missions.


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#27

Posted 03 August 2014 - 07:42 PM

Thank you all for the kind words. I may put up a few of the first missions soonish, but other than that, updates may be infrequent in the coming months, summer break coming to a close and all.


G.S.T
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#28

Posted 04 August 2014 - 11:03 PM Edited by xXGst0395Xx, 04 August 2014 - 11:03 PM.

Why isn't this an actual GTA title yet? Best VC concept thread I've seen. Loving the map.  :^:


NothingSpecial
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#29

Posted 05 August 2014 - 06:46 AM

I really love the map. It's geographically stunning and looks like something that came out from a real GTA game. Can't wait to see how the story goes.


Severe
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#30

Posted 08 August 2014 - 04:46 PM

dd2995d6-d94d-4479-8c1c-16d474b52561_zps

 

Quick teaser/update. Points if you figure out the color code (it's not really hard)





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