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TOM FRANCIS
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Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Team Fortress 2 Unlockable Weapon Ideas

Update: This post was written in May 2008, when only the Medic had new weapons. Since then, some weapons have been added that have similar concepts to these. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and a lovely shoutout in the Solider update.

Obviously we’ve all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 29 of them, and did it anyway. I hadn’t originally planned on illustrating them – for reasons I hope will be obvious once you see my illustrations – that just kind of happened. Sorry.

I’m more interested in ideas that would make you think about and play a class differently, than in trying to ensure everything is perfectly and exactly balanced. Partly because this is more interesting to talk about, and partly because I don’t think you can just intellectualise about balance and call the problem solved. If I’d never played TF2 and you just described it to me, I would have said the Spy’s near-perfect disguise system was absurdly overpowered, but today people groan that it’s virtually useless. They’re wrong, but still: there’s no substitute for trying this stuff.

I also have some ideas about how this stuff should be unlocked, but they tie in to another major change I’d like to see, so that’s for another post.

Engineer

engineer-shieldspanner

Shield Spanner: when whacking your own full-health structures, this thing builds up an uber-like protective shield around them that can absorb a few hundred points of damage before the structure itself is damaged at all. The Spanner can repair neither the shield nor your buildings, so once they’re up, there’s no point hanging around. Sappers take a very long time to eat through the shield, and don’t disable the building until they get through it. The Spanner can remove them, but again, not repair the damage. It can also add a much weaker shield to the buildings of friendly Engies.

Why? For fatalistic Engies bored of baby-sitting. Once they’ve set their stuff up, the Engy is free to roam around setting up dispensers elsewhere, helping out other Engies, and flanking those who attack his own stuff. A shielded Sentry is resistant to many of the best ways of taking down an ordinary one (Sticky pile-on, point-blank Heavy, sap-and-stab) but vulnerable to attrition.

engineer-portablesentry

Portable Sentry: mini Sentry that can never be upgraded past level 1, but which once built, the Engineer can pick up and carry with him. While carrying the Sentry, the Engy moves at 75% speed and neither he nor the Sentry can fire, but the Sentry is safe from damage. It takes one second to snatch up and three seconds to re-deploy elsewhere. If the Engy is also using the Shield Spanner, the Sentry’s shield is lost when he picks it up, but can be re-applied after deployment.

Why? Lets you play a harrassment Engy: reaping kills by quickly erecting small sentries in unexpected places, and moving them before the enemy has time to strategise around them. This is often more fun to do, and to fight against, than holing up beind a level-three hitting it repeatedly.

engineer-mini-dispenser

Mini Dispensers: Engie can build three smaller dispensers: one that only supplies ammo/metal, one that only heals, and a third that’s a booby-trap. The booby-trap explodes with the force of a crit rocket if sapped or damaged in any way, only damaging enemies. It looks exactly like a healing-only dispenser to enemies (so traditional dispensers are still safe to sap/attack), but to the Engie’s team, it appears as a cardboard box full of dynamite, with dispenser decals drawn on in crayon.

Why? The constant need for metal to take care of your Sentry leads most Engies to put their dispensers directly next to their gun, dissuading them from setting up a useful recharge point for their team’s forward troops. Here, he can do this without sacrificing his vital metal income, and partially protect that forward station against Spies by associating a degree of uncertainty and fear with sapping them.

Engy: Telepault

Telepault: teleporter exit that launches the teleportee forwards and upwards, in the direction the Engy places it. The Engie sees the projected arc before placing, obviously, so he can see where they’ll end up. Teleportees are immune to fall damage until after they land, and trajectories that end in killer chasms like those on Hydro are considered invalid placements and disallowed. The nametag for the entrance pad indicates that it’s a telepault and, in addition to displaying its recharge progress, quotes something like “Safe landings: 3/5”. Players can crouch on the tele entrance to choose to be teleported normally.

Why? I think the virtue of a Heavy being flung over a train is self-evident.

engineer-laserpointer

Laser Pointer: replacement for the pistol – switches Sentry to manual mode while equipped, where it will not fire on anyone automatically, but will shoot whatever the Engy points the laser at when he clicks Fire.

Why? Lets the Engy spy-check and prioritise targets better, at the expense of automatically firing on unexpected enemies, and of being ready to repair the sentry when it’s damaged.

engineer-neutraliser

Neutraliser: techy shotgun firing sparkly blue electronic charges which defuse Stickies, knock off Sappers and drain enemy ammo – but do no damage at all. Defuses a Sticky in two shots at medium range, one at close (close enough to hurt if it went off). Sappers take four shots at medium, two at close.

Why not… a flame-thrower Sentry! I think the real question is: why?

Why not… an ambulatory Sentry! It kind of removes the strategic element of deciding where to put it. And would be rather costly to impliment.

Pyro

pyro-napalm

Hmphalm Hmphs: shotgun that fires napalm globs. They do no damage, but each successive shot slows the target slightly more, adds a few seconds onto their burn duration if you then ignite them with the flamethrower, and renders them unable to put out any flames by jumping in water. Needs reloading after every shot, and this takes a short while.

Why? The Pyro shouldn’t have an effective long-range weapon, but could use a way to catch opponents, slow their escape to safety and force tougher opponents to seek healing rather than waiting for the flames to die.

pyro-fireaxe

Hire Hmph: a longer, heavier fire-axe that always critical-hits against burning opponents, but takes twice as long to swing.

Why? The Pyro could do with a satisfying way to end a fight, particularly when there are allies around who usually get the credit for killing those who would have burned to death if left alone. But it shouldn’t be easy – she/he’s got to get even closer than usual, to an opponent who knows he/she’s there.

pyro-inferno

Hmpherno: flame-thrower with a more fierce but briefer burn, whose forceful stream can be used as a makeshift jetpack if pointed directly down. The force also means he/she cannot move forwards while firing normally, and while firing heat builds up in the weapon that will eventually cause the Pyro to explode in a large and dangerous fireball. Five seconds of uninterrupted fire is enough to blow him/her up. Ten seconds is enough for a nearly-full heat bar to entirely dissipate.

Why? The Pyro needs a little more tactical flexibility, lends him/herself well to comedy, and was born for a firey suicide option. This also means (s)he can propel her/himself into an area quickly by walking into it backwards whilst holding fire – to which the drawback is hopefully obvious.

Why not… a longer range flame-thrower! A class with its defining limitation removed is a class improved, as my grandmother used to say.

Why not… smoke grenades! Not being able to see is fun!

Why not… ignitable oil slicks! You spray an area with oil, then set light to it, and it burns for a while. Leads to exciting wait-around for the enemy team!

Why not… the napalm rocket-launcher from TF! Then we could give the Soldier a flame-thrower, the Spy could have Sasha, and we could save everyone the confusion of having to pick a class!

Heavy

heavy-luba-and-kiska

Luba & Kiska: knuckle-dusters, knock the target flying but never crit.

Why? Pow!

heavy-tatyana

Tatyana: mini-gun with an electromagnetic coil built around its motor which sucks in weapons from fallen enemies (or friends) any time the barrel is spinning. The added weight leaves the Heavy unable to move at all while firing. He can still move while spinning the barrel.

Why? Lets the Heavy perpetuate a winning streak by avoiding running dry on ammo, but hinders his rate of advancement so that it’s not easy to exploit this on offense.

heavy-sonya

Sonya: very obviously stolen Scout Scattergun to replace the standard shotgun. Obviously in that the Scout’s ripped-off hand and forearm are still danging from the triggerguard.

Why? I don’t have a good justification for this.

Why not… an assault rifle! The most boring weapons in all of first-person-shooterdom! Much of TF2’s design philosophy apparently stemmed from the notion that one guy just firing a lot of bullets at another guy is about the least interesting interaction two players can have.

Soldier

soldier-lastditch

Last Ditch Digger: broken trench-shovel whose damage and attack-rate are proportional to the amount of health the Soldier has lost.

Why? Apart from encouraging unlikely comebacks, it makes rocket-jumping spade-attacks more effective. And fun things should always be made more effective.

soldier-screamer

Imploder: rocket launcher whose blasts suck people in rather than knocking them away. The actual damage radius is smaller than a standard rocket, but the ‘suck’ radius is larger than either.

Why? Lets the Soldier cluster large groups of people into a tight space for maximum damage, but sacrifices his ability to juggle enemies, keep them at bay or rocket-jump – though some wall-climbing and ceiling-sucking is doable by firing the rockets above you.

soldier-skeetshooter

Skeet Shooter: shotgun which only and always crits on airbourne opponents. Can be drawn, fired and holstered by pressing Right Mouse, whichever weapon the Soldier is currently holding.

Why? If you manage that, you deserve a crit.

Why not… grenades! Hey, good idea! It looks like Valve completely forgot to put these in TF2, despite how fun it is to get killed by speculatively flung munitions bouncing arbitrarily around corners by trigger-spamming morons! Thank God we reminded them!

Why not… heat-seeking rockets! Because aiming highly explosive projectiles to hit within a few meters of a target is still too hard! Not only should the modicum of skill required to play a Soldier successfully be removed, but it should be removed by an unlockable weapon that only the most skillful players will earn. Perfect!

Why not… a rocket-launcher that’s more powerful but has to be reloaded more often? Reloading all the damn time is the least fun part about playing as a Soldier, and dying in one hit is the least fun part about fighting one. Let’s not exacerbate either.

Demoman

demoman-nogrenades

Not A Grenade Launcher: here’s an idea for the grenade launcher: REMOVE IT. It is a twat. The Demoman’s other weapon, the sticky launcher, is probably the single most devastating weapon in the game, the trade-off ought to be that he has no quick direct attack if an enemy gets past his sticky trap and confronts him. Instead, there’s no trade-off: he’s tough, and if he can aim worth a damn, he’s got a quick to use weapon that’s nearly as powerful as the Soldier’s rocket-launcher and litters the place with deadly spam fire if he misses – or just if he feels like racking up a load of talentless arbitrary murders.

Why? Why would anyone choose to unlock the ability to not have a grenade launcher? That’s the beautiful part; they wouldn’t have to! This excellent upgrade would be automatically applied to all Demomen free of charge.

demoman-creepers

Wee Creepers: sticky-bombs that roll slowly towards nearby enemies, faster the closer they are. If an enemy’s close enough, they’ll follow him at Demoman walking-speed (very slightly slower than most classes). He can only lay four at a time, and they stop for a while if shot.

Why? Almost every situation involving these conjours an entertaining mental image.

Why not? This would allow players on your own team to screw you over by luring stickies towards you. It’s hard to say how much of a problem that would be, because to an extent it would require the enemy Demoman’s co-operation. If you’re close enough to them to lead them at walking speed, he’s probably just going to blow you up straight away.

demoman-goodstuff

The Good Stuff: alternate whiskey bottle which, if not yet smashed, temporarily adds 50 health when doing the drinking taunt – even if it takes him above his usual maximum. The boost decays over fifteen seconds, during which time the Demoman is also immune to fall-damage. The bottle always crits while the Demoman has been airbourne for more than half a second.

Why? Bracing yourself for a good sticky-jump, whacking people at the end of it.

Why not… that swingy dynamite he had in the first trailer! I’m only guessing, but I would think that made it too easy to take out an Engy, all his kit and everyone defending him without actually entering line-of-sight. The swinging charge-up animation was interesting, though – I wonder if you had to stay still during that.

Scout

scout-slugger

Slugger: full-size two-handed baseball bat that does 150% damage, but precludes all other weapons.

Why? It’s clearly an impractical trade-off, but I’d take it.

scout-critmagnet

Freakin’ Crit Magnets: pistol rounds that do no damage, but successively increase the chance that the next hit against the victim – with a weapon that actually deals damage – will be a critical. A full clip of direct hits gives a 100% crit chance. On close inspection, the projectiles stuck into the victim’s body are small nails each skewering a Post-It note with “Crit me” written on it.

Why? It gives the Scout an option to be more of a team player, or to have the satisfaction of running at someone with his bat and knowing the hit will be a crit. It’s also kind of an interesting risk tradeoff to decide when to stop building up your next attack and actually make it.

scout-nutcracker

Nutcracker: leaner Scattergun that always crits when fired directly down on a target from above, but never crits otherwise and has to be reloaded every two shots.

Why? Funny? I should clarify the name, actually, in case it’s a British idiosyncrasy: here, ‘nut’ means head, while ‘nuts’ means testicles. It is the former that this weapon proposes to crack.

Sniper

sniper-hobbler

Hobbler: sniper rifle that reduces the victim’s movement speed by up to 50% if the shot hits below the waist, but only charges to halfway up the normal charge meter. Partially charged shots to the legs slow by proportionally less than 50%. Healing steadily restores movement speed.

Why? Lets the Sniper be a help to his team in situations where he doesn’t have the time or skill to line up a perfect headshot.

Croc: Larger kukri that always crits against Spies, never otherwise.

Why? Vengeance.

sniper-shooter

Shooter: a larger and faster-firing revolver than the Spy’s, to replace the SMG.

Why? I’m forever out-gunning Snipers at medium range when I play Spy – I’m hitting them too often for them to snipe effectively, and their SMG has nothing like my damage output at that distance. Much as I love doing this, the poor Aussies could use a break, and some classic Crocodile Dundee one-upmanship ought to do it.

Spy

Man-Sapper 3000: useable on human targets – drains them of all ammo in a few seconds, and stays attached for five, or until an Engineer whacks it off. Target doesn’t get his ammo back when the sapper’s removed, he has to find more. Must be placed from behind, but does not break disguise.

Why? Good for disabling whole groups of people without necessarily giving yourself away, can lead to comedy escapes from angry mobs of sparking melee enemies.

spy-hackotron

Hack-o-Tron 3000: replacement for the revolver, can hack any Sentry in line of sight from 10 metres away. Hacking takes ten secondsish, during which the Spy must remain still, and at the end of it the Sentry will be reprogrammed to only attack its creator. The Engineer sees his Sentry spark green during this time, so he knows someone nearby is a Spy, and he only has to kill the Spy before the process finishes to abort it. The Spy can remain in disguise throughout, but since he can’t move without breaking the hack, he’s conspicuous for that. The Engy can destroy his Sentry at any time during or after the hacking process, the only disadvantage of which is, well, he’s destroyed his own Sentry.

Why? Firstly, I like the idea of seeing your Sentry spark and having to scan everyone nearby to spot who’s not moving. It’s an easier task for an Engy than de-sapping, because he only has one objective, but the danger is more worrying: losing both his Sentry and his life. Secondly, it’d be fun to find a great place to do this from, and watch the Engy scrambling about above or below trying to find you. Thirdly, realising you’re not going to find the Spy and scrambling for the Detonate control panel before it turns on you could be pretty tense. It has to be only the Engy it attacks once hacked, of course, or noob Engies could ruin the whole game for their team by letting a level-3 Sentry get hacked right in their base.

spy-identity

Identity Thief 3000: large knife that, when backstabbing, utterly shreds the victim and causes the Spy to quickly assume his identity. There’s a puff of smoke as usual, but it lasts only a moment rather than the several seconds that donning a disguise usually takes. The Spy cannot attack again with the knife until after this new disguise is assumed, so it’s slower for repeat-attacks.

Why? For situations when you have someone on their own, but don’t know how long you’ve got until his team-mates show up. Disposes of the body and renders you inconspicuous in one quick move.

Ghost-o-matic 3000: replacement cloaking device which, instead of rendering the Spy invisible, allows him to pass through enemies for ten seconds, and absorb incoming damage. During this time he can’t attack or sap, and enemy fire drains his Ghost charge rather than his health – so it won’t last long if he’s under fire. When his Ghost charge runs out, the Spy is vulnerable but still can’t attack for two seconds, and he gives off a suspicious spark – so spy-checking isn’t any harder. Ghost-mode also takes two seconds to activate, and regenerates fairly slowly when not in use.

Why? This lets him slip through very hairy or chaotic situations where enemies don’t have the time to look for Spies thoroughly, but in which he’d be killed in the crossfire if he was merely cloaked. The kind of crossfires this device would let the Spy get past are also the kind where one least needs his Cloak.

Identi-Kit 3000: replacement for the Spytron 3000 cigarette-case: it’s a device in the same housing which, when pointed at an enemy, tells you their name and health. If disguised, the enemy with your name is tagged on-screen at all times, the way Medic-callers are to Medics. The drawback is that you can only disguise by pointing it at an enemy and pressing fire, rather than selecting a class freely with the number keys. You can do this while cloaked, naturally.

Why? Allows the Spy to identify and eliminate injured targets with his pistol, and lets him strategise around his namesake. The loss of the “Am I dressed as him?” ambiguity is more than made up for by the many “Oh shit, that’s the real Duncan Disorderly!” moments.

Why not… a dummy weapon that lets you make it look like you’re firing while in disguise! This would only increase the believability of your disguise for the brief period before people realised that a disguised Spy can now fire like a real team-mate. Thereupon, you’d still get spy-checked, it would just be incredibly arduous and tiresome for everyone else to do so.

Why not… a silenced pistol! There’s actually nothing terribly wrong with this idea, it’s just not very useful. Obviously shooting people from an unexpected angle is a core tactic of the Spy, and I love doing it, but I don’t think people are pinpointing my location using the directional audio of their 7.1 home theatre surround-sound setup. I think they’re just turning around to find out where they’re being shot from, and seeing me with their eyes. If, like the four thousand people who’ve suggested this, you’re proposing a damage decrease as a trade-off, I wouldn’t touch it with a barge-pole.

Why not… a weapon that can be used while cloaked or disguised! Because… just shut up. Just go away and think about what you’ve done.

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