Forum Thread
  Posts  
Cavalier - The most Fluid and Solid FPS...Ever (Forums : Development Banter : Cavalier - The most Fluid and Solid FPS...Ever) Locked
Thread Options
Vangor
Vangor Depravity Inclined Egotistical Savior
Sep 21 2004 Anchor

Edit : If you don't want to read the next paragraph, this topic is quite long, I'd suggest skimming unless the story really enthralls you, but if you read the first paragraph of that and aren't too into it, just skim for highlights.

Now I begin the discussion of a "new" total conversion for Half-Life 2 (more than likely) with the most Fluid and Solid FPS Ever for one reason, that is the plan, not super realism, not incredible innovation, nor the most ambient and atmospheric, though I disbelieve it will lack in aspects yet unseen in realism, innovation, ambience and atmosphere, the idea with the game is for one major function. All elements within a game work well, intuitively, and correctly, to illustrate this simple idea that truly changes so much; Far Cry's M203 grenade launcher on the M16 (I believe those are the weapons) requires a person to switch firing modes before being able to fire off the grenade, while allowing only two modes of fire (aside from zoom) on a weapon, this is completely useless and serves only to annoy a person, especially use to games such as UT99, and while a person may not see this as the largest hiccup in a game, it really is sluggish and unnecessary. Now then, after that long winded explanation, and that by "new" total conversion I mean that I've just decided to begin speaking with people and am thus lacking in any media, a website, or so forth, here comes the actual conversion description, do note however that I trust enough in the idea that I'd ask for help with nothing yet for you to see besides words :

Cavalier -

Story :

In the year 2012 on May 19th, the United Nations with urgency set forth by the United States of America began a military campaign to forcefully disassemble and remove numerous terrorist and guerilla factions existing within the free world, successfully quelling all tasked factions by the year 2016 and ending media-titled "Campaign : Freedom Trail" as of October 3rd in the public eyes. To commemorate the occassion though more properly begin a new age of our world, the United Nations, now containing 205 peace-loving states the world over, held a summit to discuss of new methods of culture and society construction and the direction of our world within Tokyo, Japan, which would become the forefront of that discussion. Being a Visual, Technological, Communal, and Efficient structure of populated city which could be titled a Metropolis, it represented a form that swiftly became a popular direction for growth of a society. Creation of the "Metropolis Expansion Grants Program" furthered this point as companies were entitled numerous benefits and federal funds in 13 of the largest nations for in city expansion, with smaller businesses recieving great incentive to utilize multi-business style structures, even the general public was given sufficient reason to live once more within these urban sprawls. What became as of 2024 was the first Megalopolis of five, the Atlantic Coast United Megalopolis, an empowered city-state region which began to trump state-wide laws and regulations. Afterwards, the Pacific Coast United, Northern Mediterranean, Red, and Indo-Asian Megalopoli came to fruition under similar parameters.

However, as of 2028, peace was not deigned to last as the Atlantic Coast was struck by terrorist factions, killing over four thousand, injuring another two thousand, and eliminating electricity and running water and sewage for another half million. Those behind the attacks called themselves simply "Warriors of Anti-Empery", communicating threats of the removal of these massive societies that blinded and controlled its citizens, with salvation to be found in the destruction of these Megalopoli. While the Bureau for Central Protection and Assurance, a four part anti-terrorist and intelligence agency with communication rights that had formed from the elimination of the Central Intelligence Agency in 2009 and subsequent changing of the Federal Bureau of Investigation after the Patriot Act's fourth denial in the United States Congress', swiftly sought the cells within the states, numerous factions outside of the nation apparently found "inspiration", wielding arms once again and displaying these ties openly. As the world had turned from military power in the 20th century to cultural relevance and construction in the 21st, military scale had greatly faded, providing barely enough to properly be considered an army within any nation, though the United States and England acted first in concert, drafting and passing dual regulations allowing the creation of privatized defense organizations. The first of these PDOs were bidded for state contracts of transportation security as well as numerous small and singularly allowed policing assignments. Success of these PDOs was well considered, providing benefits that outweighed the necessary higher cost, and soon expanded into actual task forces with sub-police rights and protections, until the first, Aegis Inc., was actually adopted as a multi-state police department. With a rate of crime decrease and increase in violent criminal apprehension, Aegis Inc. began to petition for military bids, to effectively become a branch of the United States, England, and even China armed forces while remaining privatized. A select few of these PDOs were allowed such rights and contracts, and the title of Corporate Defense Network was soon adopted, with numerous smaller entities filling in the needs of small police and security forces.

During a sweep of the fourth WAE cell training facility by Pheonix Protection and Weapons Corp., CDN only authorized military weapons, Cybernetic Vehicular Armor, or CVA's/Cavaliers, the new vehicles of war in the form of pilotted robotic walkers, as well as minor links to possible traitors inside of Aegis Inc. are found throughout, though the assumption is called a guise of PDOs to protest the supposedly unfair governmental contracts of the CDNs, while the weapons themselves, material enough, are considered salvaged from losses in the field. A federal investigation reports these terrorist link findings as false, similarly stating an attempt to deface the privatized "power" of CDNs, though a second faction is found to contain similar ties and equipment, this time by a second PDO. Before full investigations can be performed, two PDO weapons storage facilities are stormed by an unidentified militant force, immediately called out as being Aegis Inc., soldiers in disguise. While heavy focus is on the stand-off at the facilities, involving many reported shipping workers as hostages, the BCPA main information labs are destroyed, as well as hard copies of the terrorist links. Rather than waiting for the incidents to clear however, Pheonix Corp., and Global Transportation Securities march towards the main headquarters of Aegis Inc., in New York, calling for their immediate and absolute surrender and disarmament. As two reports come in of a faction taking Aegis Inc., weapons by force from their storage facilities, an unidentified explosive is launched at the two surrounding CDNs, and a war erupts within the streets. Now amidst the streets of the Megalopoli are constant skirmishes between numerous sides, those that wish to remove the traitors or terrorists, those defending themselves from accusation and force, those that will not be coalesced into another CDN, those that wish to cease the conflicts, and the terrorist factions at the heart of it all.

----- Hopefully the story was not too long for your tastes, and had enough to intrigue you as well as touch on every base. But, don't take anything to be propaganda or read too far into anything, and, continue to read on.

Objectives :

In order to secure regions of the Megalopoli, Corporate Defense Networks require the control of movement of enemy forces as well as their own, as the key to success in the new age of urban warfare is decisive maneuvering. Located throughout each region are numerous areas specified as "Deployment Areas", that are vital in the proper ability to control, and are varied in size; Command Points, Deployment Points, and Strategic Points.

Command Points are massive enough to properly contain all dropships, those deploying soldiers to the front lines as well as resupplying armories, and space for all four Cavaliers. Utilized mostly as campaign headquarters within a region, these areas are difficult to attempt to capture, requiring a sizable force, and are key as the only "Deployment Areas" allowing the use of Myrmidon and Ballista Class Cavaliers.

Deployment Points are medium in scale allowing both dropships and armories, and the two Warrior Class Cavaliers to be set further into the battle. These allow CDNs to advance into enemy territory with reinforcements swiftly on hand, though lack in the power of the Myrmidon and Ballista, but often become the vanguard of any forces, and can be difficult to capture.

Strategic Points are small, often enclosed areas such as courtyards between buildings, rooftops, or confined parking lots, and allow one or two squads to be set for a decisive strike. Though due to the size and often simplicity to secure one of these "Deployment Areas", armories are not set behind them and there is no room for a Cavalier drop. (Note : Due to their nature, soldiers must select to utilize Strategic Points, and at least 3 soldiers must select this or else the drop is cancelled and the vanguard point is chosen)

Capturing "Deployment Areas" requires a force of soldiers to infiltrate enemy or neutral compounds and eliminate any enemy forces. After the capture phase of a point, the soldiers must then properly secure it, ensuring that few enemies are allowed nearby and there is adequate protection for inbound dropships to reinforce. Larger squads capture points faster, though the larger points and more enemies within may lengthen this considerably and take more soldiers to capture.

If a CDN controls no "Deployment Areas" then no soldiers may be set within the region and they must attempt to capture a new one before all are killed in the field. If both Command Points are controlled by a single CDN at the time the opposing force controls none, the opposing force will choose to retreat from the region.

Gameplay :

First you are probably asking, "What are Cavaliers?" No these are not fifty foot mechs and Gundams running through cities. Instead, these are much more "realistic" portrayals, being around 15' in height with titanium plating and non-humanoid definitions, while these will have legs do not expect arms holding a rifle and a head. The idea of Cavaliers is to supply heavy fire to an area and remove unattentive soldier groups, as well as coordinate against enemy and alongside allied movements.

Now you are probably asking, "Can a soldier do anything?" The answer is a definite yes, while powerful machines, do not consider these much stronger against explosives than any other small vehicle, a few RPGs will certainly fell it. More than that however, the soldier has the advantage of movement and speed, moving swifter in sprint than the Warrior Class Cavalier (the fastest), and going throughout entire city blocks of buildings where a Cavalier cannot follow, thus meaning you can coordinate effective attacks against unweary pilots.

Third will probably be the question, "What is a Warrior, Ballista, and Myrmidon?" Well, these are the three different classes of Cavalier, though to better explain them, I've written on each as well as general Cavaliers. (Note : I lack general knowledge of weapons and ordnance so, sorry if names and titles seem odd in areas, as well, I tend to write fantasy so I may not highlight as though it were truly a military vehicle)

Cybernetic Vehicular Armor - Cavalier - Unrivaled protection in the new age of cityscape warfare, the Cavalier is encased in 4cm of nanotech armor-grade titanium shielding over the weakest sections, and features standard dual Helios quad-barreled 7.4mm assault cannons. While Cavaliers are far more usable in the crumbling cities than standard heavy weapons, it cannot match the mobility and speed of infantry units, and is most often reserved for position control, defense, and siege.

Cavaliers are driven by a singular pilot that controls the Helios cannons and movement, though a second gunner is required for use of secondary weapons pertaining to the Cavalier class.

Warrior - Standard Cavalier class, the Warrior is used most often to sweep open streets and assault opposing Cavaliers, as it includes Mounted Artillery and Incendiary Launchers able to fire rocket propelled high explosives or napalm rounds, that can be used with a gunner. (If the Ballista isn't used perhaps the Warrior will have an alternate of using a second set of Helios cannons like the Myrmidon)

Myrmidon - Defense Cavalier class, the Myrmidon has been outfitted to hold defensive points, with an Aegis Energy Shield on its back, effectively stopping most forward assaults, as well as a second set of dual Helios quad-barreled 7.4mm assault cannons, that can be be used with a gunner. However, the Aegis Energy Shield cannot protect against any offensives from behind, including for itself, and will often explode if directly struck. During activation of the Aegis Energy Shield by the Pilot, both positions have their weaponry locked. (The Aegis itself will rapidly regenerate from a long shield pool, and will break itself if entirely collapsed by constant and powerful fire, though very difficult)

Ballista - The artillery class of Cavalier, using a Linked Excalibur Artillery Platform, capable of long ranged heavy assaults using excalibur rounds, these are the slowest and often most difficult to use, as to fire any rounds the Cavalier must go into a lock mode and the gunner must have proper sighting. During lock, the pilot's assault cannons will cease to function and movement is halted. To properly fire the LESP, a gunner needs to properly sight the arc, angle, and direction of fire, and supply necessary power behind a round to send it far enough. Power a round requires a necessary warm up time ranging from two (any less would be in danger of striking the Cavalier) to twelve seconds, with a maximum of fifteen seconds of sustained power before it shuts off momentarily to charge once more, to remove the danger of overcharge explosion. These rounds can decimate soldiers and can plow through Cavaliers in a large explosion.

To continue this vehicle write up, here is the Pegasus Dropship as well, while not controllable by a player, I think it is important to mention. Think of it much more akin to a sign that new soldiers are being deployed, it really isn't necessary for simplicity sake but I believe in the capture and secure method of play, it will be nice to know when a squad needs to focus its efforts on defense for a moment. If you've played Oslaught for UT2004 and turned for a moment rather than striking a node to hit a player and you've been shot in the back as new people immediately spawn in, you'll understand.

Armored Deployment and Supply Carrier - Pegasus - Capable of carrying squads of soldiers as well as heavy gear including Cavaliers or Armories, the Pegasus serves the purpose of aerial squad deployment as well as cargo movement between necessary squads. Beyond this, the automated pilotting sequence and 7cm of nanotech armor-grade titanium shielding lessen the chance for midair casualties as well as removing lengthy combat circumvention.

Pegasi carry sets of eight soldiers and Armory or a Cavalier, squads may be set down in Command, Deployment, or Strategic Points, signified with a white rectangle, Cavaliers can only be deployed in Deployment or Command Points, Warriors are signified with a white circle, Ballista with a grey circle, and Myrmidons with a black circle. (There is no actual riding of a Pegasus for simplicity sake, when it lands, it deploys all players currently dead 1-8 or 9-16, and will stay a few moments after deploying for any late deaths)

After this, how about we address the "What weapons are there?" Well, there will be mostly a standard fare of projectile weapons, a light and heavy assault rifle, a sniper rifle, two shotguns, a heavy machine gun, two grenades, two mines, as well as an RPG. Weapons will have various attachments, such as "secondary barrels", aka, explosives, flashbangs, smoke grenades, or close range shotgun'esque rounds, and all equipment is balanced around one another. Heavy armor will be higher in armor but be slower, a heavy assault rifle has a larger clip and higher damage but worse recoil and makes you slower. Alongside this are actually deployable sentries, a tripod that can be stuck on your back and deployed out in the field to fire at any enemy target, these have a small supply of ammunition and are only semi-intelligent, with only a 45 degree arc of where they are set (facing the user more than likely), good for holding hallways for a short moment. Equipment comes in the form of a Primary, Secondary, Armor, and Five Equipment slots, any weapon, save the RPG and Sniper Rifle, can be placed into primary or secondary slots, and will add to total weight, even two of the same can be added. Deployable sentries and probably any others included will take two equipment slots each, while one equipment slot will only be reserved for deployables so that with two sentries one gren type can be included, with one sentry three can be, or none four can be. Extra ammunition and a change to the load out can be done at a Tribes'esque armory panel at Command and Deployment Points, though players have the ability to choose load outs before they first spawn in or respawn.

And getting towards the end is "How do you earn points?" This is actually one of my favorite systems, too many people have a very simple system set forth for kill to death and possible objectives. Instead, this is Enemy Soldier Wounds, Enemy Cavalier Wounds, Damage, and Secure, allowing players a bit of strike and move to earn points as well as not allowing only one person to reap all rewards while others aided them for technically nothing (especially in public matches of course). Every point of damage done to an enemy soldier counts for a point for ESW, while every 2.5 (maybe just two) points of damage done to an enemy Cavalier counts for a point of ECW, due to the fact that Cavaliers will have a much higher damage count. Damage recieved negates one point per, this will probably be expanded of course to damage as a soldier and as a Cavalier pilot. Securing alots points based on a system not necessarily defined, it is dependant on how active the capturing and securing will be in game, and how difficult this may become, so suffice it to say that you will get points over time for capturing and securing, mor ethan likely more with teammates and for larger areas.

To somewhat end on, "Any stamina type systems?" Stamina, no, not in the actual sense, there is a meter that won't actually apply how you are thinking. Sprinting will not stop with a lowered stamina or even slow down, sprinting just means you are either highly inaccurate or it may be that your weapon is across your chest and you need a second to orient yourself and slow down before firing. Jumping will have no ill effects such as stopping you cold on the ground but lowers stamina too. Don't worry about it as it will take a while, there will be plenty of adrenaline pumping in your veins to assure that you don't care if your heart and lungs are left behind provided you keep running, and regaining it is as simple as stopping for a rest. Heavier equipment will decrease stamina faster while sprinting even though the sprint itself will be lowered, but has no ill effects towards standard movement. Side note, don't worry, people will be actually at a fairly quick step speed even outside of sprint, it won't be necessary to actually move across the field.

Now on the end is what stamina applies, "How does damage work?" There is a blood loss'esque system but no actual health meters except in terms of wounds. Being shot in the foot by a light assault rifle isn't much of a wound in game terms, being shot in the foot by a shotgun at point blank range still is not the biggest one you can get. The lower your stamina, the more you end up bleeding, but even an unrested constant sprinter and jumper will not be completely effected by it. To be killed, you need sufficient wounds, either a critical or mortal wound, or amassing to that, say numerous small ones, like both of your legs and arms were shot point blank by a shotgun, or a serious blow to the chest or head. All wounds heal, critical ones can heal from decent health, mortal ones may either be a headshot which is instant death if done properly, or a definitely fatal that gives you a few moments before it takes you, like quite a few rounds piercing through your chest. Wounds will continue to deal bleeding damage until they've slowed and then stopped altogether, and will slowly reverse. Firing in the feet means a person is slower for a moment, in the hands mean their recoil goes slightly off and then realigns itself, in the head means their view cocks slightly off. To get a headshot, a player has to be zoomed in with their weapon, this is because all soldiers have a helmet of some sort so it won't hopefully be as random, this means Sniper Rifles are of course going to be relatively unhindered in this aspect. Still an actual shotgun blast to the head or quite a few rounds in it will be fatal 99 times out of 100 so do not fear.

Alright, that right now is the end in most respects, you can send me a private message or email of course, both are in the profile, like I said, we've got no media or site, so don't go asking for one, I'm giving people a chance to begin work, though I do have a slight crew lined up and a few resources on hand. Namely, my brother who recently graduated the Digital Animation and Visual Effects School (that is the name I believe, it is DAVE) is quite interested and very talented in modeling, animation, and texturing, and wants to work with normal mapping in a game engine quite alot. Plus, he almost assures me that he could get a few of the people still there provided we get the big, annoying, duo of programmers ready to go on the project. And I've other draws but haven't extended them yet.

Tell me what you think, I'm a lover of criticism and if you want to hear anything in more detail, perhaps you want to use something a bit in your own idea (which I'd be thankful to hear so Icould see it done even if you don't need more info), or any other random aspect, I'll be around of course.

And something just reminded me, if you're wondering about why the Myrmidon and Ballista Cavaliers are back at the Command Points only, which will only be basically one per team, this is to annoy players into having to move back to these areas and bring them to the front lines which will be slow, and hopefully this annoyance will keep from Cavalier whoring to an extent, but provide skillful players a proper oppurtunity.

- Edited By Vangor On Tue 21st, Sep 2004 @ 5:05:53am

EvilFish
EvilFish The Only Official ModDB Fish
Sep 21 2004 Anchor

um... wow? O_o

jacksonj04
jacksonj04 Over 9000
Sep 21 2004 Anchor

Nice long detailed back-story - now, what makes your mod unique except for your emphasis on making the gameplay as intuitive as possible?

--

Barcode Imagejacksonj04 the generally helpful one
Lost, confused or just need a virtual cuddle? PM me.
Need urgent help from staff? PM us all.

EvilFish
EvilFish The Only Official ModDB Fish
Sep 21 2004 Anchor

I think that is what's unique. It'd be a nice change.

Vangor
Vangor Depravity Inclined Egotistical Savior
Sep 22 2004 Anchor

Yes first that is what is designed to be "unique", I feel too many teams are losing the ideals of gameplay for ambience and something totally unique. While I enjoy uniqueness, and my previous designs often incorporate a hefty amount, as does this in certain respects, I want it to feel so well designed and solid that you could swear you've played it for years and that any other fps after that either needs to follow that example or be considered poor at best.

Plus, I feel many of the ideas are fairly unique if you bother to read through it, and I don't mean that negatively as it is quite a bother to read through I know, but the only other urban sprawl maps that one can compare with what we will be doing is that of Red Orchestra, hundreds of windows, many rooms and hallways, bombed out passages and ruins,it isn't just three predetermined pathways you need to watch, it is a city street, or it is an intersection, and you better hope everyone else is searching what you aren't looking at, and those urban sprawls will be vital to the game in terms of allowing mobility and maneuvering of soldiers and adding limitations to those of the Cavalier, to make each in position as they should be, as all things will be, hence the idea.

Those little extras of uniqueness won't work if they don't work intuitively and fluidly.

jacksonj04
jacksonj04 Over 9000
Sep 22 2004 Anchor

Sounds good to me. When do you start?

--

Barcode Imagejacksonj04 the generally helpful one
Lost, confused or just need a virtual cuddle? PM me.
Need urgent help from staff? PM us all.

BlueWolf72
BlueWolf72 Mod Till Ya Die
Sep 22 2004 Anchor

wow amazing idea. To bad im busy to join

--

Desura Contests Live!
Twitter With Me?<!--Session data-->


<!-- Top iFrame -->


<!-- Bottom iFrame -->


Vangor
Vangor Depravity Inclined Egotistical Savior
Sep 23 2004 Anchor

Well, I've gotten quite a bit of feedback, mostly that it is an impressive amount of writing/reading. In reply to you jackson, probably when HL2 comes out or when people wish to, it truly does not matter, I do not plan to make a mod team into a contractually bound development business or something of that sort. However, I'm currently trying to speak with someone to perhaps coalesce Cavalier with their own, they have a very good start and seem to have the experience necessary, and I am not so caring of leading as I am of creating.

Infact, if anyone wants some help with their own stuff, I am certainly free, I am a bit dominating in trying to shift things but, I'll certainly do whatever is necessary, histories, pregame stories, map/regional history, various lores, plotlines and "storyboarding", weapons and armaments, as well as game design itself, I enjoy getting my name somewhere.

Sep 23 2004 Anchor

Wow, it'd be great if you could redo my story. I had a big problem with trying to make it look good to the average reader. I cut off all of the dialogue, because my friend said he'd do that part for me. Turns out he doesn't want to :P

If you're interested in helping recreate the TMP story, and maybe adding more if you want, send me an email at princemalcolm@msn.com

--

"He who fights with monsters might take care lest he thereby become a monster."
- Friedrich Nietzsche, Beyond Good and Evil, Aphorism 146

Vangor
Vangor Depravity Inclined Egotistical Savior
Sep 23 2004 Anchor

Sent you a message Karuto, and note, the offer still stands for anyone no matter how many people ask me, it is impossible to keep me down with too much work so don't worry. And, I recommend from now on people trying to get into touch with me as opposed to me to them, it will make my task easier.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.