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Untitled Teamplay Mod | Locked | |
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Dec 6 2003 Anchor | ||
Some of you have already seen this, as I posted about it a while ago, but since then I have fleshed out the idea, so here it is: After watching The Matrix: Revolutions, I was struck by the number of places that mods could be created therefrom. Having seen none mentioned anywhere, I offer up this to you in hopes of comments and critiques. Picture this: Such events would be commonplace in this mod, unless proper teamwork was employed by the players. Each of the vehicles and classes is strong in its own area, but without working together, all of their weaknesses will be instantly lethal. Classes and Vehicles: Pilot Rocketeer Hacker Attacker APU Mech -Reloading Bot Hovercraft Gameplay Another twist implemented changes the way vehicles are used. Instead of pressing E like in BF1942 or Halo to enter a vehicle from nearly anywhere around it, the player must get into a vehicle from directly next to the door (or cockpit) of the vehicle. This means that the player will need to use either terrain or the ramps at which the vehicles spawn to get out (otherwise dying a falling death) and enter. This means that if a player's APU (for instance) is incapacitated while standing, it will remain there for the duration of the game. This also means that in order to leave a vehicle, a player will either need to crash it in some fashion or use a ramp/stairwell, which could lead to some interesting problems in CTF or conquest. Map Design which would allow the HCs to navigate (in their native environment, no less), but also have places for the APUs and rocketeers to work. Another was inspired by Halo's Blood Gulch (as I'm too cheap to buy it, and that was with the demo). Like BG, it would be set in a canyon area, but this would be a U-shaped (or similarly shaped) canyon that had clearly been through a lot--lots of foxholes and cover, perhaps a tunnel network for rocketeer navigation (which might necessitate an assault/anti-infantry infantry class). The map would also allow HCs to fly over the divider, giving oppurtunities for sneak EMP attacks. Game Modes Conclusion This is how envision the mod starting. If people like it, expanding to include the machine faction could be done (and I already have some, in my opinion, neat ideas there). The Machines Classes Sentinel Bombs Sentinel Sub-Classes Sentinel Scout Sentinel Swarm Mother (craptastic name intended to invoke the Zerg from StarCraft) Standard Sentinel Sentinel Gameplay Sentinel Gamemodes Anyway, I hold up this idea to you folks for your critiquing. Feel free to bring up any concerns, comments, questions. I would prefer it if you only post with detailed thoughts--no "this sucks," or "this rocks," if you don't mind. |
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Dec 6 2003 Anchor | |
Wow, I think it's a great idea |
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Dec 6 2003 Anchor | ||
Thanks! Any more detailed feelings on it anyone? |
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Dec 6 2003 Anchor | ||
yeah you could have gameplay like teh specialists... uber sweet game --
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Dec 6 2003 Anchor | ||
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Dec 6 2003 Anchor | ||
...wtf man thats what a fucking compliment gets me? ... --
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Dec 6 2003 Anchor | ||
I'm sorry. That wasn't very tactful of me. Thank you very much Hatebreed. Just out of curiousity, do you have any more specific concerns or suggestions? |
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Dec 6 2003 Anchor | |
wow nice idea man -- **wearing a christmas hat since xmas 2004 ** ThAt'S ThE sPiRiT! new e-mail addy, check profile |
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Dec 6 2003 Anchor | ||
Thanks very much to you too. Have any more specific stuff? |
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Dec 7 2003 Anchor | ||
Based on some detailed feedback and coversation (here, on HalfLife2.net), it is likely that the mod will lose its Matrix roots to offset any copyright issues. Rest assured the core gameplay will remain the same, but the names and appearances will be changed. |
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Dec 11 2003 Anchor | ||
There's the updated and compiled and expanded design doc. What do you think? (Sorry about the triple post, but I also wanted to get back up the list since the last post) - Edited By longbow On Thu 11th, Dec 2003 @ 8:58:36pm |
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Dec 12 2003 Anchor | |
That link doesnt work 4 me -- _______________ |
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Dec 12 2003 Anchor | ||
Thanks. Here's the contents of the DD: -Platform: Half Life 2- Picture this: A barren industrial wasteland. A light mech jogs along the highest junk heaps he can find, wary of enemy movement. He sees nothing, as usual, and continues his patrol run. To his right, just out of his line of sight, a small dark cloud is moving closer. Soon a low rumble can be heard, and this soon grows to a roar, as he turns his body to see what is coming. As he sees what is looming, he raises his machine pistols and opens fire, but even the full force of his dual weapons cannot slow the oncoming flow of machines, and in seconds he is overwhelmed as he radios "Swarm, northeast quadrant!" to his superiors. Human Faction The mech seen above is one of the vehicles available to the human faction. The humans’ strength comes from their diverse units and vehicles. However, because of the rock-paper-scissors nature of the units, the human players need to coordinate their actions very well. Human Units IMP Mech (Insurgent’s Mechanized Patrol) The Mech is a light armored patrol unit designed to take on small threats but more important, survive long enough to report back. In game, this is manifested as a fast mech with fair armor that can take down unarmored targets with near-impunity and offer strong suppressing fire, but is vulnerable to massed assaults and heavy weapons. Size: -Four times the height of a standing human, ~6 tons. Armaments: -Dual Machine Pistols (one on each arm) -High rate of fire, low damage per hit Armor: -Light, but impervious to small arms Controls: -Dual Arm: In DA mode, each of the mech's pistols is aimed at the same point, controlled by the user with standard mouselook functionality. This is useful for suppressing fire and fire at unconfirmed targets. -Free Arm: In FA mode, the mech’s pistols operate independently, auto-aimed by the computer at the two nearest targets. The pistols are fired with their corresponding mouse button (left pistol—left button). This is useful for close quarters combat and occasions when the mech takes on multiple hostiles. Notes: -Reloading Bot: Although the mech carries a large quantity of ammunition (and can fire as long as he has ammo), he will eventually run out if he survives. When he gets to the stage where he is out of ammo, he has two options. One is to return to a base, where he can dock with a mech station, the other is to call for a reload bot, an AI controlled “player” that carries ammo to mechs in the field. A mech can only be reloaded when he has used up all of his ammo, so mech players must carefully balance their time in the field with the time they need to maintain effectiveness. Hovercraft The hovercraft in the game serves two roles, depending on gamemode. In Destroy the Hovercraft (detailed later), the hovercraft serves as a floating command center, and in standard gamemodes, it serves as a fast attack craft Command Center Hovercraft This hovercraft is a heavy, slow moving vehicle. It has heavy armor, but lacks most weapon capabilities, armed only with a weak, inaccurate machinegun. It also has eye-in-the-sky battlefield command abilities. It serves as a mobile spawn point (the only spawn) for both vehicles and humans (see S Size: -Very large. A mammoth of the battlefield Armaments: -Light machine gun -medium rate of fire, low damage per hit, inaccurate. Unlimited ammo. Armor: -Very heavy. The toughest unit in the game bar none. Impervious to light arms fire, takes slow damage from larger weapons but still requires a concerted assault to destroy. Controls: There are three positions on the command center hover: pilot, gunner, and commander. The pilot controls the movement of the command center itself, and is responsible for keeping the craft in a position where it a) can spawn people into effective locations, and b) is out of harm’s way. The gunner (surprise, surprise) mans the gun. The commander is detailed below. -Pilot -The pilot controls the craft using the WASD keys to control directional movement (also with mouselook, needless to say) and LMB and RMB to control elevation (LMB: elevate, RMB: descend). The craft is affected by inertia, and a good pilot will operate around that and plan ahead. -Gunner -The gunner’s role is one of sitting waiting for enemies to come in range of his gun. Needless to say, he controls with the mouse. The gunner’s role is therefore not important. -Commander -The commander is the eye-in-the-sky, the coordinator for his entire team. His role is to manage contacts, look for enemies and direct his team’s troops. He has a tactical display that shows his units and the units that have been designated by the scouts (see below). Within a certain radius enemies are revealed. He is able to use a waypoint system to direct his units. He is able to select them and give them waypoints, which appear on their screen as beacons. The interface for this control is very similar to an RTS—left click to select, right click to give waypoints. Fast Attack Hovercraft This hovercraft, used in all gamemodes besides DtHC, serves as a fast attack craft (hence the name ). It is fairly well armed conventionally but also carries an EMP emitter (see Armaments). It is used for support, and introduces a constant threat (due to its fast speed) to enemies. Size: -A fast attack craft—not large, but large enough to carry weapons and the EMP. Armaments: -Light machine gun. Accurate, medium rate of fire, medium damage per hit. -Electromagnetic Pulse (EMP) The EMP is a devastating weapon. It can disable any active vehicles (see below for active/inactive description) bar none (keep in mind this isn’t used during Destroy the Hovercraft matches). EMPs are one-time use, meaning that they can only be used once per hovercraft. The hovercraft will destroy itself with the EMP if it fires it while active, meaning that it is either a suicide mission or it must shut down while in flight. Armor: -Light armor, susceptible to most enemy fire. It’s strength lies in its maneuverability, which makes it difficult to destroy. Controls: There is only one control seat on this vehicle, that of the pilot, who also serves as gunner. It is a fast, responsive vehicle, and the pilot must be quite skilled to achieve results. Using the same controls as the Command Center HC, but much more responsively, it must be used in a weaving, dancing manner to utilize its strengths (Ctrl shoots). The EMP is also controlled by the pilot. Infantry Classes Pilot The pilot is the only class able to use vehicles, and is primarily there for that ability. However, when “dismounted,” he can utilize the SMG he spawns with to serve as an equivalent to BF1942’s Assault class. Serving in this way, he isn’t likely to survive long, but it does give him a (small) fighting chance if his vehicle is disabled (see below). Size: -Human Armament: -SMG Armor: - Standard infantry armor: effectively useless. The infantry’s strength comes from their abilities and skillful use thereof, not toughness. Controls: While on foot, standard WASD. In-vehicle controls vary from vehicle to vehicle. Electronics Field Agent (tentative name) The EFA serves slightly different roles based on gamemode. In DtHC, it serves as an extension of the CC’s line of sight and power—it can add target designations (think of the radio tags used to mark gorillas in the wild) for the commander, and can launch probes that latch onto enemy vehicles and hurt control sensitivity—a mech hit by a probe might lose be more difficult to aim or have variant speeds. In standard gameplay, it is a miniature CC in and of itself. Since the CC is completely gone in other modes, its role is to designate targets (a beacon appears over it on nearby players, and it is temporarily marked on all player’s HUD minimap. Size: -Human Armament: -multi-purpose projectile launcher. Two types of ammo: radio beacon and zapper. Armor: -Standard infantry armor: effectively useless. The infantry’s strength comes from their abilities and skillful use thereof, not toughness. Controls: -Standard shooter controls. F to change ammo types. Rocketeer (tentative name) The rocketeer is the heavy support for the human side. Carrying a rocket launcher (aren’t these names insightful?), they support the mechs. Their rockets have limited homing ability, so their strength is primarily against the larger members of the machine side (see below). Due to their relative weakness, they must remain hidden or protected at all times. Size: -Human Armament: -Double-barreled rocket launcher. Two rockets can be loaded at once, but are fired one at a time. It is slow to load, but the rockets are fast and lethal against heavy armor. Only four rockets can be carried at any given time, making judicious, effective use a must. Armor: -Light infantry armor. The weaknesses here are compounded by the sensitivity of the rockets (carried on the back) to fire of any kind. Controls: -Standard shooter. To reload both barrels, rapidly press R twice. Machine Faction The machines have limited diversity in their units and their strength comes from force of numbers. If done well, this can be a brutally effective strategy, but it requires good coordination on the part of the machine players. All but one unit is a variation on the standard model (name pending divine inspiration), so the teamplay required for the machine faction is a different kind of teamplay than the humans employ. Machine Units Standard Model (got a good name idea?) This is the backbone of the machine army. While there are slight variants, this is the version that most will be playing. Like the sentinels in the Matrix (which inspired them but are copyrighted) they move in swarms and use melee attacks. When playing this unit, a player controls a small swarm (5 – 10). The teamplay comes from the ability of machine players to combine swarms. The smart teams will combine all their units into one swarm and attack en masse, as each additional swarm makes the group exponentially larger. This power growth is due to damage distribution—when flying solo, all damage inflicted on a swarm is inflicted on that player, but when flying in groups, the damage is distributed and all players are likely to remain active (see below for repair info). The standard machine unit also has the ability to convert one of its swarm members (one-time use) into a dumbfire projectile of greatly increased speed. These bombs are damaging, but not lethally so, and not quick enough to be undodgable. Size: -slightly smaller than a human per unit. Armaments: -melee laser. Only effective at close range, but very effective Armor: -Strong, light damage from light weapons, medium to heavy damage from hovercraft and IMPs. Controls: -WS for accelerate/decelerate (W does not need to be held to keep moving forward—the level of acceleration remains the same until altered by pressing a button). Mouse controls direction, firing of laser. Right mouse activates the kamikaze attack. Scout Model This model is lightly armored but very fast. It lacks weaponry though, and is used for tactical maneuvers. Scouts are smaller than the standard model, but because a scout player controls more than a standard player, the total volume of machines is roughly the same. Because of its great speed, it is adept at scouting, decoys, and can be used to lead a pack and take fire for the weapon carrying (and slower) standard editions. Use of scouts is not essential, but if done well can add an element of strategic depth beyond the basic gameplay and give bonuses to the machine team. Size: -Smaller than standard. Armaments: -None. Armor: -Light. Medium to heavy damage from infantry, heavy from vehicles. Controls: -Same as standard. Swarm Mother (names anyone?) The Swarm Mother is the swarm’s repair station. It cannot repair very much health per machine, but it can repair them, a trait that human vehicles lack. It is larger than other machines and is controlled in singles—one per player. Since others control mini-swarms of machines, the swarm mother is effectively a miniature spawn point to replenish a limited number of destroyed units. The swarm mother is large, though, and makes an ideal target for rocketeers. Size: -~Three times the size of a human. Armaments: -None Armor: -Heavy enough to be impervious to infantry fire, but very vulnerable to vehicular fire. Controls: -Just like the Hovercrafts, as the Swarm Mother is in a similar performance category. Hovercraft Equivalent (for DtHC) This craft, purely for DtHC, is basically similar to the human one except for cosmetic differences—looks different and has a different command interface. Game Modes Conventional Modes: Deathmatch, Team Deathmatch, Capture the Flag These modes follow the standards for their implementation. They use the fast attack hovercraft and follow all standard rules. Conquest Mode This mode is similar, in some ways, to Battlefield 1942’s system. It maintains the base capture system, but the mechanics with the swarm and humans are different. Where a swarm player (or players) would capture a control point in BF, in this they destroy it. This destruction is permanent, unless the humans rebuild it (only in some maps, see below). In some maps, the machines start with the single base and must pillage the rest of the map, in others the humans must rebuild across the map without losing all the bases. Whenever all bases are controlled by humans or destroyed by the machines that side wins. A ticket system might also be implemented to allow games to end quicker and more efficiently. Destroy the Hovercraft, the mod-original game mode In this mode (employing the command center hovercraft), the objective is to destroy the enemy command center hovercraft. This is the mode where the strategy is at its best, as each team needs to coordinate well in order to achieve anything at all. Each command center is able to trundle around the battlefield, always maneuvering to get the best location from which to defend itself and attack the enemy. Battlefields might have distinguishing traits and non-symmetry, but control points are nonexistent. General Notes Vehicle States In connection with the EMP, vehicles can be shut down, putting them into a state of non-movement and vulnerability. However, doing this neutralizes the EMP’s lethal effects. The hovercraft carrying the EMP must shut down or crash. The pilot of a vehicle hit by an EMP isn’t killed—after all, it was only his vehicle that was affected. He can climb out and carry on activity as an infantryman with his SMG. Respawning Respawning in this would be implemented in this way: When a character dies, he/she is added to the reinforcement queue. This queue is shifted into play on a minute by minute basis, making it possible for large offensives to capture large areas, but not neutering the defensemen. Sorry about the lack of formatting--the cost of leaving HTML. - Edited By longbow On Fri 12th, Dec 2003 @ 5:17:19pm |
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Dec 12 2003 Anchor | ||
Nice Work Longbow ^_^ I like the idea - though it has some similaritys to other games right now like unreal 2 XMP - and Team Fortress. I like the mech ideas and the new mode "command center hovercraft" - would be interesting to see a command center running around and guys having to jump on it fighting inbetween modes etc If I may - I think it would be cool if you had a extra mode where you play it but instead One Team instead of trying to destroy it - You have to capture the hovercraft command center and have to jump on it and secure some critical areas. The other team spawns from a vehicle base so its easier for one to respawn and get into another vehicle again and go on for the chase after the base. So things are fair. Then once the time limit is up the base which wasn't captured that team wins. The teams sides switch (if the other team base is captured and the other team wins sides still switch) Then the other team - you have to capture the other teams base. Now a base - the commander can decide to switch to hovercraft mode or find a spot and plant the base. itself on the ground. When the base plants itself on the ground, its defense is much greater then a moving command center base. Very nice idea and I hope you consider it. (I gave you a freebie idea suggestion) If you want more information on how that would work or concerns message me. |
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Dec 12 2003 Anchor | ||
Thanks. Always glad to see positive feedback (I know it can be a chore to read through that much stuff). As to your idea, I think it has some potential, but I don't want to get ahead of myself . . . Oh crap, I already have. Anyways, I'll think about it. Again, thanks. |
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Dec 12 2003 Anchor | ||
think he put some thought into this? --
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Dec 13 2003 Anchor | ||
I try. |
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Dec 22 2003 Anchor | ||
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Dec 22 2003 Anchor | |
-- Nothing. |
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Dec 22 2003 Anchor | ||
Wow, thanks, cHIs. How helpful! |
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Dec 22 2003 Anchor | |
-- _______________ |
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Dec 22 2003 Anchor | ||
Why can't anyone actually help? |
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Dec 22 2003 Anchor | |
Looks damn good ! -- look at me, i have no signature! |
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Dec 22 2003 Anchor | ||
ummm... where did the bumpasaurus come from lol thats funny though LOL!! --
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Dec 22 2003 Anchor | ||
The Bumpasaurus is my attempt to make you laugh, while I get my thread bumped. So far I've gotten 3 out of 4 replies that are useless. Can't you people just read the posts and give me some feedback? |
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