Elite Tester For Modular Combat.
Mr. Grey, at your service.

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June 13, 2009

MrGrey Blog

We have something very special planned for PVM!
We hope you can find this new "Super-awesome-secret" and love it as much as we did creating it!
There is also another very special release I have been allowed to speak of! May I now introduce a new mechanic of game play: Factions!

We now have three factions, based upon the player skin you choose at the beginning of the character creation page.
The three new factions are as follows:

The Resistance:
The Resistance was formed during and slightly after the Seven Hour War. It is made up of citizen and the few remaining Black Mesa employees. Their objective is to fight off the Combine. The combatants are backed up by Isaas Kliener and the other remaining Black Mesa scientists. They are the underdogs, the scrappers; the faction who places the most emphasis on camaraderie more than anything else.

The Combine:
The Combine are a viral-like species who want nothing more than to rule the universe. They are made of up of mindless drones and easily manipulated humans. The combatants are backed up by their gracious benefactors. They are the militants, the faction who who places their emphasis on efficiency.

Aperture Science:
Aperture Science was Black Mesa's competing company. They had brilliant scientists and eccentric leader - all of which were destroy with the creation of GLaDOS. The remaining scientists (who had taken a day off) and their test subjects make up what is left of Aperture Science. The combatants are backed up by GLaDOS who provides them with the Aperture variation of weapons. They are the thinkers; the faction who puts the most emphasis on furthering science.

Each faction brings to the table new benefits when they are with one of their own too!

Resistance: When 2 or more rebels are near each other, they are under the effect of camaraderie - and will gain slightly more experience. Scales slightly as more and more rebels fight together.

Combine: When 2 or more Combine are near each other, they gain tactical advantage - and will deal slightly more weapon damage. Scales slightly as more Combines fight together.

Aperture Science: When 2 or more Aperture combatants are near each other, they gain the technical advantage - and will recover auxiliary power slightly faster. Scales slightly as more of them fight together.


As I've been allowed to reveal this, I full well think it's within my bounds to also provide my personal opinion on a few bits and bobs from the new update that you're all going to love!Personally I find this factions deal to be very team oriented, meaning that any sort of team game modes that may be implemented later in the updates will have to be three-way fights, with maps designed as such to support team orientation.

This also allows for "Alliances" of a sort in game modes, meaning two factions could ally against one for a time in certain game modes. It all depends though as we have not looked into that all the way. Honestly, this will allow for new skins for each alliance, and even new weapon models.

I feel that personally if we start making separate weapons for each faction and giving them different damages it'd be very hard to keep them balanced; as one faction would always have the upper hand. But different visuals? Cool by me. Different resistances needed for each faction? Cool by me!

Honestly this is one of many steps in the right direction for Modular Combat. I feel this is going to benefit game play as a whole and allow for new friendships and enemies to erupt from team play.
Hope to see you all on the battlefield!See ya next time, space cowboy.

P.s-
Man-hack minions. Gonna fucking rock.
That is all.

June 09, 2009

June 09, 2009

MrGrey Blog
June 6, 2009

June 6, 2009

MrGrey Blog
Post comment Comments  (0 - 10 of 14)
Gregar
Gregar - - 1,749 comments

i dont get aperture science who are they i know it has somthing to do with portal

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MrGrey Creator
MrGrey - - 69 comments

Play the game. Then play Ep1-2 of Half life 2. You'll find subtle hints in them. Or just google it.

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Gregar
Gregar - - 1,749 comments

u know with the bonuses for being ina group u should make a premiter ring around them thats noticeable that turns colors if ur alone it grey if it has 2 or more its or any color for the factions

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MrGrey Creator
MrGrey - - 69 comments

There are going to be certain promts to tell you it's happened. Too much visual clutter like radial rings and such could slow stuff down when all we'd really have to do is make a simple text promt of color change to your crosshairs.

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Ryswick17
Ryswick17 - - 416 comments

Mhm Aux Regen doesn't really seem as great as exp or damage increases imo.

Maybe make it have both exp and damage but 50% less of each or something?

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FTWinston
FTWinston - - 137 comments

These values will of course be balanced appropriately. I imagine we'll have to do a lot of testing, with each faction, recording experience gained, deaths, etc. that we all get. Rest assured that these bonuses most certainly *will* be balanced.
Which might mean quite a high natural aux regen, which for people with active modules is a major blessing, along with quite a low damage boost and experience gain for the other factions. Or it might not. Thats what testing is for.

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MrGrey Creator
MrGrey - - 69 comments

I'm actually looking into something else. Perhaps since we're also working on specific weapon models for each class, we could allow for certain weapons to have boosts when used by certain factions. Like smg and rebels, ar2 and combine, and g-gun or crossbow to aperture.

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Hummus
Hummus - - 36 comments

Those are some excellent ideas I hope are incorporated into the game. Well thought out, appropriate for balance, they're awesome! The Kamakaze Combine sounds kind of weak, the Crow can jump around anywhere already, why would there need to be an explosive land vehicle? The Mini-strider, this would just act like a Hunter, wouldn't it? Do you think it's possible to just copy the Hunter code and replace the model with a scaled down Strider? It might turn out kind of glitchy (Like getting stuck on props, running into walls, freaking out model, etc.), but it would save a lot of time and effort. What do you think?

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MrGrey Creator
MrGrey - - 69 comments

Actually we're not allowed to copy the hunter code into the game. Copyright laws.
Also Hunter and Stryder had two very different attack styles, with Hunter actually relying on melee more often than not. MiniStryder would act as ranged support. It'd also be able to move fast enough to keep up with a basic "100%" sprinter. Anything above the natural sprint speed it would lose pace to.

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FTWinston
FTWinston - - 137 comments

Just a small correction - the code isn't the issue. The hunter code is in the sdk already, its buried in most mods already, valve are giving this out so it would seem to be fine. The problem is the models, sounds etc. The strider model animations are weird unfortunately, and i don't know if we could rescale it without effectively making a new model ... but this does sound interesting.

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Hummus
Hummus - - 36 comments

Oh... You know, I didn't actually know that the Hunter used melee more often than not. I guess that goes to show I never thorough enough to take note. That's a good idea for a minion though, sucks that law blocks you from using the Hunter code. So this minion would be based on speed and strafe, at the sacrifice of health? Sounds like a good idea to me!

It would be nice if we kept the regular Zombie as is, but increase the speed a bit every level. It should just go up by 1% each level, building up a lot when it grows in levels. Why Zombines aren't in this game already is because you have to have HL:episode 1 installed. Quote from Winston on the old forum:
"I'd love to include zombines, but that would require everyone to have
Half-Life 2: Episode 1 installed. Currently, our mod is playable completely for free (thanks to the NVidia promotion giving away HL2DM), and we would like to keep it that way. So zombines and hunters will only get in if someone does us a custom model for them, unfortunately."
www (dot) modularcombatwiki (dot) c0m/phpbb3/viewtopic.php?p=263#p263

Yep! Sucks, I know... Based on what Winny said here, all we need is a modeler and they're set to add them into MC. I dunno whether you can use the code without permission or not.

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MrGrey Creator
MrGrey - - 69 comments

Depends, I'll look into it. I doubt we can. Though if thats so then we can try to look into reworking "Dog" and allowing him melee and movement. Right now from what I've tried with him he only throws barrels unless specifically scripted to do certain things at certain perfect moments.

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FTWinston
FTWinston - - 137 comments

If we have antlion guards already, it could be awesome to reprogram Dog's AI to turn him into a monster. He's mostly scripted stuff, so it would be good bit of work, but its a "boss" model thats already in there and distributed for everyone, so its certainly worth looking into.

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MrGrey Creator
MrGrey - - 69 comments

To be honest Winston, I'd think at least two types of punches, an openhanded slap and a handstand kick animation would make it great...That and a tackle of some sort, where he rushes them and then does an arcing backhand upwards as he reaches them. The handstand thing would be him standing on both hands and just pivoting his feet forward, like his own personal swingset.
It's be ******* cool to, that and if there was a physprop nearby he could do his base attack which is to gravity-hand it and shoot it at enemies if they are too far away.

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