MrGrey

Austin joined Apr 19, 2009

Elite Tester For Modular Combat. Mr. Grey, at your service. If you'd like to see my previous blogs for MOD:COM please click the "Blog" tab above.

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Blog RSS Feed Report abuse Latest Blog: June 13, 2009

0 comments by MrGrey on Jun 14th, 2009 digg this super bookmark


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.

Comments  (0 - 10 of 14)
shaun10656
shaun10656 Jun 15 2009, 2:08pm says:

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

+2 votes     reply to comment
MrGrey
MrGrey Jun 16 2009, 12:38am replied:

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

+1 vote     reply to comment
shaun10656
shaun10656 Jun 16 2009, 2:02pm replied:

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

+1 vote     reply to comment
MrGrey
MrGrey Jun 16 2009, 10:16pm replied:

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.

+1 vote     reply to comment
Ryswick17
Ryswick17 Jun 15 2009, 2:55am says:

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?

+2 votes     reply to comment
FTWinston
FTWinston Jun 15 2009, 10:56am replied:

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.

+2 votes     reply to comment
MrGrey
MrGrey Jun 15 2009, 1:33pm replied:

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.

+2 votes     reply to comment
FTWinston
FTWinston Jun 11 2009, 6:00am replied:

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.

+2 votes     reply to comment
FTWinston
FTWinston Jun 11 2009, 6:02am replied:

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.

+2 votes     reply to comment
MrGrey
MrGrey Jun 11 2009, 10:36pm replied:

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 fucking 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.

+2 votes     reply to comment
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