So we want to bring Team Fortress to AvP2. It shouldn't be too difficult, all of the weapons we need are already in AvP2, and configuring armor and run speeds and whatnot isn't too hard. What we need, however, is input on how this should go down, and modders to make the more difficult things happen, like possibly adding new weapons and more importantly, new GAME MODES, like Capture the Flag or Assault, things that teams do that aren't Team Deathmatch. However, this is AvP2 Fortress, so everything should have an AvP2 twist to it. Like Preds and Aliens on the teams realistically, but not whorishly. No Predator rocket-launcher guys, for example, but a Predator as the Spy, a class that's supposed to cloak and primarily use a knife anyway. -- SMID
Team volumes and spy hacking sentries, they both rely on two new damage types. We also define a TODO list.
Posted by Herr_Alien on Apr 29th, 2009
The test last Saturday confirmed that the team volumes approach will help a lot in enforcing the use of sentries for defending the base only, instead of being used to spawn kill the enemy team. Although not all maps were fitted with this latest object, "Rooftops" was, and the results are encouraging.
The team volume is a damage volume that disables the sentries that are not part of the team that owns that volume. That will make sure there are no sentry spawn kills, which would be more painfull since we introduced the spawn delay.
The same damage types were then added as weapons for the infiltration units (our predator spy) as a special hacking device. This will allow the unit to successfully take down enemy defenses without raising too much attention: the sentries just get deactivated instead of emitting smoke or getting destroyed as they do when they are damaged.
Speaking of the delayed spawning, the test on Saturday showed that work is (still!) needed to polish the feature. An inspection over the code showed that I was using the wrong respawn function. Also, Moose_Head pointed out that with the current system, I am retrieving the flag from killed flag carriers (or from people that switched classes using F1) too late, leading to this kinf of results:
In regards to the videos that got recorded, one of them shows the blue team sentries after being hacked by Vemarkis:
As for the whole test session:
I know that this video would usually spell the end of the news article. We're making an exception now, and we'll end it with the list of features that need to be implemented (many thanks for the feedback given by our testers, this stuff really helps!):
1) MUST DO. These are bugs that break the gameplay.
2) SHOULD DO. These would help adopting the mod, and give it a longer lifetime
3) NICE TO HAVE.
The list may suffer changes, according to the feedback given. Having a list however is a good thing on it's own: it helps fighting off feature creep.