Randomized Vent locations on map start.

TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
I would like to suggest some form of randomization of vent entrance/exit locations every time a map is started. Or at least, the framework to do so be in the game as standard (instead of being a LUA mod).

The reasons for this are many. There will already be dynamic infestation, so why not take it a step further?

So, what I'm asking is that in a room where there's already supposed to be vent access, there will instead be multiple vent access spots, all covered by vent covers that can be broken open. At the start of a map, it randomly blocks all but one or two of the vent covers, making those covers indestructable, and depending on the mapper's preference.

Alien players can tell which cover can be broken open just by looking at it, and must break open a vent cover to enter or exit the vent. Meanwhile a marine player doesn't know which vents are accessible until the covers have been broken off.

This creates some front loaded tension for marine players, and helps mix up the maps a bit since we'll be playing them a lot. It adds a nice bit of unpredictability to a game where we're going to be playing the same maps over and over a lot.

The alien players can strategically decide to leave 1-2 vent covers unbroken over the course of the game to lull marine players into a sense of security, then should they gain a foothold in that location, the alien players can break open that access point to get past defenses and the like.

I know something like this can be accomplished through LUA scripting (probably) and is more a mapping issue, but I wanted to make sure that such randomizing functionality is built into the core engine and scripting so that it can be used by non-modded maps.

Comments

  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I'd love to see the map development toolkit could provide an easy to use system for associating certain elements of the map with a given random map variation. The map could define that it has e.g. 3 available variations to choose from, and the game could randomly select and activate one of them when the round starts.

    Of course, this can also be implemented by the mapper -- but this would make it simpler and more easily mod-able if all maps do it in the same way.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    The tricky part is ensuring that at least 1 will always be available to be opened. We want to prevent dead end vents. Setting that system up can be a bit of a pain and would require grouping of those elements to indicate properties like "at least one of this set" or "2 or none of this set" and so on.

    I mean, doing a crazy light-bounce+bounding box could work to help group things, but it's a pain to do and you might as well give the mapper a way to control which belongs to what grouping.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    edited August 2010
    Excellent idea. Doesn't seem like too hard of a task depending on how flexible NS2's scripting system is.

    One could define static vents that are always present no matter what, and variable vents that change every time.

    and/or

    Like in NS1, how marines could weld open/shut doors and vents, allow aliens to chew through (or have dynamic infestation corrode through) certain parts of the map.
  • NeoGregorianNeoGregorian Join Date: 2003-02-04 Member: 13093Members, Constellation
    Though I like the idea because:
    - Scouting and information become more important as you are not initially sure exactly what leads where. If done right, this might add layers of tactics.
    - Variety is nice

    But here is 2 problems:
    - If randomized then the Vent placing must be "balanced" as well, or people might go "Damn, we got those vent, we are screwed"
    - It will confuse new players since map layout changes between games, making the learning curve even steeper.
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