Game Mode: Overrun

Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
<div class="IPBDescription">Defend your base</div><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Background:</b><!--colorc--></span><!--/colorc-->
Anyone ever watch the first Starship Troopers movie? Remember the scene when they come across the fort on the desert planet that with no survivors (besides that one guy)? It was a trap. The bugs came in from all directions and the troops had to hold the fort until they were eventually overrun/rescued. Wouldn't that make for a cool game mode?

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Suggestion:</b><!--colorc--></span><!--/colorc-->
We should have a game mode called "Overrun." In it, the marines get a bunker/fort/castle/base. The objective is for the marines not to be all dead. So, if the aliens can kill all of the marines before more spawn, they win.

There would obviously need to be some kind of change in game play to eventually give the aliens a greater advantage. This can come in the form of one (or more) of the following over time (games should last 15-60 minutes):

1. Marine damage decreased
2. Alien damage increased
3. Marine armor decreased
4. Alien armor increased
5. Less Marines & more aliens (lowest marine gets transferred to aliens)
6. Marine tech level decreased (strips away armor and weapons)
7. Alien tech level increased (aliens gain abilities and classes)
8. Marine resource towers produce less
9. Base is partially destructible (aliens can destroy walls, barriers, enlarge windows, etc.)
10. Marines have initial defenses (turrets) that cannot be rebuilt once destroyed

The bottom line is that the marines have to hold out either for as long as possible or until time runs out. Even cooler would be for some kind of dropship to land and pick them up (while still being attacked).

The roles could be reversed, but I do believe that it would be best with marines as defenders. Also, MvM or AvA are other possibilities.

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Pros:</b><!--colorc--></span><!--/colorc-->
-Creates a new game mode that tests the ability of marines to defend a location
-Creates a new game mode that tests the ability of aliens to destroy marine defenses
-Seems simple to code and map (no elaborate maps needed, just spawn areas and the base)

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Cons:</b><!--colorc--></span><!--/colorc-->
-Needs to be coded and mapped

Comments

  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    If there are bots for NS, why don't add some special skulk like bots (like a hundred of them :P) and have the players either play all marines vs bots, or have the alien players play special life forms ... so basically Left 4 Dead ... maybe also some events like special aliens (not onos / fade / skulk or lerk) arrive under bot control, or a new area is unlocked at a random time, some parts of the defenses fail .... stuff like that.


    This could be a really nice game mode imho. And ofcourse there would be a timer like you have to survive 20 to 30 mins.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    So a last stand mode with uber carnage of Marines mowing down waves of Aliens. Sorta like siege except with moar Aliens (bots).

    LUA it up.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Biggest problem, you need bots.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited June 2010
    It would be nice if all the Tech Structures are pre-placed, and that the Marines have to buy all their own upgrades and equipment.

    And by that I meant Weapons Upgrades 1/2/3 and the like.

    You could mod the Arm Lab to function just like the Armory, and make it +useable.

    The Command Center will still exist, and it could be used like a Castle in a Tower Defense game, to protect it at all costs. Make the CC unweldable, since that would make it too easy for the Marines.

    Also, if 50% or more of the Marines +use on the CC, the next wave starts early, like in a TD game.

    The A.I. Kharaa will attack the Marine Players, all other structures could be made Invincible if you want the game to play that way. If all structures are able to be destroyed, then I suggest that the Ultralisk... I mean the Onos's target priority is Marine Structures first, and Marine Players second.

    =D

    LUA IT UP!!! (Just need to release the game now.) =)

    *EDIT*

    Oh ya, Marine Players will respawn the next pre-wave period(inbetween waves), as long as the CC still exists. If the CC is destroyed, then the remaining Marines have to hold out and not die. =D
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1773234:date=Jun 3 2010, 06:09 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Jun 3 2010, 06:09 PM) <a href="index.php?act=findpost&pid=1773234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So a last stand mode with uber carnage of Marines mowing down waves of Aliens. Sorta like siege except with moar Aliens (bots).

    LUA it up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1773238:date=Jun 3 2010, 06:49 PM:name=Jimyd)--><div class='quotetop'>QUOTE (Jimyd @ Jun 3 2010, 06:49 PM) <a href="index.php?act=findpost&pid=1773238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh ya, Marine Players will respawn the next pre-wave period(inbetween waves), as long as the CC still exists. If the CC is destroyed, then the remaining Marines have to hold out and not die. =D<!--QuoteEnd--></div><!--QuoteEEnd-->
    I wasn't thinking of waves. I was thinking of a continual stream of enemies. There'd be a maximum number of enemies. When you killed one, another would spawn (with a delay).

    The bots are a good idea. However, I would like it to be available in a non-bot mode as well.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1773234:date=Jun 4 2010, 01:09 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Jun 4 2010, 01:09 AM) <a href="index.php?act=findpost&pid=1773234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LUA it up.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This.

    You can pick ideas like this from most FPS games and even NS custom maps and they would be interesting for occassional casual rounds. It just takes time and effort to implement them properly.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited June 2010
    You don't need bots. You could easily play a 12-32 (real) player game where around 1/3rd of the players are marine defenders and the rest are aliens. The aliens could be set up to spawn right outside marine base with no delay. The motivation for the aliens would be to overrun the well defended base before the evacuation happens around 5-10 minutes after the round starts.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    Or how about the kharaa should hold the line, while marines with knifes attack?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1773283:date=Jun 4 2010, 06:37 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Jun 4 2010, 06:37 PM) <a href="index.php?act=findpost&pid=1773283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You don't need bots. You could easily play a 12-32 (real) player game where around 1/3rd of the players are marine defenders and the rest are aliens. The aliens could be set up to spawn right outside marine base with no delay. The motivation for the aliens would be to overrun the well defended base before the evacuation happens around 5-10 minutes after the round starts.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think you can push that to some extend, but I don't know if you'll find enough volunteers to charge repeatedly into marine fortifications. The skulks will be going K:D of 1/4 or worse probably, is that good for a funmod?
  • rofldinhorofldinho Join Date: 2009-07-25 Member: 68259Members
    Sounds like a great idea in all honesty, certainly would play something like that once in a while. It also sounds pretty good in terms of being a quick mode of play, instead of the usual RTS mode which can take ages depending on how it pans out.

    Might get boring after a while though, but then that's not a bad thing, as the natural inclination would be to go back to the standard mode. Have additional modes officially supported by UWE is only going to help NS be a bigger success.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited June 2010
    <!--quoteo(post=1773298:date=Jun 4 2010, 12:12 PM:name=rofldinho)--><div class='quotetop'>QUOTE (rofldinho @ Jun 4 2010, 12:12 PM) <a href="index.php?act=findpost&pid=1773298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have additional modes officially supported by UWE is only going to help NS be a bigger success.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except for the extra time it takes for the team to develop them.

    So, yay open LUA modding powers! Let those who want it make it themselves! And MAYBE bring in the extra epic mods into official support (see mods bundled with Beyond the Sword for Civ4), but otherwise just focus on making the core game as awesome as possible.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    Now lua modders in Gmod have been known to make some rather impressive AI from scratch with only lua so if UWE implement some basic bot support in NS2 which can be expanded upon by lua that would ideal for this game mode.

    This gamemode would however require that several LODs be made for the skulk, and the other karaa species if they are to be present in the gamemode or if it's skulk only.
    LODs for those not aware (probably not a lot of you though) are models made with less polygons intentionally and are switched with the main model at a certain distance from the player so as to ease up on the total amount of polygons displayed. So at 15 ingame meters the main model is switch for a slightly less quality model and at 40 meters another even less detailed one and beyond that perhaps only a stick figure since it isn't noticable anyways that it is anything but a stickfigure.

    So if the skulks would get several layers of these LODs and this gamemode would feature say 15 marines and 15 kharaa (players) and perhaps 30+ AI controlled skulks. Lets face it the netcode would have to be very very ace to support that many players for skulks and would probably not be very feasable. So instead the player skulks would get reinforcement rushing the fort by AI controlled meatshields.

    That way it would also be more fun for the alien players as they wouldn't be dying all the time rushing the fort, some of them might blend long enough with the horde of skulks to make it to the fort to make some damage before being killed.

    With a complicated enough LOD system you could probably have maybe hundreds of skulks flooding the compound, to balance this you could up the damage on the marine weapon and even place mounted guns on the compound, which could be manned.

    To spice up the action you could have it so that when the marines reach certain tech levels during the onslaught, the alien players could start spawning as more advanced lifeforms as well as some random bots doing the same, the majority of the onslaught would however remain as skulks.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Really though we simulate this pretty well by having about 3:1 WhichBots-to-human Marines in a classic game on NS1. =]

    Turret farm!!!!!
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited June 2010
    1 skulk dying does not necessarily have to be equivalent to 1 marine dying -- especially in a mod like this. As long as there is <u>sufficient compensation</u> to the aliens, having a 1:2 (or worse) kill ratio as a skulk could be very reasonable IMO.

    Heck, you could even go so far as to make skulk death (by marine) allow you to buy larger aliens (e.g. 1 death gets 1 res, but 1 kill gets much more res). This would promote the rush mentality very well.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    There has to be some basic AI functionality in the game for all those Builder Bots and Sieges ...
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    Don't forget that it will continually get easier for the attacking team as time goes on. The defending team wants to hold out until the end of the round, but that gets increasingly harder as time goes on. So, a skulk would have a hard time at first, but it will get easier for him as time goes by. Plus, he should have more support or less opposition with this as well.

    We could also maybe think of some kind of power-up system (no, not all-star Mario mode). So, some kind of panic situation could allow all marines to have full ammo or something. We have a power-up in NS1... beacon.
  • Dicht3rDicht3r Join Date: 2010-06-06 Member: 71976Members
    <!--quoteo(post=1773313:date=Jun 4 2010, 09:00 PM:name=Cruor)--><div class='quotetop'>QUOTE (Cruor @ Jun 4 2010, 09:00 PM) <a href="index.php?act=findpost&pid=1773313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That way it would also be more fun for the alien players as they wouldn't be dying all the time rushing the fort, some of them might blend long enough with the horde of skulks to make it to the fort to make some damage before being killed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sounds like D-Day
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    <!--quoteo(post=1773387:date=Jun 4 2010, 08:36 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Jun 4 2010, 08:36 PM) <a href="index.php?act=findpost&pid=1773387"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't forget that it will continually get easier for the attacking team as time goes on. The defending team wants to hold out until the end of the round, but that gets increasingly harder as time goes on. So, a skulk would have a hard time at first, but it will get easier for him as time goes by. Plus, he should have more support or less opposition with this as well.

    We could also maybe think of some kind of power-up system (no, not all-star Mario mode). So, some kind of panic situation could allow all marines to have full ammo or something. We have a power-up in NS1... beacon.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You limit the amount of Res Income each round. So say like each Marine Starts with 50/100 RES, and 2 Resource Towers. After each completed Wave, each Marine is granted 2 RES(1 for each alive RT still).

    I think you could have an all bots mode, and a mix mode of bots and players for the Aliens.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1773853:date=Jun 7 2010, 06:07 PM:name=Jimyd)--><div class='quotetop'>QUOTE (Jimyd @ Jun 7 2010, 06:07 PM) <a href="index.php?act=findpost&pid=1773853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you could have an all bots mode...<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think that one team should at least have one human player :)
  • lame-olame-o Join Date: 2010-04-24 Member: 71517Members
    edited June 2010
    Isn't this basically a siege map? Except in a siege map both sides can attack each others' fortresses and win, and is probably a better idea.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    edited June 2010
    -Have one alien player (as commander)
    -Add A.I. Aliens which the alien commander gives move and attack orders to (allows for simpler AI code and reduces monotony of the gamemode).
    -Add Some resource model for the alien commander to purchase lifeforms and upgrades.

    Actually if you just take Classic NS2 (as we know it thus far), add a way for the alien commander to spawn dumb cheap units in mass, and give waypoints/orders to them it would be epic! And seeing as blabblers are going to be in, our little dream here might just be true already. Let's the alien commander help with the monotony that is RT chewing and get some nice micro action in there! And also gives the marines a more epic constant pew pew action feeling without having the alien player have to rush/die often.




    <!--quoteo(post=1773323:date=Jun 4 2010, 05:02 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Jun 4 2010, 05:02 PM) <a href="index.php?act=findpost&pid=1773323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Really though we simulate this pretty well by having about 3:1 WhichBots-to-human Marines in a classic game on NS1. =]

    Turret farm!!!!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    add whichbot
    add whichbot
    add whichbot
    add whichbot
    add whichbot
    ...
    ...
    add whichbot
    add whichbot
    add whichbot
    add whichbot
    add whichbot

    ... Let's rock!
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    edited June 2010
    [consecutive posts united]
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited June 2010
    could be fun :)

    if you want to use real players for the alien team, you'd need to give them more interesting things to do, rather than just straight forward attacking and dying.

    Something to give them more tactical and stratigic options:
    -taking out the generator room to kill the lights
    -opening doors to flood or de-oxygenatate rooms
    -having the skulks run through vent areas to destroy hydraulics to open doors for bigger aliens (more directly than a path which would be secured by marine defense)
    -destory marine elevators, lifts and hallways, forcing them use ladders and to take more alien friendly corridors
    -destorying armories to starve them out of ammo and tech




    also i'd be hoping that this would be physics heavy so that marines could weld objects together to make their fortresses :)

    and make it so that each weldable object has a weight assosicated with it, so that if you combine several objects together, it combines the total weight of those objects - and this would need a certain size of alien or certain power of attacked to destory that welded object pile








    also : it would be more fun if the marines had infinite spawns - but the aliens had to destory the IP's instead.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Should you do player vs player since NS has always been somewhat of a swinging gameplay as the guy above was stating have objectives of some sort maybe
    for both teams

    As marines you might have to get the outside generator going to get a brief forcefield going or to generate energy to use a com station to call for the evac and the aliens would have to try to thwart this while

    Say its a small station on a giant asteroid or rock in space, an outpost. An kharaa infested ship was returning from a sweep of the local system and as they come in for a landing the kharaa attack and cause it to crash into the base destroying the access from the barracks to the hangars to escape. Kharaa are overunning the base
    Marines would spawn inside in the barracks/com room and you would have a few other rooms with points of defense that could be set up. the initial blast disabled the generators powering the basic defenses(maybe turrets that when its restored are enabled) So in order to defend yourself you'd have to go through a series of objectives

    Marines:
    Get the power running from the outside generator
    Set up defense barrier over generator and enable basic base defenses
    Once the power is back running you can use com station to call in backup and maybe access to more wpns or armory
    Use an underground escape route(sewers that the kharaa can drop or climb into) to reach hangars/armory and evac area
    Hold out until help arrives

    Aliens objectives:
    Prevent the marines from enabling the power
    Infiltrate ventilation system/sewer system
    Destroy the com satellite dish before the marines can get a signal out
    Overrun the hangars and finish off the marines

    Plenty of different campaigns could be generated I am sure
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    Give the Kahraa respawns in quick waves so getting mowed down constantly isn't a big deal, and send dead Marines to the Kharaa. Defenders start in an advantageous position, but their numbers will slowly be whittled down while the Kharaa get progressively stronger.
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