Game Mode: Overrun
Battle-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
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
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.
LUA it up.
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
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.
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.
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?
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.
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.
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.
Turret farm!!!!!
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.
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.
sounds like D-Day
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.
I think that one team should at least have one human player :)
-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
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add whichbot
add whichbot
add whichbot
add whichbot
add whichbot
... Let's rock!
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.
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