[Project] Game type
Jaicer
Join Date: 2012-09-09 Member: 158698Members
in Squad Five
<div class="IPBDescription">Survival</div>NOTE: We are covered in texture art, and modeling is doable, but we do NOT have coders or mappers. We will need help from the community if this is approved and EVERYTHING written below is subject to change if necessary.
I was brainstorming with my friend Ulmont, and came up with the idea of a new survival/escort type of mission (Or alternatively a new map/game type or model)
I was thinking, with input from Ulmont, that it would be fun and interesting to have a game type using the dropship model. We suggested that it be like an escort mission. Marines would have a drop ship that would spawn in a large map at a random point (in a hanger or external landing platform) far away from either home base.
A little background to the game type would be as such:
After losing contact with a TSF scout unit inside a large planetary outpost, an orbiting TSF fleet decides to pull them out. They send down a shuttle with a pilot to get them, giving the marines co-ordinates to the exfiltration site. With no confirmation from the Frontiersmen, the pilot exits his ship and leaves the hanger, sealing the hanger doorway. Armed with his pistol/SMG he walks through a security checkpoint, secured with a blast door before the power suddenly goes out. The pilot is ambushed and respawns at an infantry portal where the remains of the scouting party are. Turns out, the marines were pushed back by the aliens to a small bunker in the maze like outpost. The aliens have filled the outpost with infestation and have them cornered. The power in the whole station is powered down, most of the power sockets ripped out, leaving it dark as night where flashlights would be advised and the power cannot be restored. The command station's range has been damaged, only allowing it to access the places that can have power restored. With newfound hope of rescue, the marines gather what supplies they can from their armory. Unfortunately, the pilot's HUD isn't linked with the armory to get heavy weapons, only allowing him to purchase his trusty SMG if he is killed. The Marines must slog through the maze to the dropship, being ambushed and attacked by aliens all along the way. Because the pilot input the code to the hangar doors, and is the only one linked to his ship, he must survive. And since the security blast doors closed and locked, at least one marine must arrive to get the door open, after power is restored by the pilot. Since the armories and command stations were damaged in the fight, and the pilot is set by TSF standards to have a welder in his basic kit, the pilot is the only one capable of welding and unwelding doors, repairing armor in combat, and repairing armories, and repairng other gear in the field. Once they arrive at the ship, the aliens manage to pinpoint them and begin their final assault. If they can't kill the marines, then they will have to destroy the ship and strand them there. Once all the marines are aboard, or the pilot deems it necessary, the ship can take off after a short warm up period, leaving some poor marines behind, or saving them all.
Objectives/Details/Features:
- This is an Attack/Defend and Escort/Survival mission.
- Since the station is practically destroyed, the marines will not be able to expand as normal, but they can hinder the Alien expansion. Some powered down rooms, that are random, CAN have power restored and be held by Marines. They can have randomly spawned items in there (Such as a res node, armory, etc.). Structures will be rare. Weapons can be inside, where the marines must choose to either give them to the pilot to defend himself with, since he only has a SMG/Pistol of relative low power, or use them themselves to defend him.
- The pilot is fit with an advanced welder, slightly better than the standard marine welder, to do quick repairs to his ship or marines in the field, and should respawn with it ALWAYS. Some doors should start welded that only the pilot can unweld, forcing the Marines to defend him from any ambushes.
- Tech tiers, due to the station being lost entirely, are restricted. This means no jetpacks, no exo suits, and no high tier weapons (meaning grenade launchers, and flame throwers. Shotguns maybe. There could be a fully operational armory at the security checkpoint that the marines, minus the pilot, can use to fit themselves against the oncoming wave of aliens) Armor upgrades are available through an arms lab. An observatory can be built and are fully functional.
- To prevent the game from being a standard 'Kill the hive/command station to win' the alien hive should be accessible only through ducts that the aliens can go through. However, the aliens CAN destroy the Marine command station once they leave the room it's in, blinding them but not ending the game. The commander CAN beacon, but it will not return the Pilot (optional of course). The game ends only if all the marines are killed and there is no way of respawning (Alien victory/Attacker victory) or if the pilot takes off (Marine/Defender victory).
- This is a round based game type. One team plays marines, then switches to aliens after the round ends, and vice versa for the aliens
- At the end of the game, if the pilot takes off, the Marine team will be given 1 point for every person on the ship. At that point teams will swap, and whoever has the highest score wins. In the case of a tie, there will be 1 more round where the people who were originally Marines will go again. In the case of a wipe, aliens win.
- The pilot will not show up on Infestation, so if he is killed he has a chance to stealth back to the marines or hold out in case his escorts are wiped out. Since he has no armor, it gives him the chance he needs to survive. Since he has no armor to start, he sprints longer and faster. As he gains armor (Not torso armor) he loses speed and length but gains defense.
- Alien tech will be reduced early game to skulks, lurks, and gorges. Skulks and lurks for ambushes, and gorges for crowd control. THe gorges can make traps in case the pilot decides to go off alone with a single marine to escort him or by himself period. Gorges should be able to build MORE hydras and clogs since they have more area to cover. Once the security door is opened, the hive will become enraged and unlock Onos and Fade.
- While Marines cannot build in black-out areas, the Aliens can and probably will. However, the Marines can destroy their harvesters and extra hives. The marines have the choice of stalling the aliens and risking their progress, or making a run for the hangars and getting out as fast as they can.
- The Marines are the only ones that know where the dropship lands, and it will spawn at random points, but the aliens are alerted that the security barricade is open, and can hunt for them at each location. The marines can destroy infestation at the doors to hide their progress. Alternatively, the Aliens could fortify each door to each possible spawn point to make the marines work for their victory.
- All black-out zones will have infestation at the start.
- The game mode should focus on team work and strategy, forcing the aliens to work together and the marines to work together. The pilot is a weak VIP that is player controlled and must be protected at all times. If he dies, it could set back their whole progression.
- Take off will have a 10 second delay, allowing any last minute critical damage to be done OR for the marines that are almost there, to get in. The pilot is in charge of exactly when the ship takes off. The ship should have approximately 1.5x the health of a command station, and once the doors are open the aliens can enter and attack the ship. If the ship is destroyed, marines lose.
- If they want to risk it, the pilot and marines can get out to clear the aliens, and the pilot can repair the ship. Welders will not be available at the armory, again leaving the pilot with the only one.
- Marine commander can not drop supplies or structures in black-out zones, and it is advised that Marines use flashlights to see, however this can give away their position and risk their lives, or it could give them the vision they need to kill the aliens.
- Black-out zones should comprise of most of the map. Powerable zones should be few and far between.
- While it may seem the marines are at a disadvantage, teamwork can make up for this. Focused fire and co-operation can keep them alive against the skulks and lurks until they reach the full armory.
- The pilot is only able to pick up weapons from marines, or weapons that are dropped by the commander. The armory can refill the pilots weapons but he cannot purchase anything from the armory.
- Map should be large and sprawling, larger than any other map.
- There should be several corridors and several levels of the map (Ramp ways not like...elevator ways)
- It should be easy to get lost but not frustratingly difficult to find things.
- There should be plenty of ambush places for aliens.
AS for the rest of the map, if any mapper wants to do it...go nuts. Make the labrynth of your dreams as long as it has a few hangars and outside landing pads.
Model details will be handled later for the pilot.
again this is all subject to change, as we make progress. Changes WILL be made most likely, and nothing is set in stone. If you like the idea, feel free to shoot me or Ulmont a message to give us ideas or to volunteer.
Thank you for your time.
-Jaicer
I was brainstorming with my friend Ulmont, and came up with the idea of a new survival/escort type of mission (Or alternatively a new map/game type or model)
I was thinking, with input from Ulmont, that it would be fun and interesting to have a game type using the dropship model. We suggested that it be like an escort mission. Marines would have a drop ship that would spawn in a large map at a random point (in a hanger or external landing platform) far away from either home base.
A little background to the game type would be as such:
After losing contact with a TSF scout unit inside a large planetary outpost, an orbiting TSF fleet decides to pull them out. They send down a shuttle with a pilot to get them, giving the marines co-ordinates to the exfiltration site. With no confirmation from the Frontiersmen, the pilot exits his ship and leaves the hanger, sealing the hanger doorway. Armed with his pistol/SMG he walks through a security checkpoint, secured with a blast door before the power suddenly goes out. The pilot is ambushed and respawns at an infantry portal where the remains of the scouting party are. Turns out, the marines were pushed back by the aliens to a small bunker in the maze like outpost. The aliens have filled the outpost with infestation and have them cornered. The power in the whole station is powered down, most of the power sockets ripped out, leaving it dark as night where flashlights would be advised and the power cannot be restored. The command station's range has been damaged, only allowing it to access the places that can have power restored. With newfound hope of rescue, the marines gather what supplies they can from their armory. Unfortunately, the pilot's HUD isn't linked with the armory to get heavy weapons, only allowing him to purchase his trusty SMG if he is killed. The Marines must slog through the maze to the dropship, being ambushed and attacked by aliens all along the way. Because the pilot input the code to the hangar doors, and is the only one linked to his ship, he must survive. And since the security blast doors closed and locked, at least one marine must arrive to get the door open, after power is restored by the pilot. Since the armories and command stations were damaged in the fight, and the pilot is set by TSF standards to have a welder in his basic kit, the pilot is the only one capable of welding and unwelding doors, repairing armor in combat, and repairing armories, and repairng other gear in the field. Once they arrive at the ship, the aliens manage to pinpoint them and begin their final assault. If they can't kill the marines, then they will have to destroy the ship and strand them there. Once all the marines are aboard, or the pilot deems it necessary, the ship can take off after a short warm up period, leaving some poor marines behind, or saving them all.
Objectives/Details/Features:
- This is an Attack/Defend and Escort/Survival mission.
- Since the station is practically destroyed, the marines will not be able to expand as normal, but they can hinder the Alien expansion. Some powered down rooms, that are random, CAN have power restored and be held by Marines. They can have randomly spawned items in there (Such as a res node, armory, etc.). Structures will be rare. Weapons can be inside, where the marines must choose to either give them to the pilot to defend himself with, since he only has a SMG/Pistol of relative low power, or use them themselves to defend him.
- The pilot is fit with an advanced welder, slightly better than the standard marine welder, to do quick repairs to his ship or marines in the field, and should respawn with it ALWAYS. Some doors should start welded that only the pilot can unweld, forcing the Marines to defend him from any ambushes.
- Tech tiers, due to the station being lost entirely, are restricted. This means no jetpacks, no exo suits, and no high tier weapons (meaning grenade launchers, and flame throwers. Shotguns maybe. There could be a fully operational armory at the security checkpoint that the marines, minus the pilot, can use to fit themselves against the oncoming wave of aliens) Armor upgrades are available through an arms lab. An observatory can be built and are fully functional.
- To prevent the game from being a standard 'Kill the hive/command station to win' the alien hive should be accessible only through ducts that the aliens can go through. However, the aliens CAN destroy the Marine command station once they leave the room it's in, blinding them but not ending the game. The commander CAN beacon, but it will not return the Pilot (optional of course). The game ends only if all the marines are killed and there is no way of respawning (Alien victory/Attacker victory) or if the pilot takes off (Marine/Defender victory).
- This is a round based game type. One team plays marines, then switches to aliens after the round ends, and vice versa for the aliens
- At the end of the game, if the pilot takes off, the Marine team will be given 1 point for every person on the ship. At that point teams will swap, and whoever has the highest score wins. In the case of a tie, there will be 1 more round where the people who were originally Marines will go again. In the case of a wipe, aliens win.
- The pilot will not show up on Infestation, so if he is killed he has a chance to stealth back to the marines or hold out in case his escorts are wiped out. Since he has no armor, it gives him the chance he needs to survive. Since he has no armor to start, he sprints longer and faster. As he gains armor (Not torso armor) he loses speed and length but gains defense.
- Alien tech will be reduced early game to skulks, lurks, and gorges. Skulks and lurks for ambushes, and gorges for crowd control. THe gorges can make traps in case the pilot decides to go off alone with a single marine to escort him or by himself period. Gorges should be able to build MORE hydras and clogs since they have more area to cover. Once the security door is opened, the hive will become enraged and unlock Onos and Fade.
- While Marines cannot build in black-out areas, the Aliens can and probably will. However, the Marines can destroy their harvesters and extra hives. The marines have the choice of stalling the aliens and risking their progress, or making a run for the hangars and getting out as fast as they can.
- The Marines are the only ones that know where the dropship lands, and it will spawn at random points, but the aliens are alerted that the security barricade is open, and can hunt for them at each location. The marines can destroy infestation at the doors to hide their progress. Alternatively, the Aliens could fortify each door to each possible spawn point to make the marines work for their victory.
- All black-out zones will have infestation at the start.
- The game mode should focus on team work and strategy, forcing the aliens to work together and the marines to work together. The pilot is a weak VIP that is player controlled and must be protected at all times. If he dies, it could set back their whole progression.
- Take off will have a 10 second delay, allowing any last minute critical damage to be done OR for the marines that are almost there, to get in. The pilot is in charge of exactly when the ship takes off. The ship should have approximately 1.5x the health of a command station, and once the doors are open the aliens can enter and attack the ship. If the ship is destroyed, marines lose.
- If they want to risk it, the pilot and marines can get out to clear the aliens, and the pilot can repair the ship. Welders will not be available at the armory, again leaving the pilot with the only one.
- Marine commander can not drop supplies or structures in black-out zones, and it is advised that Marines use flashlights to see, however this can give away their position and risk their lives, or it could give them the vision they need to kill the aliens.
- Black-out zones should comprise of most of the map. Powerable zones should be few and far between.
- While it may seem the marines are at a disadvantage, teamwork can make up for this. Focused fire and co-operation can keep them alive against the skulks and lurks until they reach the full armory.
- The pilot is only able to pick up weapons from marines, or weapons that are dropped by the commander. The armory can refill the pilots weapons but he cannot purchase anything from the armory.
- Map should be large and sprawling, larger than any other map.
- There should be several corridors and several levels of the map (Ramp ways not like...elevator ways)
- It should be easy to get lost but not frustratingly difficult to find things.
- There should be plenty of ambush places for aliens.
AS for the rest of the map, if any mapper wants to do it...go nuts. Make the labrynth of your dreams as long as it has a few hangars and outside landing pads.
Model details will be handled later for the pilot.
again this is all subject to change, as we make progress. Changes WILL be made most likely, and nothing is set in stone. If you like the idea, feel free to shoot me or Ulmont a message to give us ideas or to volunteer.
Thank you for your time.
-Jaicer
Comments
Aslong as its a mod and not a standalone commercial game, you can do anything and everything you want.
Edit: A commercial game made whit the spark engine requires licensing, which they currently aint offering.
The big problem I see is that most of the people who have bothered to learn to program for NS2 already have a hundred or more ideas of their own.
As an idea currently the mods we have in development between the members of the Mod Beans community are:
Combat
Sanity
GorgeCraft
Proving Grounds
We all have a number of idea that aren't currently in development, as we are all very busy :). Honestly, coding with NS2 is very easy. I'd recommend diving in and giving it a go yourself. I am not a programmer, NS2 is my first serious programming experience, but I have produced some great work (lol).
Check my sig for some of the work I have done, and check the Modding forums to get a better idea of what is currently going on in support of modding. Sanity managed to get a programmer by advertising in the modding forum, just maybe you will get one too by posting in there :)
As a shameless plug, we are always looking for Modellers/Texture Artists and especially concept artists, to help out with Mod Beans and our various projects. Maybe we could all help each other?
Because I am very interested in what your doing and want to help out in any way possible to get this going.
Because I am very interested in what your doing and want to help out in any way possible to get this going.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well Ulmont and I have skins covered, that's for sure. I'm looking into coding but I'm not very good at it. Can you make models or maps?