[Manuscript] Hide 'n' Seek

RedTalonRedTalon Join Date: 2012-11-14 Member: 171203Members
<div class="IPBDescription">yes, an idea about another one of those mods</div><i>Let's make this clear THIS IS A MANUSCRIPT FOR A MOD. Don't get your hopes up. Unless someone is willing to physically make this mod don't get all giggly or flame like a broken oil rig. Read it and think about if it'll work or not. If you're really going to make this mod feel free to ask me about the finder details (though not about programming). Please at least credit me for the mod design...</i>


<!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><b>Hide 'n' Seek</b><!--sizec--></span><!--/sizec-->

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Introduction</b><!--sizec--></span><!--/sizec-->
This mod is pretty much any other hide and seek game. There are seekers and hiders. Seekers need to find hiders and hiders need to survive till the time ends. This mod will definitely has some quirks that will make it unique to NS2 (by giving it an NS2 feel).

<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Core Mechanics</b><!--sizec--></span><!--/sizec-->
- Doesn't matter what team you join everyone is pooled into hiders
- Server chooses 2 to 4 seekers randomly (depends on player size)
- If in the event less than the minimum amount of seekers are present another seeker is chosen from the hiders randomly
- Late joiners become seekers
- Mod uses any normal NS2 map or custom maps will work too
- One randomly selected tech point is chosen as chamber (or jail, whatever)
- The chamber is sort of like a command chair or hive (however it is invulnerable)
- The chamber is where the seekers spawn
- You can't get into the chamber (you can't become a commander, there is no commander)
- Any other tech point is where hiders spawn
- Game lasts 5 minutes (can change by the server)
- Seekers must kill all hiders (even if one hider lives till the end of the timer, seekers lose)
- Hiders must hide or runaway (if none are hiders, hiders lose)
- Seekers spawns only after 20 seconds after hiders have spawned
- If hider dies (caught by seeker) hider has the option to become a seeker or stay a hider and be bagged into an egg (frozen)
- Frozen hiders can only be freed by other hiders (they must break/kill the egg that frozen hider is in, eggs have hp)
- Frozen hiders have the option to hold 'e' key and become a seeker for the round
- Frozen hiders can only see their egg and it's surroundings (prevent ghosting issues)
- Once free the unfrozen hiders have 5 second invisibility and 3 second speed boost (though not invulnerable)
- There are always 2-3 dummy eggs to trick freeing hiders
- A ping (the NS2 radar ping) occurs consecutively every 30 seconds if no hiders were attacked (randomly pings 5 hiders)

<b>Seekers</b>
- They are all marines with jet packs
- They all have t3 weapons upgrades
- They carry original set of weapons (rifles, pistols but no axe, they have a radar gun)
- They have infinite ammunition but must still reload like always
- They have the option to switch out their rifle for flamethrower (3rs) or grenade launcher (2rs) or shotgun (2rs) (they're NOT FREE)
- They can buy guns from the chamber ('e' key)
- OR They can buy guns from the 'b' buy menu (maybe if programming is not too difficult)
- Every hider kills gains you 1 resource
- Every 10 seconds seekers gain 0.4 resources
- Seekers CAN be killed (x2 normal HP)
- Seekers do regenerate health after 20 seconds of non combat (10HP per seconds)
- Dead seekers respawn after 10 seconds at the chamber (randomly pop out or from an egg, that's just preference)
- Seekers have x2 stamina (runs longer) and stamina regenerates twice as fast
- Seekers have a special ability called radar
- Seekers use radar using the radar gun (point and fire for 3 seconds and the game pings all hiders in the area)
- Seekers can use R.mouse button and use 1 res for a strong ping (100-150m radius)
- Seekers can use L.mouse button and use 0 res for a weak ping (25-50m radius)

<b>Hiders</b>
- They are all aliens (can morph and upgrade most of the alien stuff, they'll have their advantages)
- They all spawn as skulks with NO upgrades
- They all spawn at random tech points that have not been chosen as the chamber
- Only camouflage and silence is free (all others including morphing into other aliens cost resources)
- The other upgrades cost 1 resource each
- Morphing into another alien costs 1 resource each (excludes ONOS which cannot be bought)
- Upgrading/Morphing takes exactly 10 seconds for any given time
- They can upgrade at any spot like always
- They gain 1 resource for freeing a frozen hiders, killing a seeker or waiting for 50 seconds
- Hiders have most of the abilities available (they come with the alien evolution)
- Abilities not available are gorge bile and umbra
- Fade blink uses x3 the stamina (prevent very unfair bailers)
- Regeneration occur 30 seconds after combat

Comments

  • RedTalonRedTalon Join Date: 2012-11-14 Member: 171203Members
  • Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
    Not bad but how about making hiders completly unarmed ie cannot engage in combat. Could also throw in a power node mechanic to aid the Seekers but when it dies it aids the Hiders(Aliens).
  • ChaosXBeingChaosXBeing Join Date: 2012-10-12 Member: 162114Members
    This kind of reminds me of The Hidden. (A good thing.)

    I do want to point out one part:

    <!--quoteo(post=2029481:date=Nov 19 2012, 08:39 PM:name=RedTalon)--><div class='quotetop'>QUOTE (RedTalon @ Nov 19 2012, 08:39 PM) <a href="index.php?act=findpost&pid=2029481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- Late joiners become seekers<!--QuoteEnd--></div><!--QuoteEEnd-->

    What do you classify as a 'late joiner'? A standard NS2 game starts when there's one player on each team, so even assuming that you exclude everyone in the readyroom when the game begins, that could lead to some games where the server started with 4 people in it, but by the end of the game there could be ten or more. (Making that a 8 V 2, favoring the Seekers.)

    There's probably a few ways to work around this, but all in all, it seems like it'd just be easier to put them all on the Hiding team until it hits a certain balance point. Maybe at least 30% of the players have to be Seekers, and you can use the games built-in auto-balance to keep it that way. (Or some other mechanic?)
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