New Game Type?

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">by complex trigger system...</div> Well, this is a new (plausable) twist on an <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=12504&hl=' target='_blank'>old idea</a> I had some many months ago.

Basically, the map takes place aboard a research vessel that contains data that is absolutely imperative to mankinds struggle to erradicate the Kharaa. The map will be broken up into 3 sections, a fairly small marine "stronghold", and fairly large alien stronghold, and a huge "middleground" that neither team has doninant control over. There are NO resources in the middleground, instead each team gains access to resources as time passes in the early game, eventually gaining access to a huge resource farm. Marines will never need to cross into the alien stronghold to complete objectives.

The marines will have a "Reasearch station" (a highly recognizable pre-fab) that they must power on as soon as they have access to it so the all important data can be sent back to another TSA research facility. Once powered on, the Research Station will power up a random "data station"(another higly recognizable pre-fab) somewhere in the middle ground that will light up so the commander can provide a way point to his troops. Once marines find the Data Station, they must weld it so that the Research Station can access the data it contains. A short amount of time later the Research Station will power up another random Data Station and the marines will need to repeat the process. This will happen one or two more times before the Research station has recovered all nescesary data. At this point the marines only goal is to make thier way to the "Escape Pods" (again, highly recognizable pre fabs) located on the opposite end of the map, but still not in the Alien stronghold. Once all his troops are in the escape pods, the commander can begin the self destruct sequence and destroy the vessel.

Each teams stronghold starts closed off from the rest of the map. There will be a series of time released doors to prevent early ambushes for either team and slowly granting teams access to more and more resorces.

One minute into the game each team has a set of doors that will open, giving them access to a few res towers in thier personal strongholds...it will also unlock the Kharaa stronghold, allowing them to explore and infest the middleground and wait outside the marine stronghold to attack once the doors open. It will also grant marines access to the Research Station, wich must be welded to be powered on.(Once the Research Station is powred on it will imediatly power on a random Data Station)

Two minutes later, the doors to the Marine stronghold Doors will open, allowing the Kharaa to attack and the marines to explore the middleground, and move to the first Data Station and begin welding. Once they've done that, the Research station will light up another random Data terminal about a minute later.

Five minutes after game start, all alien hives would automatically die...(JUST KIDDING! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) actually, at that time, Each side would be gain access to thier own Resource Farms allowing them to upgrade rather quickly from that point on.
**All "door times" are subject to change.**

Besides Data Stations, there will be 3 weldables, in and around the alien stronghold (See pic for locations) The top middle weldable, is a long 30 second weld just outside the Kharaa stronghold, in dangerous territory, but is well worth it. If marines manage to activate it, the alien resource farm will be destroyed, and locked for the rest of the game. The other 2 weldables, are just inside the Kharaa stronghold and allow marines access to a prime seige location, from wich they can possibly hit 2 hives, although actually constructing a TF and seige so deep inside the alien lair is highly unlikely. By welding thier way into either seige location, Marines cut off thier access to the other one. Kharaa have access to either seige location from within thier stronghold, so a Gorge could easily set up defenses inside those areas before marines weld them open.
key.jpg 16.3K

Comments

  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    edited April 2003
    and a few questions...

    Is it possible to kill structures with any entity?
    Can weldables be random, or can they only be permanent?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Wouldn't be particularly good.. cuz the marines could easily turret farm with that many res nodes... and GL and HA and HMG for everyone.. ouch.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    edited April 2003
    That's of course one way to look at it.

    I don't see reason to belive it <i>wouldn't</i> work, balance-wise? Actually I like the idea.. I don't know if it's technically possible, but I think the basic idea is sound. The marines gets the nasty equipment, but so does the aliens. And it's a steady climb up to the top, so both sides will have the same level available to them.

    And if some balancing-issues rears its ugly head I think the map itself could be called upon to help the side that needs it. Ie. vents and darkness and big objects for onos' to take cover, and bright nice hallways for the marines.

    The "correct" way of doing this is probably having it coded into the mod itself, ie. NS 2.0 or whatever. Still, if you think you can make it work with the current system, I say sure, go for it man, I theorize it could be fun.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Off course, to try this kind of scenario in the state that NS is being played right now, marines would win all the time. already with 3 res nodes, res starts coming in relatively fast.

    And without skulks to rush the base at the start to keep the "pressure", it's an easy win.

    EVEN if there is a whole team of onos coming at you.. you could build a turret farm to make old' Mcdonald pee in his pants.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Yeah, you have a good point there. the kharaa definately need a little more time to "tech up"
    hmmm... what if marines had red doors leading to thier leading to thier extra 3 res nodes?
    and perhaps change the door times to 1 minute Green (same) 5 minute Red, and 7 minute Blue?

    The whole idea is that the aliens have infested the middleground with Offense Pods, creeping skulks/lerks and hopefully webs by the time the marines are let out. Also that the marines have exellent defenses in thier base when the doors open.
  • H4nDC4PdH4nDC4Pd Join Date: 2002-12-24 Member: 11500Members
    I really like your idea. It seems a bit chaotic 4 the marines to have to run all around but it will make the marines have to actually cooperate like theyre suppose to. I think maybe giving like marines 2 res and aliens 4 would solve the slow teching problem. And if aliens start w/ 3 hives its fine. If you could pull this off i think it could easily become on of the favorite custom maps. I say go 4 it. Maybe getting an experienced team together to pull this off would make it easier.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    You could always make those extra nodes only accessible through long or multiple welds as well...
  • StevenTheGreatStevenTheGreat Join Date: 2003-04-13 Member: 15464Members
    you'd have to be careful putting those res too close to the wall/door, gorges can drop res through walls and watch them build themselves
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    heheh...that would be the easy part.
  • StevenTheGreatStevenTheGreat Join Date: 2003-04-13 Member: 15464Members
    edited April 2003
    just stating the obvious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    one of my favorite things to do is drop a res from the safety of a vent and watch the marines go on a gorge hunt <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    or, as an idea, at each research weld-me objective, have the weld trigger a "door" to more res nodes back in base?

    that way, as you go and get more, you can build more res, which makes having mariens stary home to protect viable.

    this also makes it so that you dont' have to have random weldables...to get to the hives...

    with the current game play, my idea could be done...

    My Idea:

    have 6-7 weldables in a line... with holes enough to get aliens through.... as the marines tech up, they get more and more research/nodes thus giving them the abillity to make it past the weldables without being devoured. of course you might have to take into use trigger hurt with a team function (do they have one atm?) dust so you don't have the JPrs winning...

    my idea is based off old tech... there might be a different/easier way.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Well, I like the idea of the marines having randomly placed objectives...so that neither team knows wich "data terminal" (refered to as DT's from here on) to put defenses around. I also want to have a good 10-12 identical "DT"s throught the middle ground...5-6 of wich can actually be randomly triggered, and only 3 DT weld "objectives in a game...that should keep gameplay fresh nearly every time you play the map, you rarely see the same DTs as objectives and even more rare do you see the same 3 in a row.

    Anyway, I threw together an <i>ok</i> pre-fab version of a DT...I wanted it to look like something the TSA would use...similar to the current marine structures...meh...its alright, but it looks like I will need to make a model...that way I can have an "activation" animation when that specific DT is triggered, as well as an idle, and a "shut-down" animation...at least I think I can....?

    ....anyways, whaddya think?
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    Looks nice.

    But it doesnt look like the marine structures. Not a bad thing but thats what you wanted right?
  • alienchickenpiealienchickenpie Join Date: 2003-01-25 Member: 12710Members
    Secksy macine <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Not bad.
    Needs a bit less washed out skinning job, but it looks "TSA" enough imho.
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