R
Reservoir Frog
Guest
Hi all,
I'm co-leading atm on a fledgling Half-Life 2 multiplayer mod called Tribal... and I need some criticism on the concept from some of the hard but fair critics on this forum.
Basically it's a post-apocalyptic, squad-based shooter that hopefully will encourage team tactics. Sounds pretty ho-hum right now eh? Well, we thought so too... so here's our idea to, in Elzar's famous words, "knock it up another notch..."
Instead of money or some stand-in resource that can be converted to real assets, we've decided to make ammunition and weapons the only resource in the mod. Basically each team starts with a fairly large ammo and gun reserve that is distributed in an as yet to be confirmed manner. The team then has to move out across the battlefield to capture and hold facilities that each grant different bonuses once occupied. For starters we're going to have ammo dumps, weapon caches (will give different and more powerful types of weapons), pillboxes, and vehicle hangers... we'll add more or streamline it as balancing requires. Apart from this ammunition and weapons can also be scrounged from dead enemies.
Several game modes are planned around this resource system, including a basic mode where both sides start equal and must wipe the other side out (running them out of guns and ammo). A last stand style mode. And maybe cheap things like deathmatch and team deathmatch.
As far as combat mechanics go, ever since Halo and Call of Duty I have been unable to fathom an FPS without aim down sight and melee attack functions... they're just too damn cool, and add a visceral quality to combat. We'll implement the three standard poses, standing, crouching, and prone... some weapons will only be useable when deployed, meaning u will have to be prone or have deployed on a surface (we don't know whether we can implement this yet, especially on surfaces like walls, etc). Running will severely degrade accuracy. We're also playing with the idea of a sprint function a la GTA III that will double your speed for a short time (with a fairly decent cooldown) but render you unable to fire your weapon, good for getting away or moving from cover to cover.
Light, heavy and flying vehicles are planned...
so is the ability to call in airstrikes.
So do you think the idea is decent? Is there some fundamental flaw that I'm missing? Or is the proof going to be in the execution, as I hope it will be? Any feedback would be greatly appreciated.
cheers
Reservoir Frog
P.S. We've got a team of 5 - 6 ppl atm, we will start needing people soon, but not until we think the concept is mature enough.
P.P.S. I will post some preliminary weapon renders if asked to.
P.P.P.S. I will also post a story outline if requested, its good having a reason to blow shit up...
I'm co-leading atm on a fledgling Half-Life 2 multiplayer mod called Tribal... and I need some criticism on the concept from some of the hard but fair critics on this forum.
Basically it's a post-apocalyptic, squad-based shooter that hopefully will encourage team tactics. Sounds pretty ho-hum right now eh? Well, we thought so too... so here's our idea to, in Elzar's famous words, "knock it up another notch..."
Instead of money or some stand-in resource that can be converted to real assets, we've decided to make ammunition and weapons the only resource in the mod. Basically each team starts with a fairly large ammo and gun reserve that is distributed in an as yet to be confirmed manner. The team then has to move out across the battlefield to capture and hold facilities that each grant different bonuses once occupied. For starters we're going to have ammo dumps, weapon caches (will give different and more powerful types of weapons), pillboxes, and vehicle hangers... we'll add more or streamline it as balancing requires. Apart from this ammunition and weapons can also be scrounged from dead enemies.
Several game modes are planned around this resource system, including a basic mode where both sides start equal and must wipe the other side out (running them out of guns and ammo). A last stand style mode. And maybe cheap things like deathmatch and team deathmatch.
As far as combat mechanics go, ever since Halo and Call of Duty I have been unable to fathom an FPS without aim down sight and melee attack functions... they're just too damn cool, and add a visceral quality to combat. We'll implement the three standard poses, standing, crouching, and prone... some weapons will only be useable when deployed, meaning u will have to be prone or have deployed on a surface (we don't know whether we can implement this yet, especially on surfaces like walls, etc). Running will severely degrade accuracy. We're also playing with the idea of a sprint function a la GTA III that will double your speed for a short time (with a fairly decent cooldown) but render you unable to fire your weapon, good for getting away or moving from cover to cover.
Light, heavy and flying vehicles are planned...
so is the ability to call in airstrikes.
So do you think the idea is decent? Is there some fundamental flaw that I'm missing? Or is the proof going to be in the execution, as I hope it will be? Any feedback would be greatly appreciated.
cheers
Reservoir Frog
P.S. We've got a team of 5 - 6 ppl atm, we will start needing people soon, but not until we think the concept is mature enough.
P.P.S. I will post some preliminary weapon renders if asked to.
P.P.P.S. I will also post a story outline if requested, its good having a reason to blow shit up...