Fluffy Kitten
Newbie
- Joined
- Nov 8, 2003
- Messages
- 140
- Reaction score
- 0
OK... where to start...
I'm just posting this here as a "this is my idea, stay away from it !" and to hear opinions / suggestions.
The theme of my mod idea is hunting / staying alive. One team are Hunters, and the other Runners.
The Hunters are strong, while the Runners are weak, and fairly obviously going by the names I've given each team, the Hunters hunt the Runners... that's pretty much the whole gameplay at its most basic.
Depending on how the gameplay feels when/if a basic version of it is set up, the Runners might be given the ability to 'buy' devices / talents like a cloaking device for temporary invisibility, or a ghosting thing like those twins in the Matrix for immunity to damage (again only temporary... the idea of such things would be to add to the lifespan of the Runners or get them out of tight situations rather than to allow them to comfortably attack the Hunters)
'Buying' would consist of each player having X amount of points per round to spend on various items to 'sculpt' their character to their suiting. The items wouldn't be items per se, but rather an extra couple of points on their health or armour, some grenades or the abilty to carry a few extra clips of ammo.
I want ammo to be 'important' and not to be wasted, unlike CS or NS's 'stock up on max ammo and spray it all over the place' feel, for a couple of reasons...
1/ To make killing a Runner slightly less easy, more skill based and less 'spray n' pray'.
2/ I want sound to be important, to add to the feel of hunting / being hunted. Gunshots all over the place would ruin that slightly.
3/ To add to the 'stress'. "oh no ! I only have 15 shots left !"
The 'stress' is part of the fun... like when you're playing a CTF game and are running towards your base with the enemy flag on the winning run, all the while having bullets from the 3 enemies chasing you flying past. The 'stress' is the reason the Runners are weaker than the Hunters, before anyone jumps on me saying that's odd or the wrong way around. If you knew you could comfortably take on a Hunter as a Runner, where would be point in running ?
The actual gameplay I'm not 100% on at the moment, past the hunting / staying alive bit... there're many variations of the theme, and I'm not sure which would be best to go with at the moment. (as time went on it'd make sense to add some of the variations in as alternate gameplay modes, but to begin with things should be kept simple)
A couple of the variations that come to mind right now are...
A/ A "CS-like" system... there is a set time limit per round, say 5 minutes or something. The aim of the Hunters is to kill all of the Runners before the time limit runs out, if they don't then the Runners win.
B/ A points system... the Runners get X amount of points the longer they manage to stay alive, with the bonus' increasing as time goes on. (ie/ 1 point for being alive for 1 minute, 2 for 2 minutes, etc) The Hunters get points
for killing the Runners. This'd probably have another round time limit to it, with whatever team has the most points at the end winning. While this idea has the ability to be constantly going (no "damn, I died... now I have to wait 4
minutes before I can play again") it'd also be an absolute sod to balance, with every map being easier or harder to survive in than the last. (ie/ a map of a big, empty field will have more Runner deaths than a map of a skyscraper)
C/ A relay system... something similar to CS's old es_ (escape) game mode, with several 'exits' dotted around the map. When the game begins each Runner is given an exit they have to get to to score points, when they get there they're given another one, and so on and so on. The more 'exits' they can get through in a row, the more points they get.
Obviously A would be the easiest to have to begin with, and will probably be the one I go with. C also looks do-able, but it'd be best to just keep everything as simple as possible until it's proven that the game works in HL2.
I made a 'mission' for Operation Flashpoint (with technical help from someone who knew how to do clever stuff that enhanced the basic gameplay) based on a similar theme as this, and it seemed to go down well. Apparently it's been stuck on the Jolt OFP servers. So I know the concept works, it's just whether it works in HL2 that I'm wondering about.
As you can see from my wording, whether I'll ever make this I'm not sure... I do want to make it, and have no intention of quitting, but sadly my unintended 'gap year' will probably end with a return to college in September, which will obviously have to take priority over making a mod, so unless Valve get their skates on I'm screwed.
Also I'd more than likely need lots of outside help... I have a 'jack of all trades, master of none' thing going on, where I can do a bit of everything, but can't do any one thing exceptionally well. I don't want to be one of those people who tries to recruit a team to do all the work for them either... so my plan is to keep things as simple as humanly possible and harvest vast amounts of stuff from the basic HL2 resources.
Sooo... questions ? comments ? suggestions ?
PS. Imaginary prizes to the first person to tell me what inspired this idea... the clue is in the title.
I'm just posting this here as a "this is my idea, stay away from it !" and to hear opinions / suggestions.
The theme of my mod idea is hunting / staying alive. One team are Hunters, and the other Runners.
The Hunters are strong, while the Runners are weak, and fairly obviously going by the names I've given each team, the Hunters hunt the Runners... that's pretty much the whole gameplay at its most basic.
Depending on how the gameplay feels when/if a basic version of it is set up, the Runners might be given the ability to 'buy' devices / talents like a cloaking device for temporary invisibility, or a ghosting thing like those twins in the Matrix for immunity to damage (again only temporary... the idea of such things would be to add to the lifespan of the Runners or get them out of tight situations rather than to allow them to comfortably attack the Hunters)
'Buying' would consist of each player having X amount of points per round to spend on various items to 'sculpt' their character to their suiting. The items wouldn't be items per se, but rather an extra couple of points on their health or armour, some grenades or the abilty to carry a few extra clips of ammo.
I want ammo to be 'important' and not to be wasted, unlike CS or NS's 'stock up on max ammo and spray it all over the place' feel, for a couple of reasons...
1/ To make killing a Runner slightly less easy, more skill based and less 'spray n' pray'.
2/ I want sound to be important, to add to the feel of hunting / being hunted. Gunshots all over the place would ruin that slightly.
3/ To add to the 'stress'. "oh no ! I only have 15 shots left !"
The 'stress' is part of the fun... like when you're playing a CTF game and are running towards your base with the enemy flag on the winning run, all the while having bullets from the 3 enemies chasing you flying past. The 'stress' is the reason the Runners are weaker than the Hunters, before anyone jumps on me saying that's odd or the wrong way around. If you knew you could comfortably take on a Hunter as a Runner, where would be point in running ?
The actual gameplay I'm not 100% on at the moment, past the hunting / staying alive bit... there're many variations of the theme, and I'm not sure which would be best to go with at the moment. (as time went on it'd make sense to add some of the variations in as alternate gameplay modes, but to begin with things should be kept simple)
A couple of the variations that come to mind right now are...
A/ A "CS-like" system... there is a set time limit per round, say 5 minutes or something. The aim of the Hunters is to kill all of the Runners before the time limit runs out, if they don't then the Runners win.
B/ A points system... the Runners get X amount of points the longer they manage to stay alive, with the bonus' increasing as time goes on. (ie/ 1 point for being alive for 1 minute, 2 for 2 minutes, etc) The Hunters get points
for killing the Runners. This'd probably have another round time limit to it, with whatever team has the most points at the end winning. While this idea has the ability to be constantly going (no "damn, I died... now I have to wait 4
minutes before I can play again") it'd also be an absolute sod to balance, with every map being easier or harder to survive in than the last. (ie/ a map of a big, empty field will have more Runner deaths than a map of a skyscraper)
C/ A relay system... something similar to CS's old es_ (escape) game mode, with several 'exits' dotted around the map. When the game begins each Runner is given an exit they have to get to to score points, when they get there they're given another one, and so on and so on. The more 'exits' they can get through in a row, the more points they get.
Obviously A would be the easiest to have to begin with, and will probably be the one I go with. C also looks do-able, but it'd be best to just keep everything as simple as possible until it's proven that the game works in HL2.
I made a 'mission' for Operation Flashpoint (with technical help from someone who knew how to do clever stuff that enhanced the basic gameplay) based on a similar theme as this, and it seemed to go down well. Apparently it's been stuck on the Jolt OFP servers. So I know the concept works, it's just whether it works in HL2 that I'm wondering about.
As you can see from my wording, whether I'll ever make this I'm not sure... I do want to make it, and have no intention of quitting, but sadly my unintended 'gap year' will probably end with a return to college in September, which will obviously have to take priority over making a mod, so unless Valve get their skates on I'm screwed.
Also I'd more than likely need lots of outside help... I have a 'jack of all trades, master of none' thing going on, where I can do a bit of everything, but can't do any one thing exceptionally well. I don't want to be one of those people who tries to recruit a team to do all the work for them either... so my plan is to keep things as simple as humanly possible and harvest vast amounts of stuff from the basic HL2 resources.
Sooo... questions ? comments ? suggestions ?
PS. Imaginary prizes to the first person to tell me what inspired this idea... the clue is in the title.