R
rdoroana
Guest
Two teams fighting strategically in a ‘nature’ environment (think Metal Gear Solid 3: Snake Eater) have to control one or more bases in the area. The time setting is not the modern ‘now’ setting but instead I was thinking about a futuristic setting. Not to futuristic of course. If anyone has played the SpecForce Demo (the game sucks I know), it’s something like that I’m thinking about. The teams have to use stealth and work as a team in order to survive. I’m aiming to try and have an actual ‘thinking’ gameplay, instead of just running and gunning. I want to find a way for players to work as a team when trying to get to the base.
A normal battle would take place in the following stages:
- Team 1 and 2 are set in specified points of the map. (I’ll use a forest in this example.)
- The teams work their way through the forest, always being cautious because the other team could be watching. They also have the ability to place traps. (More about that later.)
- One of the teams reaches the base and sets up a defence which includes stationary weapons and shields. The team will then try to hold the base for a preset time. (Default will possibly be 5 minutes.)
- The team that is not in control of the base will have to work together in order to try and take the base.
- If the team that was controlling the base loses it, they will be sent back to their starting point and the other team will be able to control the base.
- The team that can hold the base for the time that is set on the server will win the round and then everything will restart.
Now for more information on the features:
- Respawning: The players will only respawn when the whole team dies. If a team dies, they will move to their starting position and if they were controlling a base, they will lose the control.
- HUD: Health and Shield indicators. Current weapon, total ammo available, ammo in clip. Minimap which displays the team’s position as well as enemies IF they are visible to the player’s eyes. Crosshair, obviously.
- Traps: Well, I’ve thought of three possible traps up until now. The first one is a classical tripwire. The one in Half-Life 1 is a good example. Explodes when someone touches the beam. The second one is a little contraption that emits a very small beam that alerts the user who placed it if anyone steps on it. If this sounds confusing then just imagine this: Player X places the trap between 2 trees. He then proceeds to move to another place. Player Y crosses the trees. Player X can now see on the Minimap that the trap was crossed. He now knows the location of an enemy. The third trap I had in mind was a landmine. This landmine however, will not explode on impact. If a player steps on a mine, he will die if he steps out of it. He will have to remain still and call for support from a proper class in order for them to defuse the mine. I haven’t I opted for a simple ‘explode on touch’ mine? I’m trying to get players to move slowly and cautiously. Knowing that you stepped on a mine and you can’t move (therefore, you are vulnerable) ought to be a cool experience.
- Classes: As I hinted above, I’m thinking about different classes:
Assault: A simple soldier 100% of the shield.. Fast assault rifle, pistol and grenades for backup. They’ll have trap number 1 described above as well. Useful in groups of 3-4 when invading a small base.
Sniper: The sniper will have only 50% of the shield. He’ll have a long rage weapon (with a maximum of 10x zoom) and a sidearm (probably a pistol). Will also have the alert traps (trap 2 above). Useful to set on hills and cover a team.
Medic: A medic has 100% of the shields and carries a sub-machine gun as well as a pistol. He’ll also carry medipacks which can be dropped on the ground for players to use. These’ll heal the players.
Heavygear: Has 100% of shields and a big machine gun. Has no pistol sidearm but does have grenades and landmines. They’ll be used to support assault soldiers.
Disarmer: Has 75% of shields and is the only class capable of disarming traps. He’ll have a sub-machine gun and a pistol, as well as 1 or 2 grenades. Very useful when in a trap infested area.
Well, these are the classes that I have thought about right now.
Weapons: I haven’t yet decided on specific weapons. I want to have every conventional weapon (assault rifle, machine gun, sub-machine gun, pistol, grenades, etc.) in a futuristic look. Not too futuristic as in all plasma and stuff like that. Something that fires actual bullets but has HUDs on the weapons. It’s hard to explain but if you look at some games like SpecForce you’ll understand.
Team Coordination: In order for a team to be successful, it needs one member to be a commander. A commander can set orders for his soldiers to execute. If a soldier doesn’t execute the order, the commander can punish him (still thinking about this, either not play the next round, or start it with severe penalties as in low ammo and low health). However, I am sure there are abusers in commander position so if at least 3 soldiers report a commander, he will be kicked from that position. This is to ensure that everyone is working nicely and cooperatively. The commander position can be applied for if no one is there and the other team members will vote YES or NO if they want that person to be the commander.
Other ideas I’ve been researching: The ability to have more teams and work as allies. As in Team 1 and 3 are allies and Team 2 and 4 are their enemies. This would allow for bigger maps with more bases. It’s something I’m researching.
Well, I think this covers the main idea. If you have any questions or if you didn’t understand something then please tell me.
Anyway, if anyone liked the idea and is interested in joining, please contact me either by e-mail ([email protected]) or by private message on this forum. If you know anyone who would possibly be interested then please redirect them to this thread.
I myself can do some mapping, although I must say I’m not an excellent mapper. I can get some work done anyway
I’m looking for coders, mappers, sound editors, modellers and skinners, texture artists, etc. Basically, people to start a team. I would REALLY like to know if any coders are interested in this project, since that is what I find hardest to get.
I think I’ve said it all. Sorry if I made a mistake somewhere in the post, I’m doing this quite in a rush. Hope you enjoy the idea!
A normal battle would take place in the following stages:
- Team 1 and 2 are set in specified points of the map. (I’ll use a forest in this example.)
- The teams work their way through the forest, always being cautious because the other team could be watching. They also have the ability to place traps. (More about that later.)
- One of the teams reaches the base and sets up a defence which includes stationary weapons and shields. The team will then try to hold the base for a preset time. (Default will possibly be 5 minutes.)
- The team that is not in control of the base will have to work together in order to try and take the base.
- If the team that was controlling the base loses it, they will be sent back to their starting point and the other team will be able to control the base.
- The team that can hold the base for the time that is set on the server will win the round and then everything will restart.
Now for more information on the features:
- Respawning: The players will only respawn when the whole team dies. If a team dies, they will move to their starting position and if they were controlling a base, they will lose the control.
- HUD: Health and Shield indicators. Current weapon, total ammo available, ammo in clip. Minimap which displays the team’s position as well as enemies IF they are visible to the player’s eyes. Crosshair, obviously.
- Traps: Well, I’ve thought of three possible traps up until now. The first one is a classical tripwire. The one in Half-Life 1 is a good example. Explodes when someone touches the beam. The second one is a little contraption that emits a very small beam that alerts the user who placed it if anyone steps on it. If this sounds confusing then just imagine this: Player X places the trap between 2 trees. He then proceeds to move to another place. Player Y crosses the trees. Player X can now see on the Minimap that the trap was crossed. He now knows the location of an enemy. The third trap I had in mind was a landmine. This landmine however, will not explode on impact. If a player steps on a mine, he will die if he steps out of it. He will have to remain still and call for support from a proper class in order for them to defuse the mine. I haven’t I opted for a simple ‘explode on touch’ mine? I’m trying to get players to move slowly and cautiously. Knowing that you stepped on a mine and you can’t move (therefore, you are vulnerable) ought to be a cool experience.
- Classes: As I hinted above, I’m thinking about different classes:
Assault: A simple soldier 100% of the shield.. Fast assault rifle, pistol and grenades for backup. They’ll have trap number 1 described above as well. Useful in groups of 3-4 when invading a small base.
Sniper: The sniper will have only 50% of the shield. He’ll have a long rage weapon (with a maximum of 10x zoom) and a sidearm (probably a pistol). Will also have the alert traps (trap 2 above). Useful to set on hills and cover a team.
Medic: A medic has 100% of the shields and carries a sub-machine gun as well as a pistol. He’ll also carry medipacks which can be dropped on the ground for players to use. These’ll heal the players.
Heavygear: Has 100% of shields and a big machine gun. Has no pistol sidearm but does have grenades and landmines. They’ll be used to support assault soldiers.
Disarmer: Has 75% of shields and is the only class capable of disarming traps. He’ll have a sub-machine gun and a pistol, as well as 1 or 2 grenades. Very useful when in a trap infested area.
Well, these are the classes that I have thought about right now.
Weapons: I haven’t yet decided on specific weapons. I want to have every conventional weapon (assault rifle, machine gun, sub-machine gun, pistol, grenades, etc.) in a futuristic look. Not too futuristic as in all plasma and stuff like that. Something that fires actual bullets but has HUDs on the weapons. It’s hard to explain but if you look at some games like SpecForce you’ll understand.
Team Coordination: In order for a team to be successful, it needs one member to be a commander. A commander can set orders for his soldiers to execute. If a soldier doesn’t execute the order, the commander can punish him (still thinking about this, either not play the next round, or start it with severe penalties as in low ammo and low health). However, I am sure there are abusers in commander position so if at least 3 soldiers report a commander, he will be kicked from that position. This is to ensure that everyone is working nicely and cooperatively. The commander position can be applied for if no one is there and the other team members will vote YES or NO if they want that person to be the commander.
Other ideas I’ve been researching: The ability to have more teams and work as allies. As in Team 1 and 3 are allies and Team 2 and 4 are their enemies. This would allow for bigger maps with more bases. It’s something I’m researching.
Well, I think this covers the main idea. If you have any questions or if you didn’t understand something then please tell me.
Anyway, if anyone liked the idea and is interested in joining, please contact me either by e-mail ([email protected]) or by private message on this forum. If you know anyone who would possibly be interested then please redirect them to this thread.
I myself can do some mapping, although I must say I’m not an excellent mapper. I can get some work done anyway
I’m looking for coders, mappers, sound editors, modellers and skinners, texture artists, etc. Basically, people to start a team. I would REALLY like to know if any coders are interested in this project, since that is what I find hardest to get.
I think I’ve said it all. Sorry if I made a mistake somewhere in the post, I’m doing this quite in a rush. Hope you enjoy the idea!