New HL2 MOD: Supreme Annihilative

Opinion of name "Supreme Annihilative"

  • AWESOME!!!

    Votes: 0 0.0%
  • Cool

    Votes: 1 9.1%
  • ok

    Votes: 0 0.0%
  • corny

    Votes: 2 18.2%
  • stupid

    Votes: 8 72.7%

  • Total voters
    11
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I'm working out a concept for a Half-Life 2 MOD. It will be a one-man project, but suggestions are welcome. Hopefully the name sounds cool, not corny, so make sure you give your opinion on that.

BTW, there will be lots of vehicles, including super-car sytle vehicles, aircraft, hovercrafts, tanks, etc...





http://www.gryphonauto.com/Extra/002.doc
==============================
Version 0.0.1 Oct 15th, 2003
Gryphon Automotive presents…
Half-Life 2: Supreme Annihilative

Story A:
You are an elite soldier of the dark-ops squadron Phantom, and you have supreme authority to annihilate an underground rouge clan. Failure is not an option.

Story B:
You have risen to the top of the underworld, and you must prove your reputation. An unknown elite-ops team is moving it is time to show them who’s boss.

Goals:
To create a Half-Life 2 MOD that is extremely fun, and has a high level of REPLAYABILITY. Sub-goals include a custom game-play feel, completely original vehicle scheme, dynamic money and rank system to encourage skill and strategy development, and an innovative balanced weapons system to accommodate for a wide variety of strategies. Game play can be anywhere between extremely fast or slow depending on a player’s preference.

Rank & Money System:
Rank uses a dynamic formula to reward skill and strategy. Players are ordered by rank (TAB). Players must minimize deaths and maximize kills to reap exciting benefits. Money is earned at each kill is based on their rank value.
Rank=(2+Total_kills)/(5+Total_Deaths)+Longest_Kill_Streak; Money_Earned=Rank*X_$

Money use:
Money used to buy/upgrade vehicles or weapons. It is very important that the money system remain very balanced to allow equality for a variety of strategies including sniping, assault, stealth, etc and to maintain usefulness of every vehicle at some stage.

Weapons:
The balance of the weapons will allow for a variety of game play. Not too much can be said yet because it is important to learn the technology and weapon capabilities of Half-Life 2. It will primarily be based on semi-modern weapons with upgrades, but a few high-tech weapons will exist. Standard guns include a variety of pistols, sub machineguns, rifles, explosives, and blades. Other potential weapons may include a sniper rifle, rail-gun, gravity gun (rare), laser, electrical grenade, landmine, RC bomb/vehicle, spy camera, EMP device, teleportation device (rare), and self-destruct device. Balance of weapons is extremely important.

Vehicles:
Vehicles must be bought and upgraded at the teleportation station. Most vehicles allow the player to bring a passenger, and some allow the passenger to shoot. Vehicles vary is speed, handling, armor, and weapons, and are balanced by the money system. Vehicles can be repaired at the teleportation station by upgrading armor. A good vehicle collection is important for defensive and offensive operations. Players may want to carefully coordinate drivers and gunners for more efficient assaults. Kills by the gunner are split evenly between the driver and the gunner.
Most vehicles can be stolen if a (expensive) lock device has not been bought. Simply eliminate the driver (and passengers) while leaving the vehicle intact (and get there first). Vehicles can be stored and protected from theft at the home teleportation station.

Vehicle Locks:
If a lock is bought, it protects the players vehicle from theft. When the player dies, the vehicle is transported to the home base. If the vehicle is destroyed, it may be rebought for half of it’s value. Lock are very expensive, and therefore only useful on very expensive and rare vehicles. A player may only maintain one lock at a time.

Capabilities (upgrades):
Every player chooses a primary, and two secondary skills. These skills increase based on a player’s rank value. The primary skill advances faster than the secondary skill. All remaining skills increase slightly based on player rank. The primary skill can never decrease, but all other skills may decrease if a player’s rank value begins to decrease.
Skills include speed, armor, strength, stealth, accuracy, and finance. Speed allows the player to move faster, fall farther, and jump higher. Accuracy increases player accuracy, especially on assault rifles and sniper rifles. Strength allows a player to take more damage, and carry extra weapons and ammunition. Armor increases the player’s resistance to damage and persistence. Stealth allows a player to move quieter, improves their camouflage, and eventually decreases their visibility while motionless. Accuracy improves accuracy, sight, and zoom capability. Finance further increases the players earnings based on rank.
Combinations such as a primary in armor, and secondary in strength and speed would allow a player to participate in direct assaults and take significant damage. A primary in finance and a secondary in strength and armor would allow a player to purchase vehicles more quickly, and survive more easily while participating in vehicular assaults.

Player/Vehicle Health
Players health as in most games, and can regain health or armor at the home base by purchasing a medical nanobots or armor upgrades. Vehicles can be restored by buying the armor upgrade at the teleportation station.

Teleportation station:
There are two teleportation stations, one for each team. Players spawn at the home teleportation station. A player can buy vehicles or weapons, vehicles, or vehicle upgrades at the teleportation station. The teleportation station also includes a safe-house where vehicles may be stored (and protected from theft if desired) or players may stop for those occasional, but much-needed restroom brakes.

Rounds/Games:
Players may choose to retain their kill/death count when the server changes maps. Players select their primary, and two secondary skills at the beginning of each map. Changing maps may be undesirable because players will loose their hard-earned cash, vehicles, and weapons.



Death:
When you die, you remain out of the round for 30 seconds. You keep all money you have earned and 90% skills you have bought. All weapons and vehicles are left at the scene.
 
Note: Maps will be very large, and contain both open areas and more hidden areas such as forests or debris fields. Minimum number of players for a good game will be about 6 player (3 per team).
 
The mod seems nice, but that name... *tounge makes a knot with itself in mouth*
 
First weapon...took me 70 minutes...I expect to get faster.

http://www.gryphonauto.com/HL2-Supreme/01.jpg (no the weapon won't be this huge)

BTW, what would be a good poly count for the following items...
  • gun
  • player
  • vehicle

at the ranges of...

  • In your hand
  • Close to you (ex: 5-20 feet)
  • Medium range (ex: 20-70 feet)
  • Long (70+)

...on a minimum 1.25 ghz, 256mb ram, geforce 2 (I have much much faster)
 
The name is terrible, and the idea sounds like a rip off of Halo (I love Halo, but... ;) ).... derivative sci-fi designs... but still... there sounds like some fun to be had... it's nice to see annother single player mod going for replay value :D

Go For It, but Ditch The Name :P
 
The mod is not single-player. I'm doing the MOD all by my self. 1-man-MOD. But replayability is key. I could probably turn this into a single-player game, but that will come after the multiplayer is kick-***.

Halo? I seriously doubt you’ll think this is anything like Halo when you see it.


--

And replayability is THE key important factor. I don't want this to be a pick-up/play/put-down MOD. I want everyone to have a lot more fun than any movie they’ve watched. I want you to play it the first time, have a shi* load of fun, even if you are completely decimated by the other players. I want it to be easy to pick up, and not too confusing/overwhelming that is scares away players.

I can’t wait to get my hands on the SDK.
 
i'm sorry that name is god-aweful. it's not even a word. One of the first premises of marketing is that unless your product has a dominant market share making up words is a surefire way to NEVER sell a product. Perhaps breaking out a thesaurus might be in order.

*sorry after reading that post i feel like i was being harsh. my apologies
 
no apolgies nessecary. I wont have anythign but a kick ass name. As I said, the name is trashed....aka...I'm not using it.
 
Also, create an original, REALISTIC theme instead of having your mod be the bastard child of many different games (ie CS, BF1942, Halo, GTA).Also, in a multiplayer fps, people don't want to have to spend five minutes at their spawn buying and setting crap up. If people want to play D&D (all these obscure skills), they can go grab a copy of neverwinter nights or something.

The most important thing you need to have is consistancy. I mean hell, how the f*** does a teleporter fit into a black ops team and a mob underworld.

"Capabilities (upgrades):
Every player chooses a primary, and two secondary skills. These skills increase based on a player’s rank value. The primary skill advances faster than the secondary skill. All remaining skills increase slightly based on player rank. The primary skill can never decrease, but all other skills may decrease if a player’s rank value begins to decrease.
Skills include speed, armor, strength, stealth, accuracy, and finance. Speed allows the player to move faster, fall farther, and jump higher. Accuracy increases player accuracy, especially on assault rifles and sniper rifles. Strength allows a player to take more damage, and carry extra weapons and ammunition. Armor increases the player’s resistance to damage and persistence. Stealth allows a player to move quieter, improves their camouflage, and eventually decreases their visibility while motionless. Accuracy improves accuracy, sight, and zoom capability. Finance further increases the players earnings based on rank.
Combinations such as a primary in armor, and secondary in strength and speed would allow a player to participate in direct assaults and take significant damage. A primary in finance and a secondary in strength and armor would allow a player to purchase vehicles more quickly, and survive more easily while participating in vehicular assaults."

I mean shit, do most people want to deal with all that? All that random data will just be more code, and is especially gonna be a bitch for only a one man team.

Everything about this mod smells half-assed in the planning department and needs to be improved before this mod even has a chance of being what you want it to be.

P.S. Sorry I'm being hard on you, but I've seen too many mods fall by the wayside because of lofty ideas that don't pan out in gameplay/development.
 
Well, I'm throwing ideas into the open so people can shut-down any half-assed sections. I don't want this to suck.

Code doesn’t scare me, and I think choosing a specialization isn't too bad. I could setup like 8 pre-defined skill sets which players can choose from. Most players won't know al the deep detailed stuff about the coding. All they really know is... I have a specialty & my character gets cooler the better I do.

There’s different styles of the FPS mod. One which includes all sorts of extra crap, high-tech weapons, sports cars, aircraft, etc. The regular one still have some vehicles such as tanks, jeeps, and buggies, but these are spawned at the start of the game, and are not upgradeable. I do want the game to be versatile, and I think people will enjoy that. Teleportation station...I suppose that sounds kind of corny. I'll think of something better.



I typed this up earlier today, so it may not reflect the statements above. I need to divide up the MODs more clearly. This is a lot of brainstorming, so chances are a lot is going to change. I'll be building it sections at a time, so there will be working stuff all the way through the development process.



http://www.gryphonauto.com/HL2-Supreme/003.doc
 
Version 0.0.2 Oct 16, 2003
Gryphon Automotive Presents…
Half-Life 2: (unnamed, see possibilities below)

Names:
ATA (Advanced Tactical Assault)
Phantom Assault
Phantom-Ops
Covert-Ops
Tactical Inferno
Enigma-Ops
Natural Progression
S-Kill



Main:
Goal:
To create the most playable, versatile MOD for Half-Life 2. With a massive collection of weapons, vehicles, and player options, servers can chose from one of 3 games. Options are Racing, FPS with normal weapons and vehicles, FPS with all weapons and vehicles. Racing style gameplay will have it’s own maps while the other two share maps. Sub-goals include a easy to learn custom game-play feel, completely original vehicle scheme, dynamic money and rank system to encourage skill and strategy development, and an innovative balanced weapons system to accommodate for a wide variety of strategies. Game play can be anywhere between extremely fast or slow depending on a player’s preference.

Rank & Money System:
Rank uses a dynamic formula to reward skill and strategy. Players are ordered by rank (TAB). Players must minimize deaths and maximize kills to reap exciting benefits. Money is earned at each kill is based on their rank value.
Rank=(2+Total_kills)/(5+Total_Deaths)+Longest_Kill_Streak; Money_Earned=Rank*?$

Money use:
Money used to buy/upgrade vehicles or weapons. It is very important that the money system remain very balanced to allow equality for a variety of strategies including sniping, assault, stealth, etc and to maintain usefulness of every vehicle at some stage.

Gameplay: (fps)
Weapons:
The balance of the weapons will allow for a variety of game play. Not too much can be said yet because it is important to learn the technology and weapon capabilities of Half-Life 2. It will primarily be based on semi-modern weapons with upgrades, but a few high-tech weapons will exist. Standard guns include a variety of pistols, sub machineguns, rifles, explosives, and blades. Other potential weapons may include a sniper rifle, rail-gun, gravity gun (rare), laser, electrical grenade, landmine, RC bomb/vehicle, spy camera, EMP device, teleportation device (rare), and self-destruct device. Balance of weapons is extremely important.

Shooting/Accuracy:
Accuracy is a skill primarily based on your rate of fire. The spread or accuracy depends on your gun, rate of fire, and view (scope/non-scope), position (standing, kneeling/crouched, prone), and movement (running/walking/still). Completely unloading with a gun will greatly reduce your accuracy, while controlled rates of fire will eliminate opponents easily. The accuracy skill (capabilities section) primarily increases your “sniper accuracy,” but also increases accuracy in any occasion. Mastering your rate of fire is the key to success with most weapons, while aim (mouse movement) is extremely important.

Vehicles:
Vehicles must be bought and upgraded at the teleportation station. Most vehicles allow the player to bring a passenger, and some allow the passenger to shoot. Vehicles vary is speed, handling, armor, and weapons, and are balanced by the money system. Vehicles can be repaired at the teleportation station by upgrading armor. A good vehicle collection is important for defensive and offensive operations. Players may want to carefully coordinate drivers and gunners for more efficient assaults. Kills by the gunner are split evenly between the driver and the gunner.
Most vehicles can be stolen if a (expensive) lock device has not been bought. Simply eliminate the driver (and passengers) while leaving the vehicle intact (and get there first). Vehicles can be stored and protected from theft at the home teleportation station.

Vehicle Locks:
If a lock is bought, it protects the player’s vehicle from theft. When the player dies, the vehicle is transported to the home base. If the vehicle is destroyed the lock is lost, but the vehicle may be re-bought for 1/3 of it’s value. Locks are very expensive, and therefore only useful on very expensive and rare vehicles. A player may only maintain one lock at a time.

Capabilities (upgrades):
Every player chooses a primary, and two secondary skills. These skills increase based on a player’s rank value. The primary skill advances faster than the secondary skill. All remaining skills increase slightly based on player rank. The primary skill can never decrease, but all other skills may decrease if a player’s rank value begins to decrease.
Skills include speed, armor, strength, stealth, accuracy, and finance. Speed allows the player to move faster, fall farther, and jump higher. Accuracy increases player accuracy, especially on assault rifles and sniper rifles. Strength allows a player to take more damage, and carry extra weapons and ammunition. Armor increases the player’s resistance to damage and persistence. Stealth allows a player to move quieter, improves their camouflage, and eventually decreases their visibility while motionless. Accuracy improves accuracy, sight, and zoom capability. Finance further increases the players earnings based on rank.
Combinations such as a primary in armor, and secondary in strength and speed would allow a player to participate in direct assaults and take significant damage. A primary in finance and a secondary in strength and armor would allow a player to purchase vehicles more quickly, and survive more easily while participating in vehicular assaults.

Player/Vehicle Health
Players health as in most games, and can regain health or armor at the home base by purchasing a medical nanobots or armor upgrades. Buying the armor upgrade at the teleportation station will restore vehicles.


Teleportation station:
There are two teleportation stations, one for each team. Players spawn at the home teleportation station. A player can buy vehicles or weapons, vehicles, or vehicle upgrades at the teleportation station. The teleportation station also includes a safe-house where vehicles may be stored (and protected from theft if desired) or players may stop for those occasional, but much-needed restroom brakes.

Rounds/Games:
Players may choose to retain their kill/death count when the server changes maps. Players select their primary, and two secondary skills at the beginning of each map. Changing maps may be undesirable because players will loose their hard-earned cash, vehicles, and weapons.

Death:
When you die, you remain out of the round for 30 seconds. You keep all money you have earned and 90% skills you have bought. All weapons and vehicles (unless a lock has been bought) are left at the scene.
 
Weapon Ideas:

Rifle: (primary slot)
IAF-SD (Individual Assault Force): (Slots=7)
This weapons was designed to turn an individual into a full assault force. Combining the capabilities of an assault rifle with that of a sniper rifle and grenade launcher give this weapon a versatile edge. With a 20 round clip of “6.53 Armor Piercing” ammunition and 6 round clip of “18mm Explosive” rounds, this weapons stops humans and vehicles alike. The advanced tactical viewfinder 1.5x-10x zoom, and includes night-vision and infrared. Sound-suppression can be turned on, but is mostly effective for single-shots, and fails at rapid rates of fire. The explosive rounds are launched at a decent velocity and can eliminate targets at long range. Options for the explosive round include explode on first impact and explode on second impact(bounce). Alternate flash rounds or force rounds may be used in the 18mm slot. This weapons main limitation is it’s rate of fire.

STAR-SD (Stealth Tactical Assault Rifle (Sound Suppression) (Slots=4)
This weapon is designed stealthy long-term combat behind enemy lines. This weapon’s first shot is highly accurate, and nearly soundless. If fired rapidly, sound suppression and accuracy is greatly reduced. This weapon has a 2-4x scope, infrared and night-vision capabilities. This weapon carries a 30 round clip of standard “5.56mm” ammunition.

TR-64 (Tactical Rifle 64) (Slots=6)
This weapon is designed for direct tactical assaults. It is effective for medium-range combat and has good accuracy. It’s 60 round-clip of standard “5.56mm” ammunition, and three-round 25mm explosives clip make this weapon a force to be reckoned with. It’s high rate of fire, good accuracy, and large clip allow it to clear multiple enemies quickly and effectively.

AR-67 (Assault Rifle 67) (slots=5)
This is a standard assault rifle, and includes a 2x scope. It carries a 30 round clip of standard “5.56mm” ammunition and has a decent rate of fire. When rate of fire is controlled well, this rifle is highly accurte.

AR-52 (Assault Rifle 52) (slots=5)
This rifle is a cheap light-weight rifle which comes with a very high rate of fire. It carries a 40 round clip of standard “5.56mm” ammunition.

Sniper rifles: (primary slot)

X

X

X

Machine Gun: (primary slot)

STSMG (Supreme Tactical Suppression MachineGun) (Slots=12)
This weapon is designed to be the ultimate suppression and defense force. This 50 caliber machinegun comes with a 200 round clip and 6 round clip and a 25mm grenade launcher. This weapon must be deployed for use, and comes with a protective plate. This weapon can be left at the scene for your teammates to use, or to allow you to pick up more ammunition.

TR-32 (slots=15)
This turret has automatic and manual fire modes. It is primarily useful for defensive purposes, and must be deployed. Any teammate can take controls of the turret when necessary. You may need to take a second trip to fill it up with ammunition. It uses standard 5.56mm ammunition.

Blade: (misc slot)
K-bar (Slots 1)
Sneak up behind the enemy, and he’ll never know what happened. Designed for a single thrust, make sure your enemy isn’t looking.

Katana (Slots 3)
This light-weight silent weapon can be used for dispatching your foes quickly and silently. Primary fire swings the blade quickly while secondary fire will to do a quick lunge.
Combine this with a primary in speed and while caring no other weapons, and a person with a high Rank Value will have the ability to leap quickly at their targets and if timed right can dispatch their target with a single swing of the blade. If the NooBs are too easy, or you think you’ve got the skill this may be the choice for you. You may also throw your blade, but do so wisely, unless hand-to-hand is your style.

X

SMG: (primary slot)

SMG-38 (sots 5)
This standard submachine gun is cheap and primarily useful at medium-close range. It has fairly consistent accuracy, and features a 30 round clip of “9mm” ammunition.

Dual RTG-40 (Slots=5)
These fully automatic guns are the ultimate close range assault weapons. The dual, fully automatic, high-rate of fire is enough to send any enemy running for cover. With 80 rounds (40 + 40) of standard “9mm” ammunition, and a consistent accuracy, this is the NooBs and close-quarter assault weapon of choice. Going in with guns-blazing is a understatement with these guns.

X

X

Pistols: (primary or secondary slot)

Dual 9mm (slots = 4)
Each pistol carries a 12 round clip of 9mm ammunition, and this combination is fairly cheap to buy.

Desert Hawk (slots=3)
The predecessor of the Desert Eagle is an effective weapon with good accuracy for a pistol. It comes with a laser sight, which increases accuracy, but may give away your position. It carries an 8-round clip of ____.

ATP-16 (slots=3)
This pistol comes with a silencer, and has decent accuracy. It has a 12 round clip of standard 9mm ammunition.

X

X

X

High-Tech / Unique (primary or secondary slot)

Alpha3: (slots=6)
Very little is known about this rifle except it comes with an extremely advanced scope, and the rounds burn holes through anything. Headshots are instant kills, and mid-chest shots are fairly effective, but otherwise this gun leaves little damage.

Alpha7: (slots=6)
This weapon seems to isolate the laws of physics and gravity. It’s rounds seem to freeze the objects inside for a few seconds, then send them flying at high velocities. Secondary fire launches focused shockwave which propels and damages anything in it’s path. This weapon is primarily effective against small-medium sized vehicles.

AR-135 (slots=5)
This assault rifle uses 30 rounds of 7mm photonic ammunition. It has a relatively low rate of fire, but is accurate at long range. It’s primary downfall is it’s non-stealthy beams of light. It includes a 2-6x scope and night-vision.

DT5-EMP: (slots=6)
This weapon carries a 10 round clip of 10mm EMP5. This weapon acts as an anti-vehicle weapon, which disables most vehicles within a 12-foot radius for 10 seconds. Direct hits on human opponents will likely eliminate them.

Teleportation Device: (slots=4)
This expensive device can be used to make a quick exit. Simply Activate the device, and 3 seconds later you are teleported to the home teleportation station.

X

Surveillance: (misc slot)

Spyder: (slots=4/spider; 2/controller)
This remote control vehicle includes a spy-camera, and can climb on walls. Only one can be deployed at a time. The Spyders conflict with spycameras, so existing spycameras will be disabled. Players can control the vehicle by selecting the controller & players remain stationary while controlling the vehicle. Video is also uplinked to the teleportation station where other players can monitor activity. This vehicle includes a self-destruct which is quite damaging at very close range.

Spycamera: (slots=1/2)
This spy camera is thrown onto a wall. Two spy cameras can be deployed at once, but will conflict with the Spyders broadcast frequency. The first spy camera is up linked to the teleportation center.


Mines: (misc slot)

EMP Mine: (slots=2)
This is a proximity mine, which detonates when anything passes within a 20 foot radius. It is nearly invisible, and can be destroyed by direct fire. It is mostly effective against vehicles within a 30-foot radius, and lasts 30 seconds.

Remote Mine Frequency A & B: (slots=1)

These remote mines allow you to booby-trap separate locations. These mines can be eliminated a direct shot. As many as 5 mines may be deployed on each frequency, and each set is detonated separately.




Ammunition name; ammunition/slot; description
Name Rounds/Slot Price/Clip Description
6.53mm Armor 20 /20 This ammunition has good armor piercing and damage.
18mmExplosive 3 /6 This round can be set to explode on impact or explode on second impact (bounce). This round will eliminate most vehicles and opponents on direct impact.
5.56mm 30 This is standard rifle ammunition. Headshots will generally be instant kills.
25mm Explosive 3 /6 This is an explosive round for assault rifles, which explodes on impact.
9mm 50 This is standard 9mm ammunition
25mm Flash 3 /6 This flash-bang is an alternate for the 25mm explosive round.
18mm Flash 3 /6 This flash-bank is an alternate for the 18mm explosive round.
50 calliber 25 Standard ammunition for turrets and heavy machine guns.
18mm Force 3 /1 This force round is an alternate for the 18mm explosive round. It propels objects within a limited radius at high speeds.
7mm photonic 30 /30 This is a photonic round which fires a laser like beam.
EMP Mine 1/2 /1 Disables nearby vehicles
10mm EMP5 10 /10 Disables nearby vehicles, and electrocutes anything on direct impact.
Remote Mines 1 /1 Creates a deadly explosion when detonated.
 
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