phantomdesign
Tank
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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.
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.