Epic mod? - Page 3

Epic mod?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Post by Abokasee »

Linebacker wrote:
Abokasee wrote:Im making a mod... Which exaclty what your asking for
Oh kay. You tempted me. Here's what I want:
a. different regions in a huge map, by huge I mean a map 30x30 to 50x50 or larger in OTA measures, by different regions I mean ParadiseIslandV2 combined with CometCatcher, Evad River Confluence (OTA version, where Hovercraft can easily enter water), Supreme Battlefield, The Barrier Reef, Gods of War, Five Miles Out and some desert terrain would also be nice, also add some icey fields
b. all of these regions need to have strategic points to fight for (e.g. hills surrounded by geo vents, metal fields, scrap to reclaim)
c. make regions "claimable" so that outside your base you need to have sovereignty of a certain region to be able to receive the goodies (metal spots, vents, scrap, huge trees e.g.) whereas a region can be a certain area of about 3x3 or 6x6 (in OTA measures)
d. invent some cool Level 3 and Level 4 gear - have a look at TAWP (shield generators, super-fusions, krogoth-class bots and the like)
e. when you insert shield-gens don't forget to give the players gear to take them down, a few expensive bots should be able to penetrate shield gens better than any other, but besides this ability, they are weak, so they would need to be guarded by their folks. The generators ought to be expensive too, of course.
f. add some so called "role-play" elements into the game, so you could produce a Tech2 version of Level1 units, meaning improved health, firepower, accuracy, speed, maneuverablity - in fact it has nothing to do with roleplaying, its rather a possibility to upgrade Level 1 units and make them stronger (added to the already implemented experience and health regen elements, which I like)
g. as a complete knockout, insert a skill-tree! So your commander would have to read books and acquire certain skills, before advancing to the next Level (epic!).

Of course this would largely change the gameplay of Spring, but it should be fun.

Anyway: all of this is useless, if you can't save and load a game. So have the AI resync or whatever is needed to accomplish it. :lol: And these ideas are also useless, unless you have diminishing metal extractor returns set, since it would be only a question of time until the stronger econ player wins. To prevent this, create some limitations: dim. mex returns, regrowing/renewable trees, metal mountains that you cannot place a mex on, but extract the metal slowly with your con units!

And of course the battlefield would not be entirely empty. In the midfield the combined core and arm police forces established their home to ensure a working economy and freedom. They also maintain the libraries where you can buy the skillbooks and other expensive stuff. And of course you would need to haul them home to your base to use them. And of course these deliveries could be intercepted by enemy forces...

I expect your mod to implement all of the above mentioned ideas and be out of beta by the end of 2007.

Good luck. :lol:
I thought you meant epic battles, not what your talking about
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Linebacker
Posts: 128
Joined: 25 Jul 2007, 21:30

Post by Linebacker »

I never believed you would actually try - but it felt good to speak my mind. :wink:

j5mello: sounds good, LUA seems to be viable as I read your comments. I could explain the purpose f and g to you in PM, in case your interested. It's a bit off-topic regarding this thread I believe. Thanks for your appraisal though.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Go play an RPG. Seriously. O_O
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

It would be interesting to have pilots that you train in different skills. When they die they could be cloned and put back in the pool to use again. Ships + whatever modifications to them would be loosable but pilots a permanent resource, could have the amount of pilots slowly increase, or even stay constant so all player have equal amounts. Maybe the "CEO" could have some skills as well for passive bonuses or such.

Of course, no carrying over of skills from one game to another.

Reasoning behind this is that pilots and their skills would work as a resource, kind of similar to typical researching stuff. They would be the stuff of your long term strategy. I think it has the advantage to research that you could get that "attachment" feeling, while research is kind of cold and dull in all games I have seen it in.
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