I was wandering how many people would be interested in an RPG mod?
You start of as a small unit and you kill random robots that get scattered on the map and start roaming.
As you gain experiance you can morph into tougher units.
What happens is that after a certain period or after a certain amount of enemies was killed new enemies appear that are at a "higher" level.
You mission is to kill your human opponents while surviving the random ai enemies.
There might be different special structures placed on metal spots or geo vents and you will have different tactical morphing options:
If you see that the ai units cant climb hills you morph into an artillery that can climb mountains and just shoot them from above gaining experiance.
Perhaps morphing into a hover or a ship if you see you have ai enemy ships that you can gain experiance from.
some morph options will be very microable with high turn rates and fast speeds while others will be heavy and less microable.
Also an interesting morph tree with all kinds of shortcuts and dangerous choices.
World of Total Annihilation
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Re: World of Total Annihilation
Um, that sounds like a fun game to me, except I think you need a score mechanism and respawn, otherwise tbh it'd have to play really slowly, and you'd have to spend forever dicking with early-game scaling to keep players from dying due to sheer bad luck. Maybe a system where a certain number of kills == a re-life? So the last guy with lives remaining wins? You'd also need a way to spend your kills in other ways- on more powerful morphs, etc., to keep the game moving forwards. I could see this being fun, in a Gauntlet kind've way.
Re: World of Total Annihilation
Been done many times with the various Warcraft games. It'd be more work in Spring since the Lua system isn't quite as user-friendly as the UMS maps in StarCraft, but it really should be doable.
The system in the SC maps was generally like this: the map was divided up into "regions" - each "region" had different strengths of baddies. You'd charge into the easiest region and slaughter baddies until you levelled up enough to move on to the next. Levelling up was accomplished by moving back to your home-base and touching the "level up" zone. XP was simply the # of frags you had.
Personally, I'd start simpler and try and get a decent dungeon-crawl going with Spring, without bothering with experience-points or leveling. You could probably have some invicible/untargettable-wall things that self-destruct when you hit a switch for doors, some explody buildings to use like FPS barrels, and so on.
Hell, it'd actually be a good reason to play in FPS mode, since Spring's order-system is otherwise lacking in the department of "move to X while shooting at Y" which you'd want while commanding a single unit.
The system in the SC maps was generally like this: the map was divided up into "regions" - each "region" had different strengths of baddies. You'd charge into the easiest region and slaughter baddies until you levelled up enough to move on to the next. Levelling up was accomplished by moving back to your home-base and touching the "level up" zone. XP was simply the # of frags you had.
Personally, I'd start simpler and try and get a decent dungeon-crawl going with Spring, without bothering with experience-points or leveling. You could probably have some invicible/untargettable-wall things that self-destruct when you hit a switch for doors, some explody buildings to use like FPS barrels, and so on.
Hell, it'd actually be a good reason to play in FPS mode, since Spring's order-system is otherwise lacking in the department of "move to X while shooting at Y" which you'd want while commanding a single unit.
Re: World of Total Annihilation
We really need an auto-aim while in FPS, as FPS is somewhat lacking in the 'actually hit x while moving to y'... an over-head-cam with FPS controls would also be good.
Anyway, do it man, no reason not to. We need more fresh innovative mods. Most RTS-RPG maps are cooperative though, all against the computer or all against 1 'creep' player who is trying to kill them (Though usually the most effective way to do this is to deny them XP which is boring)... several game modes (all against 1 player controlling creeps, players taking control of the creeps as they die so they can keep playing, competitive deathmatch teams, competitive FFA etc) could be interesting.
Perhaps talk to the Tower Defense Team if you're serious about this, they have a bucketload of Creeps last i heard.
Anyway, do it man, no reason not to. We need more fresh innovative mods. Most RTS-RPG maps are cooperative though, all against the computer or all against 1 'creep' player who is trying to kill them (Though usually the most effective way to do this is to deny them XP which is boring)... several game modes (all against 1 player controlling creeps, players taking control of the creeps as they die so they can keep playing, competitive deathmatch teams, competitive FFA etc) could be interesting.
Perhaps talk to the Tower Defense Team if you're serious about this, they have a bucketload of Creeps last i heard.
Re: World of Total Annihilation
there would need to be a whole new lobby and engine to support a game/mod of this scale. since it would be a new game, there would need to be many, many changes to the units, maps, and AIs.
Re: World of Total Annihilation
Oo
i was just thinking about ai units roaming the map and attacking u on sight...
and the morphing which is already implemented.
i was just thinking about ai units roaming the map and attacking u on sight...
and the morphing which is already implemented.
Re: World of Total Annihilation
I was thinking about making it possible to play it on any map..
not just one
not just one
Re: World of Total Annihilation
Well with some customization of the robot character through the progress it could be fun.
IMO You should look at my idea for the Kustorion mod (not RPG) that I'm thinking of, mostly the weapons! Then when the whole design is finished I will get to work at it!
Wiki - http://spring.clan-sy.com/wiki/Kustorion
IMO You should look at my idea for the Kustorion mod (not RPG) that I'm thinking of, mostly the weapons! Then when the whole design is finished I will get to work at it!
Wiki - http://spring.clan-sy.com/wiki/Kustorion
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: World of Total Annihilation
Partworks mod?Pendrokar wrote:Well with some customization of the robot character through the progress it could be fun.
IMO You should look at my idea for the Kustorion mod (not RPG) that I'm thinking of, mostly the weapons! Then when the whole design is finished I will get to work at it!
Wiki - http://spring.clan-sy.com/wiki/Kustorion
Re: World of Total Annihilation
What there already is one?SwiftSpear wrote:Partworks mod?Pendrokar wrote:Well with some customization of the robot character through the progress it could be fun.
IMO You should look at my idea for the Kustorion mod (not RPG) that I'm thinking of, mostly the weapons! Then when the whole design is finished I will get to work at it!
Wiki - http://spring.clan-sy.com/wiki/Kustorion

Re: World of Total Annihilation
Persistent games and/or the ability to resync and have an outside player join games is what's needed.