Mod idea, require people to work on it (SQUAD)

Mod idea, require people to work on it (SQUAD)

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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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Mod idea, require people to work on it (SQUAD)

Post by BlackLiger »

Well, I've got a design for a mod worked out in my head. However, I require modelers and such, as I've never actually made a unit in my life (never been able to, can't get the tools, or at least never used to be able to....)

So, if anyone wants to help, I'll stick a summary below.

In 2145, the 3rd and final world war began. A massive global nuclear conflict wiped out the old factions, and left only the organised relgious masses and massive corporate armies.

At the same time, an all out war across the solar system was being fought. At a critical moment, the HMS Reliant was shot down in orbit, and crashlanded. This spurred a democratic resistance across the world, and an all out war began.

In 2147, the world looked something like this Image
Yes, I know its not an accurate world map. Lots of tectonic shifts and earthquakes and such saw to that.

Areas in blue/purple are under control of the United Nations Special Corp, the democratic alliance of nations fighting for a unified world government.
Areas in Red/Orange/pink are under the control of the Global Corporate Collective, the major corporate armies.
And the areas in Green are under the control of the NAR, the New Age Revolutionaries. A loose knit terrorist organisation of relgious fundamentalists, who, while being from a variety of relgions, are working together to defeat "The satanistic democracts" and "The demonic corporations" before turning on each other.

So the basic concept of this mod is small squads of troops and equipment fighting each other across massive battlefields.

Resources are "Logistic points (energy)" and "Ammunition (metal)".

All infantry may build 'flags' which are to be place on Supply Dropzones. Flags gather logistic points AND ammunition, but ammunition is at a far higher rate. Logistic points represent manpower avalible. Ammunition is used by any weapon to fire, even the energy ones....

Certain infantry can also build defencive emplacements, like sandbag walls, and light machinegun nests. These, like any construction, take logistic points.

Tech trees

UNSC

BASIC STRUCTURES:

Field base (Commander)
-Looks like a full military base. Is quite large, and has 4 machinegun towers. One on each corner. Produces resources and builds troops.

Sandbag wall
-A pile of sandbags to allow shelter from weapons fire and to form a barrier....

Machinegun nest
-Defencive emplacement armed with a machinegun.

Rocket Tower
-Defencive tower with a missile launcher.

Flag
- Gathers resources from supply dropzones.

TROOPS:

Rifleman
- Single shot rifle. Accurate, but not very powerful

Battle Rifleman
- 3 round burst rifle. Less accurate, more powerful.

Assault Rifleman
- Fully automatic, less accurate than BR, more powerful still.

Sniper
- Extreme range, low ROF, instant kill on any infantry

Light Machinegunner
- Extreme ROF, medium range, high damage, incredibly low accuracy

Rocket Launcher
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. Missiles also home in on vehicles and troops.

Laser Rifleman
- Beam Rifle. Long range. high damage. high ROF. VERY expencive soldier.

Engineer
- Rifleman, but can build buildings OTHER than flags.

VEHICLES:

Light scout bike
- Very fast scout. Cheap, armed with a machinegun. Weak.

Humvee LMG
- Humvee jeep with an LMG

Humvee TOW
- Humvee jeep with a TOW missile launcher

Humvee laser
- Jeep with a laser

Construction Dozer
- Builds advanced structures. Unarmed.

ADVANCED STRUCTURES:

Airbase
- Builds light field aircraft.

Dropzone
- Replaces flags, advanced resource gathering station. Is armed with 1 light machinegun tower.

Guard tower
- Provides extended LOS. Has 1 sniper and 1 light machinegun

Heavy Wall
- Better fortification than sandbags.

Fire Base
- Has 2 light machineguns, 1 missile launcher and 1 heavy artillary cannon.

Field Outpost
- Builds troops and provides resources. 2 light machineguns.

AIRCRAFT

Lightning
- Light combat fighter. Aircraft are not overly powerful, but are fast.

Thunder
- More for the naming scheme above than as a homage to the TA one. Bomber.

Hail
- Scout plane

Monsoon
- Heavy bomber

Apache
- Light attack helo

Chinook
- Transport Helo

Siox
- Combat helo

Commanche
- Heavy armoured attack helo.




NAR

BASIC STRUCTURES:

Training camp (Commander)
-Looks like a full camp. Is quite large, and has 4 machinegun towers. One on each corner. Produces resources and builds troops.

Heaped wall
-A pile of bits and pieces to allow shelter from weapons fire and to form a barrier....

HMG position
-Defencive emplacement armed with a machinegun.

RPG bunker
-Defencive bunker with a missile launcher.

Flag
- Gathers resources from supply dropzones.

TROOPS:

Rifleman
- Single shot rifle. Accurate, but not very powerful

Battle Rifleman
- 3 round burst rifle. Less accurate, more powerful.

Assault Rifleman
- Fully automatic, less accurate than BR, more powerful still.

Sniper
- Extreme range, low ROF, instant kill on any infantry

Light Machinegunner
- Extreme ROF, medium range, high damage, incredibly low accuracy

RPG Launcher
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. RPG's also have flamethrower effect.

Plasma Rifleman
- Plasma blast Rifle. Long range. V. High damage. Medium ROF. VERY expencive soldier.

Engineer
- Rifleman, but can build buildings OTHER than flags.

VEHICLES:

Light scout bike
- Very fast scout. Cheap, armed with a machinegun. Weak.

Halftrack
- Armed with an LMG

Flack Track
- Armed with an anti aircraft gun that acts like an AT gun to ground forces.

Flame Tank
- Light tank with a flamethrower. Powerful vs infantry.

Engineer's halftrack
- Builds advanced structures. Unarmed.

ADVANCED STRUCTURES:

SAM site
- Armed with multiple anti air missiles and Flack cannons.

Supply Center
- Replaces flags, advanced resource gathering station. Is armed with 1 light machinegun tower.

Watch Station
- Provides extended LOS. Has 1 sniper and 1 light machinegun

Heavy Wall
- Better fortification than light wall.

Fortress
- Has 1 light machinegun, 2 missile launchers and 1 heavy artillary cannon.

Encampment
- Builds troops and provides resources. 2 light machineguns.



GCC

BASIC STRUCTURES:

Corporate Office (Commander)
- A large square building with turrets on each corner. Builds troops, gathers recources. Has 4 heavy pulse cannons in the turrets.

Pulse Turret
- Fires a light pulse cannon

MRL battery
- Fires defencive missiles.

Flag
- Gathers resources from supply dropzones.

TROOPS:

Pulse Rifleman
- Single shot rifle. Accurate, but and moderately powerful.

Slugthrower
- Extreme range, low ROF, instant kill on any infantry.

HPR
- Extreme ROF, medium range, high damage, incredibly low accuracy.

Arc Rifle
- Low ROF. Long range. High damage. Explosive shots. Fires faster than a sniper still. Electrical bursts follow an arc like an artillary round.

Engineer
- Rifleman, but can build buildings OTHER than flags.

HOVERCRAFT:

Speeder
- Very fast scout. Cheap, armed with a Pulse cannon. Weak. Hovers

Attack Hovercraft
- Armed with a Heavy Pulse Cannon. Hovers.

Missile Skimmer
- Armed with a battery of missiles for anti air work. Hovers.

Construction Tanker
- Builds advanced structures. Unarmed. Hovers.

ADVANCED STRUCTURES:

Warehouse
- Gathers additional resources and provides additional storage

Guard tower
- Armed with a rocket launcher and a light pulse cannon.

Heavy Wall
- Better fortification than sandbags.

Factory
- Builds troops and provides resources. 2 HPCs.




Yes, only 1 side gets an airforce. And only 1 gets hovercraft. However, the NAR's halftracks are amphibious also......
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Hmm, modproposal #245.623.523....

I'll be blunt, most of the capable modders already have their own projects. Once every six or so months someone pops up with an "idea" then dissapears shortly there after.

The best thing I can tell you is if you want to see it happen get started. People only really help when they see you have made a real effort. I am sorry writing a long description of the mod is not a good design doc. Part of writing one is a very important research phase where you look into what the engine and tools can do when properly utilized. Otherwise your design will be plagued with a large amount of pitfalls.

Anyway, the point is. Make a few units yourself and people will offer help if the idea interestst them. However, posts like this very posts are often dead ends and most people are wary of them. I have typed this same message countless times. I have yet to see any mod get done starting the way you are starting.

I am not discouraging you. However, it is prudent to do some work yourself. People are not goning to blind help and anonymous stranger.

-Smoth
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

smoth wrote:Hmm, modproposal #245.623.523....

I'll be blunt, most of the capable modders already have their own projects. Once every six or so months someone pops up with an "idea" then dissapears shortly there after.

The best thing I can tell you is if you want to see it happen get started. People only really help when they see you have made a real effort. I am sorry writing a long description of the mod is not a good design doc. Part of writing one is a very important research phase where you look into what the engine and tools can do when properly utilized. Otherwise your design will be plagued with a large amount of pitfalls.

Anyway, the point is. Make a few units yourself and people will offer help if the idea interestst them. However, posts like this very posts are often dead ends and most people are wary of them. I have typed this same message countless times. I have yet to see any mod get done starting the way you are starting.

I am not discouraging you. However, it is prudent to do some work yourself. People are not goning to blind help and anonymous stranger.

-Smoth
Some anonymous stranger, no, but I'm an oldbie to this community. I was one of the first to be playing and one of the first to be poking at holes.

Maybe the modders don't know me, but ask Zoombie, or Alantai, or one of the other origional members, they remember me.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

^Same difference, you should have somthing done before asking for help.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I understand what you are saying but NO ONE who does the MODS know who you are. Argue that point all you want but join date does not equal activity. Activity in moding, maping or modeling would have made your name known but as far as I am concerned you are as known to me as a noob.

I am/was/will be honest to the point of outright brash statements. I am trying to not waiste time here. The time you spend debating/argueing with me is time you need to spend on starting your mod.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Mod idea, require people to work on it (SQUAD)

Post by zwzsg »

BlackLiger wrote:Well, I've got a design for a mod worked out in my head. However, I require modelers and such, as I've never actually made a unit in my life (never been able to, can't get the tools, or at least never used to be able to....)
LoL! No need to read the rest. All is said.

You've got two options:
1) You learn to make it yourself.
2) You realise how futile your thread is.

Have you ever seen ANY mod where the team leader has zero modding talent? (No, writing fluff and wishlist doesn't count, I'm talking about actually useful talent, like modelling, scripting, texxing, editing files,...)

Have you ever seen any modder posting "I'm bored, I don't know what to do for the next 6 month, please, give me something to occupy me!"?
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I have, but it was a long time ago and for different game engine
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

I tryed this, Gave up asking and made the mod myself. Then it dies because I can model but can't skin. :O
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

You always have different roles in a team.
A great unit scripter probably sucks as a sound artist.

But in this case I would advice to first try and help out with another mod.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

Drone_Fragger, I can't skin either but you just have to work at it. Some of my models have turned out pretty decent. Its like any thingy artsy, if you keep doing it, you will eventualy be good at it (or good enough :P).

P.S. my avitar is a unit for the mod, and I think I skinned it decently (although many of my units look pretty meh, but I figure I can redo them later)
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

how is that going by the way spontanious?
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

The mod? well its making progress, have several basic builders done, if I could load up the mod I could see if my latest unit (a factory with 5 turrets on it) works, along with the custom weapons I made :D.

Once school finishes for the summer I expect to make alot more progress. Sadly, all the people I recruited on the forums have. . .disapeared :roll: so, its been just me for the whole mod so far. Although, two of my friends (not on the forums) are starting to help me. One with build pics and other 2d things, and the other will be helping me model and the like pretty soon (once he has time)

Also, I am getting faster at making the things for the mod which is good, maybe I can get two of my sides working by mid to end summer (I hope). although more likly I will have all four sides around the same level of progression because of my work style (a little here, a little here, and then here etc.)

thanks for asking

Smoth Wrote:
spontanious
btw may name is spontaneous (had to be nit picky sorry :P )
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Well, look spotaneous. Email it to me and I will see if I can fix it for you. I am going to be offline tommorrow so if you hurry up and send it I may be able to fix it for you tonight.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

SpikedHelmet started out with no prior TA modding experience nor any of the fields that came with it and rapidly made progress on the early versions of AATA (ahhh, Company Command).

Try. Fail. Learn. Succeed.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Or do what I did, and somehow attach yourself to a mod in progress despite a total lack of applicable skills, and try to make yourself useful through sheer grunt work >_>
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

it is alway good when one is new for you to join an existing team.

It may be worth your while to see if the heavy geear project with centurion is looking for help... or maybe Guessmyname's sapce mod.
DLS_Gishank1
Posts: 48
Joined: 14 May 2006, 14:18

Post by DLS_Gishank1 »

Lol, most of those units soud good, if i could code i certainly would help.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

DLS_Gishank1 wrote:Lol, most of those units soud good, if i could code i certainly would help.
The scripting system is not coding is is more a shitty psuedo-c. If you want you can learn it. All it takes is going through a few tutorials.

It is all very simple... you springers need only follow this
DLS_Gishank1
Posts: 48
Joined: 14 May 2006, 14:18

Post by DLS_Gishank1 »

Yeah but i couldn't find any tutorials :oops:
The only scripts i know are PHP, XML, XHTML, HTML, perl and Unreal.
Neways i might be arse to learn a new one lol.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

THAT LINK IS TO A TUTORIAL!
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